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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 webgl - materials - video</title>
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+ <meta charset="utf-8">
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+ <style type="text/css">
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+ body {
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+ background-color: #000;
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+ color: #fff;
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+ margin: 0px;
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+ overflow: hidden;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ font-weight: bold;
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+ text-align:center;
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+ }
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+
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+ a {
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+ color:#0078ff;
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+ }
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+
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+ #info {
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+ color:#fff;
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ padding: 5px;
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+ z-index:100;
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+ }
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+
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl video demo. playing <a href="http://durian.blender.org/" target="_blank">sintel</a> trailer
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+ </div>
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+
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+ <script type="text/javascript" src="js/ThreeExtrasVideo.js"></script>
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+
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+ <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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+ <script type="text/javascript" src="js/Stats.js"></script>
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+
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+ <video id="video" autoplay loop style="display:none">
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+ <source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
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+ <source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
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+ </video>
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+
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+ <script type="text/javascript">
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+
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+ if ( ! THREE.Detector.webgl ) THREE.Detector.addGetWebGLMessage();
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+
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+ var container, stats;
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+
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+ var camera, scene, renderer;
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+
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+ var video, texture, material, mesh;
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+
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+ var mouseX = 0;
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+ var mouseY = 0;
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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+
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+ var postprocessing = { enabled: true };
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+
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+ var cube_count,
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+
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+ meshes = [],
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+ materials = [],
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+
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+ xgrid = 20,
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+ ygrid = 10;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.createElement('div');
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+ document.body.appendChild( container );
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+
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+ camera = new THREE.Camera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
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+ camera.position.z = 500;
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+
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+ scene = new THREE.Scene();
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+
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+ var light = new THREE.DirectionalLight( 0xffffff );
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+ light.position.set( 0.5, 1, 1 );
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+ light.position.normalize();
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+ scene.addLight( light );
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ container.appendChild( renderer.domElement );
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+
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+ video = document.getElementById( 'video' );
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+
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+ //video.volume = 0;
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+ //video.muted = true;
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+
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+ texture = new THREE.Texture( video );
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+ texture.min_filter = THREE.LinearFilter;
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+ texture.mag_filter = THREE.LinearFilter;
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+
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+ //
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+
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+ var i, j, ux, uy, ox, oy,
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+ geometry,
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+ xsize, ysize;
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+
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+ ux = 1 / xgrid;
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+ uy = 1 / ygrid;
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+
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+ xsize = 480 / xgrid;
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+ ysize = 204 / ygrid;
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+
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+ var parameters = { color: 0xffffff, map: texture },
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+ material_base = new THREE.MeshLambertMaterial( parameters );
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+
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+ renderer.initMaterial( material_base, scene.lights, scene.fog );
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+
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+ cube_count = 0;
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+
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+ for( i = 0; i < xgrid; i++)
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+ for( j = 0; j < ygrid; j++) {
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+
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+ ox = i;
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+ oy = j;
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+
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+ geometry = new Cube( xsize, ysize, xsize );
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+ change_uvs( geometry, ux, uy, ox, oy );
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+
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+ materials[ cube_count ] = new THREE.MeshLambertMaterial( parameters );
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+
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+ material = materials[ cube_count ];
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+
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+ material.program = material_base.program;
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+ material.uniforms = Uniforms.clone( THREE.ShaderLib[ 'lambert' ].uniforms );
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+
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+ material.hue = i/xgrid;
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+ material.saturation = j/ygrid;
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+
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+ material.color.setHSV( material.hue, material.saturation, 1 );
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+
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+ mesh.position.x = ( i - xgrid/2 ) * xsize;
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+ mesh.position.y = - ( j - ygrid/2 ) * ysize;
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+ mesh.position.z = 0;
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+
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+ mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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+
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+ scene.addObject(mesh);
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+
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+ mesh.dx = 0.001 * ( 0.5 - Math.random() );
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+ mesh.dy = 0.001 * ( 0.5 - Math.random() );
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+
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+ meshes[ cube_count ] = mesh;
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+
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+ cube_count += 1;
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+
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+ }
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+
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+ initPostprocessing();
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+ renderer.autoClear = false;
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ //container.appendChild( stats.domElement );
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+
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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+
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+ }
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+
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+ function change_uvs( geometry, unitx, unity, offsetx, offsety ) {
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+
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+ var i, j, uv;
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+
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+ for ( i = 0; i < geometry.uvs.length; i++ ) {
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+
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+ uv = geometry.uvs[ i ];
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+
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+ for ( j = 0; j < uv.length; j++ ) {
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+
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+ uv[j].u = ( uv[j].u + offsetx ) * unitx;
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+ uv[j].v = ( uv[j].v + offsety ) * unity;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+
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+ function initPostprocessing() {
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+
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+ postprocessing.scene = new THREE.Scene();
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+
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+ postprocessing.camera = new THREE.Camera();
