Multi Camera
Runnable three.js example: Multi Camera. Open the live demo, read the complete source, and copy the file into your project. No build step or API key.
single HTML file · CDN dependencies onlyinterface may contain Chinese labels
Source
<!--
说明:同一个场景用四台相机分别渲染到画布四个象限,比较透视、正交与长焦的差别
核心逻辑:renderer.setViewport 与 setScissor 划分区域,每台相机单独校正宽高比后渲染
依赖:three.js 0.160.0 · jsDelivr CDN(ESM + importmap)
-->
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta name="robots" content="noindex,follow">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>多相机</title>
<style>
html,body{height:100%;margin:0;background:#0d1117}
body{display:flex;flex-direction:column;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif;color:#e6e8ec}
.bar{flex:0 0 auto;padding:8px 12px;background:#161b22;border-bottom:1px solid #252c36;
display:flex;gap:12px;align-items:center;font-size:12px;color:#8b93a1;flex-wrap:wrap}
.bar b{color:#58a6ff;font-weight:600}
.bar button{font:inherit;font-size:12px;padding:4px 10px;border-radius:5px;cursor:pointer;
border:1px solid #303845;background:#1d2531;color:#c8d2e0}
.bar button:hover{background:#253040}
.bar .sp{flex:1 1 auto}
#stage{flex:1 1 auto;min-height:0;position:relative}
#stage canvas{display:block}
.lbl{position:absolute;pointer-events:none;padding:2px 7px;border-radius:4px;
background:rgba(13,17,23,.72);border:1px solid #2a3441;color:#9fb0c4;
font-size:11px;letter-spacing:.02em}
</style>
</head>
<body>
<div class="bar">
<span>布局 <b id="layout">四视口</b></span>
<button id="toggle">单视口</button>
<span class="sp"></span>
<span>透视 · 正交 · 平视 · 长焦</span>
</div>
<div id="stage">
<div class="lbl" id="lbl1" style="left:8px;top:8px">透视 · 鸟瞰</div>
<div class="lbl" id="lbl2" style="left:50%;top:8px;margin-left:8px">正交 · 俯视</div>
<div class="lbl" id="lbl3" style="left:8px;bottom:8px">透视 · 平视</div>
<div class="lbl" id="lbl4" style="left:50%;bottom:8px;margin-left:8px">长焦 · 特写</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const stage = document.getElementById('stage');
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(stage.clientWidth, stage.clientHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.05;
stage.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0b1016);
scene.fog = new THREE.Fog(0x0b1016, 70, 190);
scene.add(new THREE.HemisphereLight(0xbcd8ff, 0x16202a, 1.15));
const sun = new THREE.DirectionalLight(0xfff0d8, 2.2);
sun.position.set(-30, 45, 26);
scene.add(sun);
/* ---------- 场景 ---------- */
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(160, 160, 16, 16),
new THREE.MeshStandardMaterial({ color: 0x151d26, roughness: 1 })
);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
const grid = new THREE.GridHelper(160, 32, 0x2a3644, 0x1d2632);
grid.position.y = 0.02;
scene.add(grid);
const boxGeo = new THREE.BoxGeometry(3, 1, 3);
boxGeo.translate(0, 0.5, 0);
for (let i = 0; i < 140; i++) {
const a = i * 2.39996;
const r = 6 + Math.sqrt(i) * 2.3;
const h = 3 + ((i * 41) % 21) * 1.8;
const mesh = new THREE.Mesh(
boxGeo,
new THREE.MeshStandardMaterial({
color: new THREE.Color().setHSL(0.57, 0.3, 0.3 + (h / 45) * 0.28),
roughness: 0.68
})
);
mesh.position.set(Math.cos(a) * r, 0, Math.sin(a) * r);
mesh.scale.set(1, h, 1);
mesh.castShadow = false;
scene.add(mesh);
}
/* 北向标记:一根红色细柱加地面圆环 */
const north = new THREE.Mesh(
new THREE.CylinderGeometry(0.35, 0.35, 22, 12),
new THREE.MeshStandardMaterial({ color: 0xd94f4f, roughness: 0.5 })
);
north.position.set(0, 11, -46);
scene.add(north);
/* ---------- 四台相机 ---------- */
const camPersp = new THREE.PerspectiveCamera(45, 1, 0.5, 400);
camPersp.position.set(58, 44, 62);
camPersp.lookAt(0, 8, 0);
const camTop = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 300);
camTop.position.set(0, 120, 0);
camTop.up.set(0, 0, -1);
camTop.lookAt(0, 0, 0);
const camEye = new THREE.PerspectiveCamera(55, 1, 0.5, 400);
camEye.position.set(0, 7, 78);
camEye.lookAt(0, 9, 0);
const camTele = new THREE.PerspectiveCamera(22, 1, 0.5, 400);
camTele.position.set(34, 26, 34);
camTele.lookAt(0, 9, 0);
const controls = new OrbitControls(camPersp, renderer.domElement);
controls.target.set(0, 8, 0);
controls.enableDamping = true;
controls.minDistance = 30;
controls.maxDistance = 180;
controls.maxPolarAngle = Math.PI * 0.49;
controls.update();
const views = [
{ cam: camPersp, name: '透视 · 鸟瞰' },
{ cam: camTop, name: '正交 · 俯视' },
{ cam: camEye, name: '透视 · 平视' },
{ cam: camTele, name: '长焦 · 特写' }
];
let single = false;
/* 正交相机按区域宽高比校正边界,纵向固定 84 个场景单位 */
function fitTop(cam, width, height) {
const halfH = 42;
const halfW = halfH * (width / height);
cam.left = -halfW;
cam.right = halfW;
cam.top = halfH;
cam.bottom = -halfH;
cam.updateProjectionMatrix();
}
function renderView(view, x, y, w, h) {
const cam = view.cam;
renderer.setViewport(x, y, w, h);
renderer.setScissor(x, y, w, h);
if (cam.isOrthographicCamera) {
fitTop(cam, w, h);
} else {
cam.aspect = w / h;
cam.updateProjectionMatrix();
}
renderer.render(scene, cam);
}
renderer.setScissorTest(true);
const toggleBtn = document.getElementById('toggle');
const layoutEl = document.getElementById('layout');
const labels = [
document.getElementById('lbl1'),
document.getElementById('lbl2'),
document.getElementById('lbl3'),
document.getElementById('lbl4')
];
toggleBtn.addEventListener('click', function () {
single = !single;
layoutEl.textContent = single ? '单视口' : '四视口';
toggleBtn.textContent = single ? '四视口' : '单视口';
labels.forEach(function (el, i) {
el.hidden = single ? i !== 0 : false;
});
});
renderer.setAnimationLoop(function () {
const W = renderer.domElement.clientWidth;
const H = renderer.domElement.clientHeight;
const halfW = Math.floor(W / 2);
const halfH = Math.floor(H / 2);
controls.update();
if (single) {
renderView(views[0], 0, 0, W, H);
} else {
renderView(views[0], 0, halfH, halfW, H - halfH);
renderView(views[1], halfW, halfH, W - halfW, H - halfH);
renderView(views[2], 0, 0, halfW, halfH);
renderView(views[3], halfW, 0, W - halfW, halfH);
}
});
window.addEventListener('resize', function () {
renderer.setSize(stage.clientWidth, stage.clientHeight);
});
</script>
</body>
</html>
Language: the code and this page are in English; the full tutorial and API notes for this example are in Chinese. The demo itself is the authoritative version — it runs exactly as shown.