webgl_materials_video.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - video</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. <div id="overlay">
  11. <div>
  12. <button id="startButton">Click to Play</button>
  13. <p>Video playback with audio requires user interaction.</p>
  14. </div>
  15. </div>
  16. <div id="container"></div>
  17. <div id="info">
  18. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl video demo<br/>
  19. playing <a href="http://durian.blender.org/" target="_blank" rel="noopener">sintel</a> trailer
  20. </div>
  21. <video id="video" loop crossOrigin="anonymous" playsinline style="display:none">
  22. <source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
  23. <source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
  24. </video>
  25. <script type="module">
  26. import * as THREE from '../build/three.module.js';
  27. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  28. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  29. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  30. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  31. import { CopyShader } from './jsm/shaders/CopyShader.js';
  32. var container;
  33. var camera, scene, renderer;
  34. var video, texture, material, mesh;
  35. var composer;
  36. var mouseX = 0;
  37. var mouseY = 0;
  38. var windowHalfX = window.innerWidth / 2;
  39. var windowHalfY = window.innerHeight / 2;
  40. var cube_count,
  41. meshes = [],
  42. materials = [],
  43. xgrid = 20,
  44. ygrid = 10;
  45. var startButton = document.getElementById( 'startButton' );
  46. startButton.addEventListener( 'click', function () {
  47. init();
  48. animate();
  49. }, false );
  50. function init() {
  51. var overlay = document.getElementById( 'overlay' );
  52. overlay.remove();
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  56. camera.position.z = 500;
  57. scene = new THREE.Scene();
  58. var light = new THREE.DirectionalLight( 0xffffff );
  59. light.position.set( 0.5, 1, 1 ).normalize();
  60. scene.add( light );
  61. renderer = new THREE.WebGLRenderer();
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. container.appendChild( renderer.domElement );
  65. video = document.getElementById( 'video' );
  66. video.play();
  67. video.addEventListener('play', function() {
  68. this.currentTime = 3;
  69. }, false);
  70. texture = new THREE.VideoTexture( video );
  71. //
  72. var i, j, ux, uy, ox, oy,
  73. geometry,
  74. xsize, ysize;
  75. ux = 1 / xgrid;
  76. uy = 1 / ygrid;
  77. xsize = 480 / xgrid;
  78. ysize = 204 / ygrid;
  79. var parameters = { color: 0xffffff, map: texture };
  80. cube_count = 0;
  81. for ( i = 0; i < xgrid; i ++ )
  82. for ( j = 0; j < ygrid; j ++ ) {
  83. ox = i;
  84. oy = j;
  85. geometry = new THREE.BoxBufferGeometry( xsize, ysize, xsize );
  86. change_uvs( geometry, ux, uy, ox, oy );
  87. materials[ cube_count ] = new THREE.MeshLambertMaterial( parameters );
  88. material = materials[ cube_count ];
  89. material.hue = i / xgrid;
  90. material.saturation = 1 - j / ygrid;
  91. material.color.setHSL( material.hue, material.saturation, 0.5 );
  92. mesh = new THREE.Mesh( geometry, material );
  93. mesh.position.x = ( i - xgrid / 2 ) * xsize;
  94. mesh.position.y = ( j - ygrid / 2 ) * ysize;
  95. mesh.position.z = 0;
  96. mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
  97. scene.add( mesh );
  98. mesh.dx = 0.001 * ( 0.5 - Math.random() );
  99. mesh.dy = 0.001 * ( 0.5 - Math.random() );
  100. meshes[ cube_count ] = mesh;
  101. cube_count += 1;
  102. }
  103. renderer.autoClear = false;
  104. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  105. // postprocessing
  106. var renderModel = new RenderPass( scene, camera );
  107. var effectBloom = new BloomPass( 1.3 );
  108. var effectCopy = new ShaderPass( CopyShader );
  109. composer = new EffectComposer( renderer );
  110. composer.addPass( renderModel );
  111. composer.addPass( effectBloom );
  112. composer.addPass( effectCopy );
  113. //
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. }
  116. function onWindowResize() {
  117. windowHalfX = window.innerWidth / 2;
  118. windowHalfY = window.innerHeight / 2;
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. composer.setSize( window.innerWidth, window.innerHeight );
  123. }
  124. function change_uvs( geometry, unitx, unity, offsetx, offsety ) {
  125. var uvs = geometry.attributes.uv.array;
  126. for ( var i = 0; i < uvs.length; i += 2 ) {
  127. uvs[ i ] = ( uvs[ i ] + offsetx ) * unitx;
  128. uvs[ i + 1 ] = ( uvs[ i + 1 ] + offsety ) * unity;
  129. }
  130. }
  131. function onDocumentMouseMove( event ) {
  132. mouseX = ( event.clientX - windowHalfX );
  133. mouseY = ( event.clientY - windowHalfY ) * 0.3;
  134. }
  135. //
  136. function animate() {
  137. requestAnimationFrame( animate );
  138. render();
  139. }
  140. var h, counter = 1;
  141. function render() {
  142. var time = Date.now() * 0.00005;
  143. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  144. camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
  145. camera.lookAt( scene.position );
  146. for ( var i = 0; i < cube_count; i ++ ) {
  147. material = materials[ i ];
  148. h = ( 360 * ( material.hue + time ) % 360 ) / 360;
  149. material.color.setHSL( h, material.saturation, 0.5 );
  150. }
  151. if ( counter % 1000 > 200 ) {
  152. for ( var i = 0; i < cube_count; i ++ ) {
  153. mesh = meshes[ i ];
  154. mesh.rotation.x += 10 * mesh.dx;
  155. mesh.rotation.y += 10 * mesh.dy;
  156. mesh.position.x -= 150 * mesh.dx;
  157. mesh.position.y += 150 * mesh.dy;
  158. mesh.position.z += 300 * mesh.dx;
  159. }
  160. }
  161. if ( counter % 1000 === 0 ) {
  162. for ( var i = 0; i < cube_count; i ++ ) {
  163. mesh = meshes[ i ];
  164. mesh.dx *= - 1;
  165. mesh.dy *= - 1;
  166. }
  167. }
  168. counter ++;
  169. renderer.clear();
  170. composer.render();
  171. }
  172. </script>
  173. </body>
  174. </html>