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javascript - THREE.js 多个渲染器都动态调整大小

转载 作者:行者123 更新时间:2023-11-28 14:47:42 26 4
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我的第一个 Canvas 正在显示我的第一个渲染器,它会根据浏览器窗口适当调整大小。但是,尽管使用相同的方法,但我在第二个 Canvas 中的第二个渲染器并没有调整大小。

最终目标是最终有更多渲染函数与渲染器相关的文本信息一起使用。

也许我以错误的方式解决这个问题,但任何建议都会有所帮助。谢谢。

/////FIRST CANVAS/////

// RENDERER
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById('myCanvas'),
antialias: true
});
renderer.setClearColor(0x00ff00);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth * .4, window.innerHeight * .4);
var camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 3000);
var scene = new THREE.Scene();
// WINDOW RESIZE FUNCTION

window.addEventListener("resize", onWindowResize);

function onWindowResize() {
camera.aspect = (window.innerWidth * .4) / (window.innerHeight * .4);
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth * .4, window.innerHeight * .4);
}

var light = new THREE.AmbientLight(0xffffff, 0.5); // will light the dark sides of the object
scene.add(light);

var light1 = new THREE.PointLight(0xffffff, 0.5); //will light the front of the object
scene.add(light1);

var geometry = new THREE.CubeGeometry(100, 100, 100); //(x,y,z) ?
var material = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
}); // this material will alow color, the parameter sets the solor of the object
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 0, -1000);

scene.add(mesh);

// ANIMATION
requestAnimationFrame(render);

function render() {
mesh.rotation.x += 0.1;
mesh.rotation.y += 0.1;
renderer.render(scene, camera);
requestAnimationFrame(render);
}

//document.body.appendChild(renderer.domElement);

/////THIS IS IS THE OTHER CANVAS////

// RENDERER 00
var renderer00 = new THREE.WebGLRenderer({
canvas: document.getElementById('myCanvas00'),
antialias: true
});
renderer00.setClearColor(0x00ff00);
renderer00.setPixelRatio(window.devicePixelRatio);
renderer00.setSize(window.innerWidth * .4, window.innerHeight * .4);

var camera00 = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 3000);
var scene00 = new THREE.Scene();

// WINDOW RESIZE FUNCTION 00
window.addEventListener("resize00", onWindowResize00);

function onWindowResize00() {
camera00.aspect = (window.innerWidth * .4) / (window.innerHeight * .4);

camera00.updateProjectionMatrix();
renderer00.setSize(window.innerWidth * .4, window.innerHeight * .4);
}

// Lights00
var light00 = new THREE.AmbientLight(0xffffff, 0.5); // will light the dark sides of the object
scene00.add(light00);

var light100 = new THREE.PointLight(0xffffff, 0.5); //will light the front of the object
scene00.add(light100);

// Geometry00
var geometry00 = new THREE.CubeGeometry(100, 100, 100); //(x,y,z) ?

// Material00
var material00 = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
}); // this material will alow color, the parameter sets the solor of the object

var mesh00 = new THREE.Mesh(geometry00, material00);
mesh00.position.set(0, 0, -1000);

scene00.add(mesh00);

// ANIMATION 00

requestAnimationFrame(render00);

function render00() {
mesh00.rotation.x += 0.01;
mesh00.rotation.y += 0.01;
renderer00.render(scene00, camera00);
requestAnimationFrame(render00);
}
body {
margin: 0;
overflow: hidden;
}

canvas {
background: red;
font: 12px, #5673a0;
font-family: verdana;
}
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r76/three.min.js"></script>

<div>
<p>div above myCanvas</p>
</div>

<canvas id="myCanvas"></canvas>

<div>
<p>div above myCanvas00</p>
</div>

<canvas id="myCanvas00"></canvas>

最佳答案

与其创建不同的函数,不如创建通用函数并传递 Canvas 来处理多个渲染器。

演示

function rendererCommon(canvas) {
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById(canvas),
antialias: true
}),
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 3000),
scene = new THREE.Scene(),
light = new THREE.AmbientLight(0xffffff, 0.5), // will light the dark sides of the object;
light1 = new THREE.PointLight(0xffffff, 0.5), //will light the front of the object
geometry = new THREE.CubeGeometry(100, 100, 100), //(x,y,z) ?,
material = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
});// this material will alow color, the parameter sets the solor of the object

renderer.setClearColor(0x00ff00);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth * .4, window.innerHeight * .4);


//WINDOW RESIZE FUNCTION

window.addEventListener("resize", onWindowResize);

function onWindowResize() {

camera.aspect = (window.innerWidth * .4) / (window.innerHeight * .4);

camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth * .4, window.innerHeight * .4);
}



scene.add(light);
scene.add(light1);

let mesh = new THREE.Mesh(geometry, material);

mesh.position.set(0, 0, -1000);

scene.add(mesh);

//ANIMATION
requestAnimationFrame(render);

function render() {
mesh.rotation.x += 0.1;
mesh.rotation.y += 0.1;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
}
//Create for myCanvas
rendererCommon('myCanvas');

//Create for myCanvas00
rendererCommon('myCanvas00');
body{
margin: 0;
overflow: hidden;

}
div{
display: inline-block;
}

canvas{
background: red;
font: 12px, #5673a0;
font-family: verdana;
}
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r76/three.min.js" ></script>

<div>
<p>div above myCanvas</p>
<canvas id="myCanvas"></canvas>
</div>

<div>
<p>div above myCanvas00</p>
<canvas id="myCanvas00"></canvas>
</div>

关于javascript - THREE.js 多个渲染器都动态调整大小,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52089525/

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