JSFiddle - React, Tailwind, and code Playground

HTML

<!-- THREE Latest: -->
<script src="https://threejs.org/build/three.min.js"></script>

<!-- THREE r128: -->
<!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> -->

<script src="https://threejs.org/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

<input type="file" name="file-input" id="file-input">

CSS

body {
	background-color: #000;
	margin: 0px;
	overflow: hidden;
}

JavaScript

// Simple three.js example

var mesh, renderer, scene, camera, controls;

const input = document.getElementById('file-input');

input.onchange = function (event) {
  const loadedFile = event.target.files[0];
  const reader = new FileReader();
  
  if (loadedFile) {
    reader.readAsDataURL(loadedFile);
  }

  reader.onload = function (file) {
  	console.log('Loading...');
  	loadModel(reader.result);
  };
};

init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
    renderer.setClearColor(0xCCCCCC, 1.0);
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

    // scene
    scene = new THREE.Scene();
    
    // camera
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 20, 20, 20 );

    // controls
    controls = new THREE.OrbitControls( camera, renderer.domElement );
    
    // ambient
    scene.add( new THREE.AmbientLight( 0xffffff ) );
    
    // light
    var light = new THREE.DirectionalLight( 0xffffff, 2 );
    light.position.set( 20, 20, 0 );
    scene.add( light );
    
}

function loadModel(file) {
  const loader = new THREE.GLTFLoader();

  loader.load(file, function (asset) {
    console.log('Loaded!');

    asset.scene.scale.set( 20, 20, 20 );
    asset.scene.position.y = -20;
    scene.add(asset.scene);
  }, undefined, function (error) {
    console.log(error);
  });
}

function animate() {

    requestAnimationFrame( animate );
    
    //controls.update();

    renderer.render( scene, camera );

}