webgl_panorama_dualfisheye.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - dual fisheye 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="container"></div>
  20. <div id="info">
  21. <a href="http://threejs.org" target="_blank" rel="noopener">three.js webgl</a> - dualfisheye panorama
  22. </div>
  23. <script type="module">
  24. import {
  25. LinearFilter,
  26. Math as _Math,
  27. Mesh,
  28. MeshBasicMaterial,
  29. PerspectiveCamera,
  30. RGBFormat,
  31. Scene,
  32. SphereBufferGeometry,
  33. TextureLoader,
  34. WebGLRenderer,
  35. } from "../build/three.module.js";
  36. var camera, scene, renderer;
  37. var isUserInteracting = false,
  38. lon = 0, lat = 0,
  39. phi = 0, theta = 0,
  40. distance = 500,
  41. onPointerDownPointerX = 0,
  42. onPointerDownPointerY = 0,
  43. onPointerDownLon = 0,
  44. onPointerDownLat = 0;
  45. init();
  46. animate();
  47. function init() {
  48. var container, mesh;
  49. container = document.getElementById( 'container' );
  50. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 2000 );
  51. scene = new Scene();
  52. var geometry = new SphereBufferGeometry( 500, 60, 40 ).toNonIndexed();
  53. // invert the geometry on the x-axis so that all of the faces point inward
  54. geometry.scale( - 1, 1, 1 );
  55. // Remap UVs
  56. var normals = geometry.attributes.normal.array;
  57. var uvs = geometry.attributes.uv.array;
  58. for ( var i = 0, l = normals.length / 3; i < l; i ++ ) {
  59. var x = normals[ i * 3 + 0 ];
  60. var y = normals[ i * 3 + 1 ];
  61. var z = normals[ i * 3 + 2 ];
  62. if ( i < l / 2 ) {
  63. var correction = ( x == 0 && z == 0 ) ? 1 : ( Math.acos( y ) / Math.sqrt( x * x + z * z ) ) * ( 2 / Math.PI );
  64. uvs[ i * 2 + 0 ] = x * ( 404 / 1920 ) * correction + ( 447 / 1920 );
  65. uvs[ i * 2 + 1 ] = z * ( 404 / 1080 ) * correction + ( 582 / 1080 );
  66. } else {
  67. var correction = ( x == 0 && z == 0 ) ? 1 : ( Math.acos( - y ) / Math.sqrt( x * x + z * z ) ) * ( 2 / Math.PI );
  68. uvs[ i * 2 + 0 ] = - x * ( 404 / 1920 ) * correction + ( 1460 / 1920 );
  69. uvs[ i * 2 + 1 ] = z * ( 404 / 1080 ) * correction + ( 582 / 1080 );
  70. }
  71. }
  72. geometry.rotateZ( - Math.PI / 2 );
  73. //
  74. var texture = new TextureLoader().load( 'textures/ricoh_theta_s.jpg' );
  75. texture.minFilter = LinearFilter;
  76. texture.format = RGBFormat;
  77. var material = new MeshBasicMaterial( { map: texture } );
  78. mesh = new Mesh( geometry, material );
  79. scene.add( mesh );
  80. renderer = new WebGLRenderer();
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.appendChild( renderer.domElement );
  84. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  85. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  86. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  87. document.addEventListener( 'wheel', onDocumentMouseWheel, false );
  88. //
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. camera.aspect = window.innerWidth / window.innerHeight;
  93. camera.updateProjectionMatrix();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. }
  96. function onDocumentMouseDown( event ) {
  97. event.preventDefault();
  98. isUserInteracting = true;
  99. onPointerDownPointerX = event.clientX;
  100. onPointerDownPointerY = event.clientY;
  101. onPointerDownLon = lon;
  102. onPointerDownLat = lat;
  103. }
  104. function onDocumentMouseMove( event ) {
  105. if ( isUserInteracting === true ) {
  106. lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
  107. lat = ( onPointerDownPointerY - event.clientY ) * 0.1 + onPointerDownLat;
  108. }
  109. }
  110. function onDocumentMouseUp() {
  111. isUserInteracting = false;
  112. }
  113. function onDocumentMouseWheel( event ) {
  114. distance += event.deltaY * 0.05;
  115. distance = _Math.clamp( distance, 400, 1000 );
  116. }
  117. function animate() {
  118. requestAnimationFrame( animate );
  119. update();
  120. }
  121. function update() {
  122. if ( isUserInteracting === false ) {
  123. lon += 0.1;
  124. }
  125. lat = Math.max( - 85, Math.min( 85, lat ) );
  126. phi = _Math.degToRad( 90 - lat );
  127. theta = _Math.degToRad( lon - 180 );
  128. camera.position.x = distance * Math.sin( phi ) * Math.cos( theta );
  129. camera.position.y = distance * Math.cos( phi );
  130. camera.position.z = distance * Math.sin( phi ) * Math.sin( theta );
  131. camera.lookAt( scene.position );
  132. renderer.render( scene, camera );
  133. }
  134. </script>
  135. </body>
  136. </html>