webgl_video_panorama_equirectangular.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - equirectangular video panorama</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. <style>
  8. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 0px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family:Monospace;
  19. font-size:13px;
  20. font-weight: bold;
  21. text-align:center;
  22. }
  23. a { color: #ffffff; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <script src="../build/three.js"></script>
  29. <script src="js/WebGL.js"></script>
  30. <video id="video" loop muted crossOrigin="anonymous" webkit-playsinline style="display:none">
  31. <source src="textures/pano.webm">
  32. <source src="textures/pano.mp4">
  33. </video>
  34. <script>
  35. if ( WEBGL.isWebGLAvailable() === false ) {
  36. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  37. }
  38. var camera, scene, renderer;
  39. var isUserInteracting = false,
  40. lon = 0, lat = 0,
  41. phi = 0, theta = 0,
  42. distance = 50,
  43. onPointerDownPointerX = 0,
  44. onPointerDownPointerY = 0,
  45. onPointerDownLon = 0,
  46. onPointerDownLat = 0;
  47. init();
  48. animate();
  49. function init() {
  50. var container, mesh;
  51. container = document.getElementById( 'container' );
  52. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
  53. camera.target = new THREE.Vector3( 0, 0, 0 );
  54. scene = new THREE.Scene();
  55. var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 );
  56. // invert the geometry on the x-axis so that all of the faces point inward
  57. geometry.scale( - 1, 1, 1 );
  58. var video = document.getElementById( 'video' );
  59. video.play();
  60. var texture = new THREE.VideoTexture( video );
  61. var material = new THREE.MeshBasicMaterial( { map: texture } );
  62. mesh = new THREE.Mesh( geometry, material );
  63. scene.add( mesh );
  64. renderer = new THREE.WebGLRenderer();
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. container.appendChild( renderer.domElement );
  68. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  69. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  70. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  71. document.addEventListener( 'wheel', onDocumentMouseWheel, false );
  72. //
  73. window.addEventListener( 'resize', onWindowResize, false );
  74. }
  75. function onWindowResize() {
  76. camera.aspect = window.innerWidth / window.innerHeight;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. function onDocumentMouseDown( event ) {
  81. event.preventDefault();
  82. isUserInteracting = true;
  83. onPointerDownPointerX = event.clientX;
  84. onPointerDownPointerY = event.clientY;
  85. onPointerDownLon = lon;
  86. onPointerDownLat = lat;
  87. }
  88. function onDocumentMouseMove( event ) {
  89. if ( isUserInteracting === true ) {
  90. lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
  91. lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
  92. }
  93. }
  94. function onDocumentMouseUp() {
  95. isUserInteracting = false;
  96. }
  97. function onDocumentMouseWheel( event ) {
  98. distance += event.deltaY * 0.05;
  99. distance = THREE.Math.clamp( distance, 1, 50 );
  100. }
  101. function animate() {
  102. requestAnimationFrame( animate );
  103. update();
  104. }
  105. function update() {
  106. lat = Math.max( - 85, Math.min( 85, lat ) );
  107. phi = THREE.Math.degToRad( 90 - lat );
  108. theta = THREE.Math.degToRad( lon );
  109. camera.position.x = distance * Math.sin( phi ) * Math.cos( theta );
  110. camera.position.y = distance * Math.cos( phi );
  111. camera.position.z = distance * Math.sin( phi ) * Math.sin( theta );
  112. camera.lookAt( camera.target );
  113. renderer.render( scene, camera );
  114. }
  115. </script>
  116. </body>
  117. </html>