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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> | ||
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<script src="../build/three.js"></script> | ||
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<script> | ||
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var camera, scene, renderer; | ||
var mesh; | ||
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init(); | ||
animate(); | ||
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function init() { | ||
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var AMOUNT = 6; | ||
var SIZE = 1 / AMOUNT; | ||
var ASPECT_RATIO = window.innerWidth / window.innerHeight; | ||
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var cameras = []; | ||
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for ( var y = 0; y < AMOUNT; y ++ ) { | ||
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for ( var x = 0; x < AMOUNT; x ++ ) { | ||
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var xx = x / AMOUNT; | ||
var yy = 1 - ( ( y + 1 ) / AMOUNT ); // TODO Make this saner in WebGLRenderer? | ||
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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 ); | ||
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} | ||
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} | ||
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camera = new THREE.ArrayCamera( cameras ); | ||
camera.position.z = 3; | ||
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scene = new THREE.Scene(); | ||
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scene.add( new THREE.AmbientLight( 0x222244 ) ); | ||
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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 ); | ||
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var geometry = new THREE.PlaneBufferGeometry( 100, 100 ); | ||
var material = new THREE.MeshPhongMaterial( { color: 0x000066 } ); | ||
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var background = new THREE.Mesh( geometry, material ); | ||
background.receiveShadow = true; | ||
background.position.set( 0, 0, - 1 ); | ||
scene.add( background ); | ||
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var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 ); | ||
var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } ); | ||
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mesh = new THREE.Mesh( geometry, material ); | ||
mesh.castShadow = true; | ||
mesh.receiveShadow = true; | ||
scene.add( mesh ); | ||
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renderer = new THREE.WebGLRenderer(); | ||
renderer.setPixelRatio( window.devicePixelRatio ); | ||
renderer.setSize( window.innerWidth, window.innerHeight ); | ||
renderer.shadowMap.enabled = true; | ||
document.body.appendChild( renderer.domElement ); | ||
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// | ||
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window.addEventListener( 'resize', onWindowResize, false ); | ||
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} | ||
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function onWindowResize() { | ||
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camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
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renderer.setSize( window.innerWidth, window.innerHeight ); | ||
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} | ||
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function animate() { | ||
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mesh.rotation.x += 0.005; | ||
mesh.rotation.z += 0.01; | ||
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renderer.render( scene, camera ); | ||
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requestAnimationFrame( animate ); | ||
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} | ||
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</script> | ||
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</body> | ||
</html> |