arraycamera
by zcdc123
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - arraycamera</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
</body>
</html>
CSS
body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
a {
color: #ff0;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
button {
cursor: pointer;
text-transform: uppercase;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
box-sizing: border-box;
text-align: center;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
pointer-events: none;
z-index: 1; /* TODO Solve this in HTML */
}
a, button, input, select {
pointer-events: auto;
}
.lil-gui {
z-index: 2 !important; /* TODO Solve this in HTML */
}
@media all and ( max-width: 640px ) {
.lil-gui.root {
right: auto;
top: auto;
max-height: 50%;
max-width: 80%;
bottom: 0;
left: 0;
}
}
#overlay {
position: absolute;
font-size: 16px;
z-index: 2;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
background: rgba(0,0,0,0.7);
}
#overlay button {
background: transparent;
border: 0;
border: 1px solid rgb(255, 255, 255);
border-radius: 4px;
color: #ffffff;
padding: 12px 18px;
text-transform: uppercase;
cursor: pointer;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}
JavaScript
let camera, scene, renderer;
let mesh;
const AMOUNT = 6;
init();
function init() {
const ASPECT_RATIO = window.innerWidth / window.innerHeight;
const WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
const HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
const cameras = [];
for ( let y = 0; y < AMOUNT; y ++ ) {
for ( let x = 0; x < AMOUNT; x ++ ) {
const subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 100000 );
subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
// subcamera.position.x = ( x / AMOUNT ) - 0.5;
// subcamera.position.y = 0.5 - ( y / AMOUNT );
subcamera.position.z = 2;
subcamera.position.multiplyScalar( 3 );
subcamera.updateMatrixWorld();
cameras.push( subcamera );
}
}
camera = new THREE.ArrayCamera( cameras );
camera.position.z = 3;
// camera = cameras[5]
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x999999 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 0.5, 0.5, 1 );
light.castShadow = true;
light.shadow.camera.zoom = 4; // tighter shadow map
scene.add( light );
const geometryBackground = new THREE.PlaneGeometry( 100, 100 );
const materialBackground = new THREE.MeshPhongMaterial( { color: 0x000000 } );
const background = new THREE.Mesh( geometryBackground, materialBackground );
background.receiveShadow = true;
background.position.set( 0, 0, - 1 );
scene.add( background );
const geometryCylinder = new THREE.CylinderGeometry( 0.5, 0.5, 1, 32 );
const materialCylinder = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
mesh = new THREE.Mesh( geometryCylinder, materialCylinder );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
const mesh2 = new THREE.Mesh( geometryCylinder, new THREE.MeshPhongMaterial( { color:...