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120 lines
3.0 KiB
120 lines
3.0 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - arraycamera</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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margin: 0px;
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background-color: #000000;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.js"></script>
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<script>
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var camera, scene, renderer;
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var mesh;
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init();
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animate();
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function init() {
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var ASPECT_RATIO = window.innerWidth / window.innerHeight;
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var AMOUNT = 6;
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var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
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var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
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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 subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
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subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
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subcamera.position.x = ( x / AMOUNT ) - 0.5;
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subcamera.position.y = 0.5 - ( y / AMOUNT );
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subcamera.position.z = 1.5;
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subcamera.position.multiplyScalar( 2 );
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subcamera.lookAt( 0, 0, 0 );
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subcamera.updateMatrixWorld();
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cameras.push( subcamera );
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}
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}
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camera = new THREE.ArrayCamera( cameras );
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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();
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light.position.set( 0.5, 0.5, 1 );
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light.castShadow = true;
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light.shadow.camera.zoom = 4; // tighter shadow map
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scene.add( light );
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var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
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var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );
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var background = new THREE.Mesh( geometry, material );
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background.receiveShadow = true;
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background.position.set( 0, 0, - 1 );
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scene.add( background );
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var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
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var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
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mesh = new THREE.Mesh( geometry, material );
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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scene.add( mesh );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMap.enabled = true;
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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;
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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;
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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>
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</html>
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