JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
JavaScript
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
var AMOUNT = 6;
var SIZE = 1 / AMOUNT;
var ASPECT_RATIO = window.innerWidth / window.innerHeight;
var FRUSTUM_SIZE = 5;
var cameras = [];
for ( var y = 0; y < AMOUNT; y ++ ) {
for ( var x = 0; x < AMOUNT; x ++ ) {
//var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
var subcamera = new THREE.OrthographicCamera( FRUSTUM_SIZE * ASPECT_RATIO / - 2, FRUSTUM_SIZE * ASPECT_RATIO / 2, FRUSTUM_SIZE / 2, FRUSTUM_SIZE / - 2, 0.1, 10 );
subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE );
subcamera.position.x = ( x / AMOUNT ) - 0.5;
subcamera.position.y = 0.5 - ( y / AMOUNT );
subcamera.position.z = 1.5;
subcamera.position.multiplyScalar( 2 );
subcamera.lookAt( 0, 0, 0 );
subcamera.updateMatrixWorld();
cameras.push( subcamera );
}
}
camera = new THREE.ArrayCamera( cameras );
camera.position.z = 3;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x222244 ) );
var light = new THREE.DirectionalLight();
light.position.set( 0.5, 0.5, 1 );
light.castShadow = true;
light.shadow.camera.zoom = 4; // tighter shadow map
scene.add( light );
var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
var background = new THREE.Mesh( geometry, material );
background.receiveShadow = true;
background.position.set( 0, 0, - 1 );
scene.add( background );
var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
mesh = new THREE.Mesh( geometry, material );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild(...