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+ postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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+ postprocessing.camera.position.z = 100;
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+
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+ var pars = { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter };
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+ postprocessing.rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, pars );
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+ postprocessing.rtTexture2 = new THREE.RenderTarget( 512, 512, pars );
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+ postprocessing.rtTexture3 = new THREE.RenderTarget( 512, 512, pars );
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+
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+ var screen_shader = ShaderUtils.lib["screen"];
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+ var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
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+
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+ screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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+ screen_uniforms["opacity"].value = 1.0;
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+
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+ postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: screen_uniforms,
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+ vertex_shader: screen_shader.vertex_shader,
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+ fragment_shader: screen_shader.fragment_shader,
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+ blending: THREE.AdditiveBlending
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+
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+ } );
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+
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+ var convolution_shader = ShaderUtils.lib["convolution"];
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+ var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
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+
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+ postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
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+ postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
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+
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+ convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
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+ convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
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+ convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
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+
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+ postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
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+
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+ uniforms: convolution_uniforms,
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+ vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
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+ fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
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+
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+ } );
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+
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+ postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
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+ postprocessing.quad.position.z = -500;
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+ postprocessing.scene.addObject( postprocessing.quad );
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+
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+ }
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+
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+ function onDocumentMouseMove(event) {
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+
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+ mouseX = ( event.clientX - windowHalfX );
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+ mouseY = ( event.clientY - windowHalfY ) * 0.3;
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+
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+ }
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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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+ requestAnimationFrame( animate );
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+
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+ render();
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+ stats.update();
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+
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+ }
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+
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+ var h, counter = 1;
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+
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+ function render() {
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+
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+ var time = new Date().getTime() * 0.00005;
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+
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+ camera.position.x += ( mouseX - camera.position.x ) * 0.05;
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+ camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
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+
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+ if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
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+
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+ if ( texture ) texture.needsUpdate = true;
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+
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+ }
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+
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+ for( i = 0; i < cube_count; i++ ) {
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+
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+ material = materials[i];
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+
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+ h = ( 360 * ( material.hue + time ) % 360 ) / 360;
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+ material.color.setHSV( h, material.saturation, 1 );
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+
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+ }
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+
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+ if( counter % 1000 > 200 ) {
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+
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+ for( i = 0; i < cube_count; i++ ) {
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+
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+ mesh = meshes[i];
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+
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+ mesh.rotation.x += 10 * mesh.dx;
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+ mesh.rotation.y += 10 * mesh.dy;
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+
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+ mesh.position.x += 200 * mesh.dx;
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+ mesh.position.y += 200 * mesh.dy;
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+ mesh.position.z += 400 * mesh.dx;
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+
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+ }
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+
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+ }
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+
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+ if( counter % 1000 == 0 ) {
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+
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+ for( i = 0; i < cube_count; i++ ) {
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+
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+ mesh = meshes[i];
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+
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+ mesh.dx *= -1;
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+ mesh.dy *= -1;
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+
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+ }
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+
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+ }
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+
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+ counter++;
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+
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+ if ( postprocessing.enabled ) {
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+
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+ renderer.clear();
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+
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+ // Render scene into texture
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+
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+ renderer.render( scene, camera, postprocessing.rtTexture1 );
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+
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+ // Render quad with blured scene into texture (convolution pass 1)
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+
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+ postprocessing.quad.materials = [ postprocessing.materialConvolution ];
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+
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+ postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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+ postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2 );
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+
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+ // Render quad with blured scene into texture (convolution pass 2)
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+
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+ postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
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+ postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3 );
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+
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+ // Render original scene with superimposed blur to texture
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+
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+ postprocessing.quad.materials = [ postprocessing.materialScreen ];
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+
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+ postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
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+ postprocessing.materialScreen.uniforms.opacity.value = 1.3;
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+
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+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
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+
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+ // Render to screen
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+
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+ postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
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+ renderer.render( postprocessing.scene, postprocessing.camera );
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+
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+ } else {
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+
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+ renderer.clear();
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+ renderer.render( scene, camera );
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+
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+ }
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+
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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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