multi viewport
do we need scissor test?!
HTML
<div id="info">Multi-Viewports
<br/>with Scissor Animation</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: green;
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer, geometry, material, mesh, light, controls;
var k = 0,
sign = 1;
var cameraHUD, sceneHUD;
console.log('init');
init();
animate();
function initHUD() {
sceneHUD = new THREE.Scene();
cameraHUD = new THREE.OrthographicCamera(-10.5, 10.5, 10.5, -10.5, -10, 10);
cameraHUD.position.z = 5;
sceneHUD.add(cameraHUD);
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(-10, -10,0),
new THREE.Vector3(10, -10,0),
new THREE.Vector3(10, 10,0),
new THREE.Vector3(-10, 10,0),
new THREE.Vector3(-10, -10, 0));
var line = new THREE.Line(lineGeometry,
new THREE.LineBasicMaterial({
color: 0xffffff
}));
sceneHUD.add(line);
}
function init() {
initHUD();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.BoxGeometry(100, 20, 20);
material = new THREE.MeshLambertMaterial();
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
light = new THREE.PointLight(0xffffff);
light.position.set(100, 300, 200);
scene.add(light);
var gridXZ = new THREE.GridHelper(100, 10, 0xff0000, 0xffffff);
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888800);
renderer.autoClear = false;
// controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
}
function animate() {
//controls.update();
requestAnimationFrame(animate);
render();
}
function myclamp(x, lo, hi) {
return x < lo ? lo : (x > hi ? hi : x);
}
function render() {
var WW = window.innerWidth;
var HH = window.innerHeight;
k += 1 * sign;
if (k < 0 || k > WW / 2) sign *= -1;
k = myclamp(k, 0, WW / 2);
...