webgpu_multiple_elements.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - multiple elements</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgpu - multiple elements">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_multiple_elements.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_multiple_elements.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <style>
  13. * {
  14. box-sizing: border-box;
  15. -moz-box-sizing: border-box;
  16. }
  17. body {
  18. background-color: #fff;
  19. color: #444;
  20. }
  21. a {
  22. color: #08f;
  23. }
  24. #content {
  25. position: absolute;
  26. top: 0; width: 100%;
  27. z-index: 1;
  28. padding: 3em 0 0 0;
  29. }
  30. #c {
  31. position: absolute;
  32. left: 0;
  33. width: 100%;
  34. height: 100%;
  35. }
  36. .list-item {
  37. display: inline-block;
  38. margin: 1em;
  39. padding: 1em;
  40. box-shadow: 1px 2px 4px 0px rgba(0,0,0,0.25);
  41. }
  42. .list-item > div:nth-child(1) {
  43. width: 200px;
  44. height: 200px;
  45. }
  46. .list-item > div:nth-child(2) {
  47. color: #888;
  48. font-family: sans-serif;
  49. font-size: large;
  50. width: 200px;
  51. margin-top: 0.5em;
  52. }
  53. </style>
  54. </head>
  55. <body>
  56. <canvas id="c"></canvas>
  57. <div id="content">
  58. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - multiple elements</div>
  59. </div>
  60. <script type="importmap">
  61. {
  62. "imports": {
  63. "three": "../build/three.webgpu.js",
  64. "three/webgpu": "../build/three.webgpu.js",
  65. "three/tsl": "../build/three.tsl.js",
  66. "three/addons/": "./jsm/"
  67. }
  68. }
  69. </script>
  70. <script type="module">
  71. import * as THREE from 'three';
  72. import { color } from 'three/tsl';
  73. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  74. let canvas, renderer;
  75. const scenes = [];
  76. init();
  77. function init() {
  78. canvas = document.getElementById( 'c' );
  79. const geometries = [
  80. new THREE.BoxGeometry( 1, 1, 1 ),
  81. new THREE.SphereGeometry( 0.5, 12, 8 ),
  82. new THREE.DodecahedronGeometry( 0.5 ),
  83. new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 )
  84. ];
  85. const content = document.getElementById( 'content' );
  86. for ( let i = 0; i < 40; i ++ ) {
  87. const scene = new THREE.Scene();
  88. scene.backgroundNode = color( 0xeeeeee );
  89. // make a list item
  90. const element = document.createElement( 'div' );
  91. element.className = 'list-item';
  92. const sceneElement = document.createElement( 'div' );
  93. element.appendChild( sceneElement );
  94. const descriptionElement = document.createElement( 'div' );
  95. descriptionElement.innerText = 'Scene ' + ( i + 1 );
  96. element.appendChild( descriptionElement );
  97. // the element that represents the area we want to render the scene
  98. scene.userData.element = sceneElement;
  99. content.appendChild( element );
  100. const camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
  101. camera.position.z = 2;
  102. scene.userData.camera = camera;
  103. const controls = new OrbitControls( scene.userData.camera, scene.userData.element );
  104. controls.minDistance = 2;
  105. controls.maxDistance = 5;
  106. controls.enablePan = false;
  107. controls.enableZoom = false;
  108. scene.userData.controls = controls;
  109. // add one random mesh to each scene
  110. const geometry = geometries[ geometries.length * Math.random() | 0 ];
  111. const material = new THREE.MeshStandardMaterial( {
  112. color: new THREE.Color().setHSL( Math.random(), 1, 0.75, THREE.SRGBColorSpace ),
  113. roughness: 0.5,
  114. metalness: 0,
  115. flatShading: true
  116. } );
  117. scene.add( new THREE.Mesh( geometry, material ) );
  118. scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444, 3 ) );
  119. const light = new THREE.DirectionalLight( 0xffffff, 1.5 );
  120. light.position.set( 1, 1, 1 );
  121. scene.add( light );
  122. scenes.push( scene );
  123. }
  124. renderer = new THREE.WebGPURenderer( { canvas: canvas, antialias: true } );
  125. renderer.setClearColor( 0xffffff, 1 );
  126. renderer.setPixelRatio( window.devicePixelRatio );
  127. renderer.setAnimationLoop( animate );
  128. }
  129. function updateSize() {
  130. const width = canvas.clientWidth;
  131. const height = canvas.clientHeight;
  132. if ( canvas.width !== width || canvas.height !== height ) {
  133. renderer.setSize( width, height, false );
  134. }
  135. }
  136. function animate() {
  137. updateSize();
  138. canvas.style.transform = `translateY(${window.scrollY}px)`;
  139. renderer.setClearColor( 0xffffff );
  140. renderer.setScissorTest( false );
  141. renderer.setViewport( 0, 0, canvas.width, canvas.height );
  142. renderer.clear();
  143. //renderer.setClearColor( 0xe0e0e0 );
  144. renderer.setScissorTest( true );
  145. scenes.forEach( function ( scene ) {
  146. // so something moves
  147. scene.children[ 0 ].rotation.y = Date.now() * 0.001;
  148. // get the element that is a place holder for where we want to
  149. // draw the scene
  150. const element = scene.userData.element;
  151. // get its position relative to the page's viewport
  152. const rect = element.getBoundingClientRect();
  153. // check if it's offscreen. If so skip it
  154. if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
  155. rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
  156. return; // it's off screen
  157. }
  158. // set the viewport
  159. const width = rect.right - rect.left;
  160. const height = rect.bottom - rect.top;
  161. const left = rect.left;
  162. const top = rect.top;
  163. renderer.setViewport( left, top, width, height );
  164. renderer.setScissor( left, top, width, height );
  165. const camera = scene.userData.camera;
  166. //camera.aspect = width / height; // not changing in this example
  167. //camera.updateProjectionMatrix();
  168. //scene.userData.controls.update();
  169. renderer.render( scene, camera );
  170. } );
  171. }
  172. </script>
  173. </body>
  174. </html>
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