webgl_camera_array.html 2.7 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 xx = x / AMOUNT;
  30. var yy = 1 - ( ( y + 1 ) / AMOUNT ); // TODO Make this saner in WebGLRenderer?
  31. var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
  32. subcamera.bounds = new THREE.Vector4( xx, yy, SIZE, SIZE );
  33. subcamera.position.z = 3;
  34. subcamera.updateMatrixWorld();
  35. cameras.push( subcamera );
  36. }
  37. }
  38. camera = new THREE.ArrayCamera( cameras );
  39. camera.position.z = 3;
  40. scene = new THREE.Scene();
  41. scene.add( new THREE.AmbientLight( 0x222244 ) );
  42. var light = new THREE.DirectionalLight();
  43. light.position.set( 0.5, 0.5, 1 );
  44. light.castShadow = true;
  45. light.shadow.camera.zoom = 4; // tighter shadow map
  46. scene.add( light );
  47. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  48. var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
  49. var background = new THREE.Mesh( geometry, material );
  50. background.receiveShadow = true;
  51. background.position.set( 0, 0, - 1 );
  52. scene.add( background );
  53. var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
  54. var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
  55. mesh = new THREE.Mesh( geometry, material );
  56. mesh.castShadow = true;
  57. mesh.receiveShadow = true;
  58. scene.add( mesh );
  59. renderer = new THREE.WebGLRenderer();
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. renderer.shadowMap.enabled = true;
  63. document.body.appendChild( renderer.domElement );
  64. //
  65. window.addEventListener( 'resize', onWindowResize, false );
  66. }
  67. function onWindowResize() {
  68. camera.aspect = window.innerWidth / window.innerHeight;
  69. camera.updateProjectionMatrix();
  70. renderer.setSize( window.innerWidth, window.innerHeight );
  71. }
  72. function animate() {
  73. mesh.rotation.x += 0.005;
  74. mesh.rotation.z += 0.01;
  75. renderer.render( scene, camera );
  76. requestAnimationFrame( animate );
  77. }
  78. </script>
  79. </body>
  80. </html>