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:...