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webgl_camera_array.html
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webgl_camera_array.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
let camera, scene, renderer;
let mesh;
const AMOUNT = 6;
init();
animate();
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 v3d.PerspectiveCamera(40, ASPECT_RATIO, 0.1, 10);
subcamera.viewport = new v3d.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 v3d.ArrayCamera(cameras);
camera.position.z = 3;
scene = new v3d.Scene();
scene.add(new v3d.AmbientLight(0x222244));
const light = new v3d.DirectionalLight();
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 v3d.PlaneGeometry(100, 100);
const materialBackground = new v3d.MeshPhongMaterial({ color: 0x000066 });
const background = new v3d.Mesh(geometryBackground, materialBackground);
background.receiveShadow = true;
background.position.set(0, 0, -1);
scene.add(background);
const geometryCylinder = new v3d.CylinderGeometry(0.5, 0.5, 1, 32);
const materialCylinder = new v3d.MeshPhongMaterial({ color: 0xff0000 });
mesh = new v3d.Mesh(geometryCylinder, materialCylinder);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
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);
requestAnimationFrame(animate);
}
</script>
</body>
</html>