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webgl_camera_array.html 3.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - arraycamera</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. margin: 0px;
  10. background-color: #000000;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.js"></script>
  17. <script>
  18. var camera, scene, renderer;
  19. var mesh;
  20. var AMOUNT = 6;
  21. init();
  22. animate();
  23. function init() {
  24. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  25. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  26. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  27. var cameras = [];
  28. for ( var y = 0; y < AMOUNT; y ++ ) {
  29. for ( var x = 0; x < AMOUNT; x ++ ) {
  30. var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
  31. subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
  32. subcamera.position.x = ( x / AMOUNT ) - 0.5;
  33. subcamera.position.y = 0.5 - ( y / AMOUNT );
  34. subcamera.position.z = 1.5;
  35. subcamera.position.multiplyScalar( 2 );
  36. subcamera.lookAt( 0, 0, 0 );
  37. subcamera.updateMatrixWorld();
  38. cameras.push( subcamera );
  39. }
  40. }
  41. camera = new THREE.ArrayCamera( cameras );
  42. camera.position.z = 3;
  43. scene = new THREE.Scene();
  44. scene.add( new THREE.AmbientLight( 0x222244 ) );
  45. var light = new THREE.DirectionalLight();
  46. light.position.set( 0.5, 0.5, 1 );
  47. light.castShadow = true;
  48. light.shadow.camera.zoom = 4; // tighter shadow map
  49. scene.add( light );
  50. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  51. var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
  52. var background = new THREE.Mesh( geometry, material );
  53. background.receiveShadow = true;
  54. background.position.set( 0, 0, - 1 );
  55. scene.add( background );
  56. var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
  57. var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
  58. mesh = new THREE.Mesh( geometry, material );
  59. mesh.castShadow = true;
  60. mesh.receiveShadow = true;
  61. scene.add( mesh );
  62. renderer = new THREE.WebGLRenderer();
  63. renderer.setPixelRatio( window.devicePixelRatio );
  64. renderer.setSize( window.innerWidth, window.innerHeight );
  65. renderer.shadowMap.enabled = true;
  66. document.body.appendChild( renderer.domElement );
  67. //
  68. window.addEventListener( 'resize', onWindowResize, false );
  69. }
  70. function onWindowResize() {
  71. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  72. var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
  73. var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
  74. camera.aspect = ASPECT_RATIO;
  75. camera.updateProjectionMatrix();
  76. for ( var y = 0; y < AMOUNT; y ++ ) {
  77. for ( var x = 0; x < AMOUNT; x ++ ) {
  78. var subcamera = camera.cameras[ AMOUNT * y + x ];
  79. subcamera.viewport.set(
  80. Math.floor( x * WIDTH ),
  81. Math.floor( y * HEIGHT ),
  82. Math.ceil( WIDTH ),
  83. Math.ceil( HEIGHT ) );
  84. subcamera.aspect = ASPECT_RATIO;
  85. subcamera.updateProjectionMatrix();
  86. }
  87. }
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. }
  90. function animate() {
  91. mesh.rotation.x += 0.005;
  92. mesh.rotation.z += 0.01;
  93. renderer.render( scene, camera );
  94. requestAnimationFrame( animate );
  95. }
  96. </script>
  97. </body>
  98. </html>