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Added (wip) arraycamera example.
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mrdoob committed Jun 3, 2017
1 parent a7d8010 commit ff53fe2
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1 change: 1 addition & 0 deletions examples/files.js
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Expand Up @@ -6,6 +6,7 @@ var files = {
"webgl_animation_skinning_blending",
"webgl_animation_skinning_morph",
"webgl_camera",
"webgl_camera_array",
"webgl_camera_cinematic",
"webgl_camera_logarithmicdepthbuffer",
"webgl_clipping",
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116 changes: 116 additions & 0 deletions examples/webgl_camera_array.html
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<!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">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>

<script src="../build/three.js"></script>

<script>

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 cameras = [];

for ( var y = 0; y < AMOUNT; y ++ ) {

for ( var x = 0; x < AMOUNT; x ++ ) {

var xx = x / AMOUNT;
var yy = 1 - ( ( y + 1 ) / AMOUNT ); // TODO Make this saner in WebGLRenderer?

var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
subcamera.bounds = new THREE.Vector4( xx, yy, SIZE, SIZE );
subcamera.position.z = 3;
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( renderer.domElement );

//

window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

mesh.rotation.x += 0.005;
mesh.rotation.z += 0.01;

renderer.render( scene, camera );

requestAnimationFrame( animate );

}

</script>

</body>
</html>

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