webgl_camera_array.html 2.8 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.x = ( x / AMOUNT ) - 0.5;
  32. subcamera.position.y = 0.5 - ( y / AMOUNT );
  33. subcamera.position.z = 1.5;
  34. subcamera.position.multiplyScalar( 2 );
  35. subcamera.lookAt( 0, 0, 0 );
  36. subcamera.updateMatrixWorld();
  37. cameras.push( subcamera );
  38. }
  39. }
  40. camera = new THREE.ArrayCamera( cameras );
  41. camera.position.z = 3;
  42. scene = new THREE.Scene();
  43. scene.add( new THREE.AmbientLight( 0x222244 ) );
  44. var light = new THREE.DirectionalLight();
  45. light.position.set( 0.5, 0.5, 1 );
  46. light.castShadow = true;
  47. light.shadow.camera.zoom = 4; // tighter shadow map
  48. scene.add( light );
  49. var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
  50. var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
  51. var background = new THREE.Mesh( geometry, material );
  52. background.receiveShadow = true;
  53. background.position.set( 0, 0, - 1 );
  54. scene.add( background );
  55. var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
  56. var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
  57. mesh = new THREE.Mesh( geometry, material );
  58. mesh.castShadow = true;
  59. mesh.receiveShadow = true;
  60. scene.add( mesh );
  61. renderer = new THREE.WebGLRenderer();
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. renderer.shadowMap.enabled = true;
  65. document.body.appendChild( renderer.domElement );
  66. //
  67. window.addEventListener( 'resize', onWindowResize, false );
  68. }
  69. function onWindowResize() {
  70. camera.aspect = window.innerWidth / window.innerHeight;
  71. camera.updateProjectionMatrix();
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. }
  74. function animate() {
  75. mesh.rotation.x += 0.005;
  76. mesh.rotation.z += 0.01;
  77. renderer.render( scene, camera );
  78. requestAnimationFrame( animate );
  79. }
  80. </script>
  81. </body>
  82. </html>