webgpu_camera_array.html 3.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - arraycamera</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script type="importmap">
  11. {
  12. "imports": {
  13. "three": "../build/three.webgpu.js",
  14. "three/webgpu": "../build/three.webgpu.js",
  15. "three/tsl": "../build/three.tsl.js",
  16. "three/addons/": "./jsm/"
  17. }
  18. }
  19. </script>
  20. <script type="module">
  21. import * as THREE from 'three';
  22. import Stats from 'three/addons/libs/stats.module.js';
  23. let camera, scene, renderer;
  24. let mesh;
  25. let stats;
  26. const AMOUNT = 6;
  27. init();
  28. function init() {
  29. const subCameras = [];
  30. for ( let i = 0; i < AMOUNT * AMOUNT; i ++ ) {
  31. const subCamera = new THREE.PerspectiveCamera( 40, 1, 0.1, 10 );
  32. subCamera.viewport = new THREE.Vector4();
  33. subCameras.push( subCamera );
  34. }
  35. camera = new THREE.ArrayCamera( subCameras );
  36. camera.position.z = 3;
  37. updateCameras();
  38. scene = new THREE.Scene();
  39. scene.add( new THREE.AmbientLight( 0x999999 ) );
  40. const light = new THREE.DirectionalLight( 0xffffff, 3 );
  41. light.position.set( 0.5, 0.5, 1 );
  42. light.castShadow = true;
  43. light.shadow.bias = - 0.001;
  44. light.shadow.camera.zoom = 4; // tighter shadow map
  45. scene.add( light );
  46. const geometryBackground = new THREE.PlaneGeometry( 100, 100 );
  47. const materialBackground = new THREE.MeshPhongMaterial( { color: 0x000066 } );
  48. const background = new THREE.Mesh( geometryBackground, materialBackground );
  49. background.receiveShadow = true;
  50. background.position.set( 0, 0, - 1 );
  51. scene.add( background );
  52. const geometryCylinder = new THREE.CylinderGeometry( 0.5, 0.5, 1, 32 );
  53. const materialCylinder = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
  54. mesh = new THREE.Mesh( geometryCylinder, materialCylinder );
  55. mesh.castShadow = true;
  56. mesh.receiveShadow = true;
  57. scene.add( mesh );
  58. renderer = new THREE.WebGPURenderer( /*{ forceWebGL: true }*/ );
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. renderer.setAnimationLoop( animate );
  62. renderer.shadowMap.enabled = true;
  63. document.body.appendChild( renderer.domElement );
  64. //
  65. window.addEventListener( 'resize', onWindowResize );
  66. //
  67. stats = new Stats();
  68. document.body.appendChild( stats.dom );
  69. }
  70. function updateCameras() {
  71. const ASPECT_RATIO = window.innerWidth / window.innerHeight;
  72. const WIDTH = window.innerWidth / AMOUNT;
  73. const HEIGHT = window.innerHeight / AMOUNT;
  74. camera.aspect = ASPECT_RATIO;
  75. camera.updateProjectionMatrix();
  76. for ( let y = 0; y < AMOUNT; y ++ ) {
  77. for ( let x = 0; x < AMOUNT; x ++ ) {
  78. const subcamera = camera.cameras[ AMOUNT * y + x ];
  79. subcamera.copy( camera ); // copy fov, aspect ratio, near, far from the root camera
  80. subcamera.viewport.set( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
  81. subcamera.updateProjectionMatrix();
  82. subcamera.position.x = ( x / AMOUNT ) - 0.5;
  83. subcamera.position.y = 0.5 - ( y / AMOUNT );
  84. subcamera.position.z = 1.5 + ( ( x + y ) * .5 );
  85. subcamera.position.multiplyScalar( 2 );
  86. subcamera.lookAt( 0, 0, 0 );
  87. subcamera.updateMatrixWorld();
  88. }
  89. }
  90. }
  91. function onWindowResize() {
  92. updateCameras();
  93. renderer.setSize( window.innerWidth, window.innerHeight );
  94. }
  95. function animate() {
  96. mesh.rotation.x += 0.005;
  97. mesh.rotation.z += 0.01;
  98. renderer.render( scene, camera );
  99. stats.update();
  100. }
  101. </script>
  102. </body>
  103. </html>
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