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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - arraycamera</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #000000;
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+ overflow: hidden;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script>
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+
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+ var camera, scene, renderer;
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+ var mesh;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ var AMOUNT = 6;
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+ var SIZE = 1 / AMOUNT;
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+ var ASPECT_RATIO = window.innerWidth / window.innerHeight;
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+
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+ var cameras = [];
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+
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+ for ( var y = 0; y < AMOUNT; y ++ ) {
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+
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+ for ( var x = 0; x < AMOUNT; x ++ ) {
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+
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+ var xx = x / AMOUNT;
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+ var yy = 1 - ( ( y + 1 ) / AMOUNT ); // TODO Make this saner in WebGLRenderer?
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+
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+ var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
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+ subcamera.bounds = new THREE.Vector4( xx, yy, SIZE, SIZE );
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+ subcamera.position.z = 3;
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+ subcamera.updateMatrixWorld();
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+ cameras.push( subcamera );
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+
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+ }
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+
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+ }
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+
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+ camera = new THREE.ArrayCamera( cameras );
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+ camera.position.z = 3;
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+
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+ scene = new THREE.Scene();
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+
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+ scene.add( new THREE.AmbientLight( 0x222244 ) );
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+
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+ var light = new THREE.DirectionalLight();
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+ light.position.set( 0.5, 0.5, 1 );
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+ light.castShadow = true;
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+ light.shadow.camera.zoom = 4; // tighter shadow map
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+ scene.add( light );
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+
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+ var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
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+ var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
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+
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+ var background = new THREE.Mesh( geometry, material );
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+ background.receiveShadow = true;
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+ background.position.set( 0, 0, - 1 );
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+ scene.add( background );
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+
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+ var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
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+ var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ mesh.castShadow = true;
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+ mesh.receiveShadow = true;
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+ scene.add( mesh );
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.shadowMap.enabled = true;
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+ document.body.appendChild( renderer.domElement );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ mesh.rotation.x += 0.005;
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+ mesh.rotation.z += 0.01;
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+
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+ renderer.render( scene, camera );
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+
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+ requestAnimationFrame( animate );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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