webgl_camera_array.html 2.6 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. init();
  21. animate();
  22. function init() {
  23. var AMOUNT = 6;
  24. var SIZE = 1 / AMOUNT;
  25. var ASPECT_RATIO = window.innerWidth / window.innerHeight;
  26. var cameras = [];
  27. for ( var y = 0; y < AMOUNT; y ++ ) {
  28. for ( var x = 0; x < AMOUNT; x ++ ) {
  29. var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
  30. subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE );
  31. subcamera.position.z = 3;
  32. subcamera.updateMatrixWorld();
  33. cameras.push( subcamera );
  34. }
  35. }
  36. camera = new THREE.ArrayCamera( cameras );
  37. camera.position.z = 3;
  38. scene = new THREE.Scene();
  39. scene.add( new THREE.AmbientLight( 0x222244 ) );
  40. var light = new THREE.DirectionalLight();
  41. light.position.set( 0.5, 0.5, 1 );
  42. light.castShadow = true;
  43. light.shadow.camera.zoom = 4; // tighter shadow map
  44. scene.add( light );
  45. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  46. var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
  47. var background = new THREE.Mesh( geometry, material );
  48. background.receiveShadow = true;
  49. background.position.set( 0, 0, - 1 );
  50. scene.add( background );
  51. var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
  52. var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
  53. mesh = new THREE.Mesh( geometry, material );
  54. mesh.castShadow = true;
  55. mesh.receiveShadow = true;
  56. scene.add( mesh );
  57. renderer = new THREE.WebGLRenderer();
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.shadowMap.enabled = true;
  61. document.body.appendChild( renderer.domElement );
  62. //
  63. window.addEventListener( 'resize', onWindowResize, false );
  64. }
  65. function onWindowResize() {
  66. camera.aspect = window.innerWidth / window.innerHeight;
  67. camera.updateProjectionMatrix();
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. }
  70. function animate() {
  71. mesh.rotation.x += 0.005;
  72. mesh.rotation.z += 0.01;
  73. renderer.render( scene, camera );
  74. requestAnimationFrame( animate );
  75. }
  76. </script>
  77. </body>
  78. </html>