How to make canvas responsive threejs wrapped in React?

Im using threejs wrapped in react functional component and now i wanna make it responsive on everytime when window resize but search alot function on stack and google not working on mine code.
any body can guide me how to make canvas responsive
btw my webgl is creating its own canvas by pasing useref im rendering it in a div
where it is creating a canvas itself.

import React, { Component, useEffect, useRef } from "react";
import * as THREE from "three";
import golfcarpet from '../assets/test/golf-without-carpet.png';
import Golfcourse from '../assets/test/Golf Simulator.jpg';
import carpet from '../assets/test/carpet.jpg';
import baffle from '../assets/test/Baffle.png';
// import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";

function GolfSimulator(props) {

    let ColorChange = props.frontimage;
    let PattrenChange = props.myselectproduct;
    let TileRepeatX = 2;
    let TileRepeatY = 2;
    let RoofTileRepeatX = 3;
    let RoofTileRepeatY = 3;

    const ref = useRef(null);

    const cearteCanvas = (ColorChange, PattrenChange) => {


        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000);
        // var camera = new THREE.OrthographicCamera(  - 2,  2, 2, - 2, 0.1,  1000 );
        // const container = document.getElementById('CanvasFrame');
        const renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);
        // container.appendChild(renderer.domElement);
        ref.current.appendChild(renderer.domElement);
        scene.background = new THREE.Color(0x00000);


        const light1 = new THREE.DirectionalLight(0xffffff, 1)
        light1.position.set(2, 2, 5)
        scene.add(light1)

        // wall texture
        const texture = new THREE.TextureLoader().load(PattrenChange, function (texture) {

            texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
            texture.offset.set(0, 0);
            texture.repeat.set(TileRepeatX, TileRepeatY);

        });
        texture.generateMipmaps = false;
        texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
        // immediately use the texture for material creation
        const material = new THREE.MeshBasicMaterial({ map: texture });
        // material.blending =THREE.MultiplyBlending;
        material.transparent = true;

        const ceilingtexture = new THREE.TextureLoader( ).load(PattrenChange, function (texture) {
          
            texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
            texture.offset.set(0, 0);
            texture.repeat.set(RoofTileRepeatX, RoofTileRepeatY);

        });
        ceilingtexture.generateMipmaps = false;
        ceilingtexture.anisotropy = renderer.capabilities.getMaxAnisotropy();
     
        // immediately use the texture for material creation
        const ceilingmaterial = new THREE.MeshBasicMaterial({ map: ceilingtexture });
        // material.blending =THREE.MultiplyBlending;
        ceilingmaterial.transparent = true;


        const texture1 = new THREE.TextureLoader().load(Golfcourse);

        // immediately use the texture for material creation
        const material1 = new THREE.MeshBasicMaterial({ map: texture1 });

        const walltexture = new THREE.TextureLoader().load(ColorChange, function (texture) {

            texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
            texture.offset.set(0, 0);
            texture.repeat.set(5, 5);

        });
        // immediately use the texture for material creation
        const Wallmaterial = new THREE.MeshBasicMaterial({ map: walltexture });


        const Floortexture = new THREE.TextureLoader().load(carpet);
        Floortexture.generateMipmaps = false;
        // immediately use the texture for material creation
        const Floormaterial = new THREE.MeshBasicMaterial({ map: Floortexture });


        const Scenetexture = new THREE.TextureLoader().load(golfcarpet);
        // immediately use the texture for material creation
        const Scenematerial = new THREE.MeshBasicMaterial({ map: Scenetexture });
        Scenematerial.transparent = true;

        const Baffletexture = new THREE.TextureLoader().load(baffle);
        // immediately use the texture for material creation
        const Bafflematerial = new THREE.MeshBasicMaterial({ map: Baffletexture });
        Bafflematerial.transparent = true;


        //  FRONT_SCREEN_GOLF
        const geometry = new THREE.PlaneGeometry(22, 10.4);
        // const material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
        const GolfScreen = new THREE.Mesh(geometry, material1);
        scene.add(GolfScreen);
        GolfScreen.position.set(0, 5.28, 7.82);


        // Baffle
        var Bafflegeometry = new THREE.PlaneGeometry(21, 1);
        var Baffle = new THREE.Mesh(Bafflegeometry, Bafflematerial);
        scene.add(Baffle);
        Baffle.position.set(0, 9.5, 11.2);


        // LEFTWALL
        var geometryLateral = new THREE.PlaneGeometry(7.9, 10.7);
        var Leftwall = new THREE.Mesh(geometryLateral, Wallmaterial);
        scene.add(Leftwall);
        Leftwall.position.set(-12.940, 5.4, 11.09);
        Leftwall.rotation.set(0, 62.92 * (Math.PI / 180), 0);

        // LEFTWALL_TEXTURE
        var geometryLateral = new THREE.PlaneGeometry(7.9, 10.7);
        var LeftwallTexture = new THREE.Mesh(geometryLateral, material);
        scene.add(LeftwallTexture);
        LeftwallTexture.position.set(-12.940, 5.4, 11.09);
        LeftwallTexture.rotation.set(0, 62.92 * (Math.PI / 180), 0);


        // RIGHTWALL
        var geometryLateral = new THREE.PlaneGeometry(7.9, 10.8);
        var Rightwall = new THREE.Mesh(geometryLateral, Wallmaterial);
        scene.add(Rightwall);
        Rightwall.position.set(12.940, 5.45, 11.05);
        Rightwall.rotation.set(0, -62.92 * (Math.PI / 180), 0);

