提交 ff53fe25 编写于 作者: M Mr.doob

Added (wip) arraycamera example.

上级 a7d80106
......@@ -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",
......
<!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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