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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - 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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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ let camera, scene, renderer;
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+ let mesh;
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+ const AMOUNT = 6;
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+
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+ init();
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+
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+ function init() {
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+
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+ const ASPECT_RATIO = window.innerWidth / window.innerHeight;
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+
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+ const WIDTH = ( window.innerWidth / AMOUNT );
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+ const HEIGHT = ( window.innerHeight / AMOUNT );
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+
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+ const cameras = [];
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+
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+ for ( let y = 0; y < AMOUNT; y ++ ) {
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+
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+ for ( let x = 0; x < AMOUNT; x ++ ) {
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+
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+ const 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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+
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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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+
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+ scene = new THREE.Scene();
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+
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+ scene.add( new THREE.AmbientLight( 0x999999 ) );
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+
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+ const light = new THREE.DirectionalLight( 0xffffff, 3 );
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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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+
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+ const geometryBackground = new THREE.PlaneGeometry( 100, 100 );
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+ const materialBackground = new THREE.MeshPhongMaterial( { color: 0x000066 } );
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+
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+ const background = new THREE.Mesh( geometryBackground, materialBackground );
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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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+
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+ const geometryCylinder = new THREE.CylinderGeometry( 0.5, 0.5, 1, 32 );
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+ const materialCylinder = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
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+
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+ mesh = new THREE.Mesh( geometryCylinder, materialCylinder );
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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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+
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+ renderer = new THREE.WebGPURenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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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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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ const ASPECT_RATIO = window.innerWidth / window.innerHeight;
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+ const WIDTH = ( window.innerWidth / AMOUNT );
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+ const HEIGHT = ( window.innerHeight / AMOUNT );
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+
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+ camera.aspect = ASPECT_RATIO;
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+ camera.updateProjectionMatrix();
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+
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+ for ( let y = 0; y < AMOUNT; y ++ ) {
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+
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+ for ( let x = 0; x < AMOUNT; x ++ ) {
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+
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+ const subcamera = camera.cameras[ AMOUNT * y + x ];
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+
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+ subcamera.viewport.set(
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+ Math.floor( x * WIDTH ),
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+ Math.floor( y * HEIGHT ),
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+ Math.ceil( WIDTH ),
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+ Math.ceil( HEIGHT ) );
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+
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+ subcamera.aspect = ASPECT_RATIO;
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+ subcamera.updateProjectionMatrix();
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+
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+ }
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+
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+ }
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ mesh.rotation.x += 0.005;
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+ mesh.rotation.z += 0.01;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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