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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
"
>
<
meta
property
="
og:title
"
content
="
three.js webgl - arraycamera
"
>
<
meta
property
="
og:type
"
content
="
website
"
>
<
meta
property
="
og:url
"
content
="
https://threejs.org/examples/webgl_camera_array.html
"
>
<
meta
property
="
og:image
"
content
="
https://threejs.org/examples/screenshots/webgl_camera_array.jpg
"
>
<
link
type
="
text/css
"
rel
="
stylesheet
"
href
="
main.css
"
>
</
head
>
<
body
>
<
script
type
="
importmap
"
>
{
"imports"
:
{
"three"
:
"../build/three.module.js"
,
"three/addons/"
:
"./jsm/"
}
}
</
script
>
<
script
type
="
module
"
>
import
*
as
THREE
from
'three'
;
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
,
10
)
;
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
=
1.5
;
subcamera
.
position
.
multiplyScalar
(
2
)
;
subcamera
.
lookAt
(
0
,
0
,
0
)
;
subcamera
.
updateMatrixWorld
(
)
;
cameras
.
push
(
subcamera
)
;
}
}
camera
=
new
THREE
.
ArrayCamera
(
cameras
)
;
camera
.
position
.
z
=
3
;
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
:
0x000066
}
)
;
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
)
;
renderer
=
new
THREE
.
WebGLRenderer
(
)
;
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
)
;
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
;
renderer
.
setAnimationLoop
(
animate
)
;
renderer
.
shadowMap
.
enabled
=
true
;
document
.
body
.
appendChild
(
renderer
.
domElement
)
;
//
window
.
addEventListener
(
'resize'
,
onWindowResize
)
;
}
function
onWindowResize
(
)
{
const
ASPECT_RATIO
=
window
.
innerWidth
/
window
.
innerHeight
;
const
WIDTH
=
(
window
.
innerWidth
/
AMOUNT
)
*
window
.
devicePixelRatio
;
const
HEIGHT
=
(
window
.
innerHeight
/
AMOUNT
)
*
window
.
devicePixelRatio
;
camera
.
aspect
=
ASPECT_RATIO
;
camera
.
updateProjectionMatrix
(
)
;
for
(
let
y
=
0
;
y
<
AMOUNT
;
y
++
)
{
for
(
let
x
=
0
;
x
<
AMOUNT
;
x
++
)
{
const
subcamera
=
camera
.
cameras
[
AMOUNT
*
y
+
x
]
;
subcamera
.
viewport
.
set
(
Math
.
floor
(
x
*
WIDTH
)
,
Math
.
floor
(
y
*
HEIGHT
)
,
Math
.
ceil
(
WIDTH
)
,
Math
.
ceil
(
HEIGHT
)
)
;
subcamera
.
aspect
=
ASPECT_RATIO
;
subcamera
.
updateProjectionMatrix
(
)
;
}
}
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
)
;
}
function
animate
(
)
{
mesh
.
rotation
.
x
+=
0.005
;
mesh
.
rotation
.
z
+=
0.01
;
renderer
.
render
(
scene
,
camera
)
;
}
</
script
>
</
body
>
</
html
>
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