        // RIGHTWALL_TEXTURE
        var geometryLateral = new THREE.PlaneGeometry(7.9, 10.8);
        var RightwallTexture = new THREE.Mesh(geometryLateral, material);
        scene.add(RightwallTexture);
        RightwallTexture.position.set(12.940, 5.45, 11.05);
        RightwallTexture.rotation.set(0, -62.92 * (Math.PI / 180), 0);

        // CEILING
        var ceilinggeometry = new THREE.PlaneGeometry(30, 7.9);
        var Ceiling = new THREE.Mesh(ceilinggeometry, Wallmaterial);
        scene.add(Ceiling);
        Ceiling.position.set(0, 10.8, 11.05);
        Ceiling.rotation.set(90.00 * (Math.PI / 180), 0, 0);

        // CEILING_TEXTURE
        var ceilinggeometry = new THREE.PlaneGeometry(30, 7.9);
        var CeilingTexture = new THREE.Mesh(ceilinggeometry, ceilingmaterial);
        scene.add(CeilingTexture);
        CeilingTexture.position.set(0, 10.79, 11.05);
        CeilingTexture.rotation.set(90.00 * (Math.PI / 180), 0, 0);




        // // Ceiling Cylinder
        // const Cylindergeometry = new THREE.CylinderGeometry(10.87, 14.95, 7.9, 4, 1);
        // // const Cylindermaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
        // const cylinder = new THREE.Mesh(Cylindergeometry, Wallmaterial);
        // scene.add(cylinder);
        // cylinder.scale.set(0, 1, 1);
        // cylinder.position.set(0, 10.7, 11);
        // cylinder.rotation.set(90.00 * (Math.PI / 180), -90.00 * (Math.PI / 180), -180.00 * (Math.PI / 180));


        // // Ceiling Cylinder
     
        
        // const cylindertexture = new THREE.Mesh(Cylindergeometry, ceilingmaterial);
        // scene.add(cylindertexture);
        // cylindertexture.scale.set(0, 1, 1);
        // cylindertexture.position.set(0, 10.7, 11);
        // cylindertexture.rotation.set(90.00 * (Math.PI / 180), -90.00 * (Math.PI / 180), -180.00 * (Math.PI / 180));

        // FLOOR
        var geometryLateral2 = new THREE.PlaneGeometry(30, 30);
        var Floor = new THREE.Mesh(geometryLateral2, Floormaterial);

        scene.add(Floor);
        Floor.position.set(0, 0, 0);
        Floor.rotation.set(-90 * (Math.PI / 180), 0, 0)

        // FRONT_SCREEN
        var Scenegeometry = new THREE.PlaneGeometry(25, 15);
        var Scene = new THREE.Mesh(Scenegeometry, Scenematerial);

        scene.add(Scene);
        Scene.position.set(-0.569, 6.157, 15.000);
        Scene.scale.set(1.57, 1.351, 1.0);


        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
        directionalLight.position.set(4, 6, 0); //default; directionalLight shining from top
        directionalLight.castShadow = true;
        directionalLight.receiveShadow = false; //default
        scene.add(directionalLight);

        //Create a PointLight and turn on shadows for the light
        const light = new THREE.PointLight(0xffffff, .3, 100);
        light.position.set(0, 10, 4);
        light.castShadow = true; // default false
        scene.add(light);

        //Set up shadow properties for the light
        light.shadow.mapSize.width = 512; // default
        light.shadow.mapSize.height = 512; // default
        light.shadow.camera.near = 0.5; // default
        light.shadow.camera.far = 500; // default

        camera.position.x = 0;
        camera.position.y = 4.580;
        camera.position.z = 25.6;

        camera.rotation.x = 0 * (Math.PI / 180);
        camera.rotation.y = 0 * (Math.PI / 180);
        camera.rotation.z = 0 * (Math.PI / 180);


        // const controls = new OrbitControls(camera, renderer.domElement);

        const animate = () => {
            requestAnimationFrame(animate);


            renderer.render(scene, camera);
        };


        THREE.DefaultLoadingManager.onLoad = function () {

            // console.log( 'everything loaded' ); // debug
        
            animate();
        
        }; 
    }
    useEffect(() => {
        document.getElementById("category_img").innerHTML = "";
        // setTimeout(function () {
        //     cearteCanvas(ColorChange, PattrenChange);
        // }, 1000);

        cearteCanvas(ColorChange, PattrenChange);

    }, [ColorChange, PattrenChange])
    return (

        <div id="category_img" className="category_img" ref={ref} />


    );
}

export default GolfSimulator;```

@prisoner849 @drcmda @mrdoob @donmccurdy I need help please response.

kind of like this:

function resize() {

	const container = renderer.domElement.parentNode;

	if( container ) {

		const width = container.offsetWidth;
		const height = container.offsetHeight;

		renderer.setSize( width, height );

		camera.aspect = width / height;
		camera.updateProjectionMatrix();

	}

}

window.addEventListener( 'resize', resize );
1 Like

You are using react
React-three-fiber is better
Auto Full width and height to canvas container

yeah,I know bro but it was my first react project and then i had no idea of react three fiber and right now i can’t convert whole project on react three fiber.

it is working but not at all screens. especially after 1024px

that depends on your css. sometimes when you resize the canvas stays larger than the container and does not allow the container to shrink. typically overflow:hidden does help here

1 Like

it just adjusting itself on 1920px and then in less than 1920px screens its not shirinking and going overflow. i use overflow hidden on both canvas and parent div but not working