webgl_materials_texture_partialupdate.html 3.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - texture - partial update</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="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - partial texture update <br/>
  12. replace parts of an existing texture with all data of another texture
  13. </div>
  14. <script type="module">
  15. import {
  16. Clock,
  17. Color,
  18. DataTexture,
  19. LinearFilter,
  20. Math as _Math,
  21. Mesh,
  22. MeshBasicMaterial,
  23. PerspectiveCamera,
  24. PlaneBufferGeometry,
  25. RGBFormat,
  26. Scene,
  27. TextureLoader,
  28. Vector2,
  29. WebGLRenderer,
  30. } from "../build/three.module.js";
  31. var camera, scene, renderer, clock, dataTexture, diffuseMap;
  32. init();
  33. function init() {
  34. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
  35. camera.position.z = 2;
  36. scene = new Scene();
  37. clock = new Clock();
  38. var loader = new TextureLoader();
  39. diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', animate );
  40. diffuseMap.minFilter = LinearFilter;
  41. diffuseMap.generateMipmaps = false;
  42. var geometry = new PlaneBufferGeometry( 2, 2 );
  43. var material = new MeshBasicMaterial( { map: diffuseMap } );
  44. var mesh = new Mesh( geometry, material );
  45. scene.add( mesh );
  46. //
  47. var width = 32;
  48. var height = 32;
  49. var data = new Uint8Array( width * height * 3 );
  50. dataTexture = new DataTexture( data, width, height, RGBFormat );
  51. //
  52. renderer = new WebGLRenderer( { antialias: true } );
  53. renderer.setPixelRatio( window.devicePixelRatio );
  54. renderer.setSize( window.innerWidth, window.innerHeight );
  55. document.body.appendChild( renderer.domElement );
  56. //
  57. window.addEventListener( 'resize', onWindowResize, false );
  58. }
  59. function onWindowResize() {
  60. camera.aspect = window.innerWidth / window.innerHeight;
  61. camera.updateProjectionMatrix();
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. }
  64. var last = 0;
  65. var position = new Vector2();
  66. function animate() {
  67. requestAnimationFrame( animate );
  68. var elapsedTime = clock.getElapsedTime();
  69. if ( elapsedTime - last > 0.1 ) {
  70. last = elapsedTime;
  71. position.x = ( 32 * _Math.randInt( 1, 16 ) ) - 32;
  72. position.y = ( 32 * _Math.randInt( 1, 16 ) ) - 32;
  73. // generate new color data
  74. updateDataTexture( dataTexture );
  75. // perform copy from src to dest texture to a random position
  76. renderer.copyTextureToTexture( position, dataTexture, diffuseMap );
  77. }
  78. renderer.render( scene, camera );
  79. }
  80. var color = new Color();
  81. function updateDataTexture( texture ) {
  82. var size = texture.image.width * texture.image.height;
  83. var data = texture.image.data;
  84. // generate a random color and update texture data
  85. color.setHex( Math.random() * 0xffffff );
  86. var r = Math.floor( color.r * 255 );
  87. var g = Math.floor( color.g * 255 );
  88. var b = Math.floor( color.b * 255 );
  89. for ( var i = 0; i < size; i ++ ) {
  90. var stride = i * 3;
  91. data[ stride ] = r;
  92. data[ stride + 1 ] = g;
  93. data[ stride + 2 ] = b;
  94. }
  95. }
  96. </script>
  97. </body>
  98. </html>