webgl_video_panorama_equirectangular.html 3.5 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. touch-action: none;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info">
  16. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - video panorama
  17. </div>
  18. <div id="container"></div>
  19. <video id="video" loop muted crossOrigin="anonymous" playsinline style="display:none">
  20. <source src="textures/pano.webm">
  21. <source src="textures/pano.mp4">
  22. </video>
  23. <script type="module">
  24. import * as THREE from '../build/three.module.js';
  25. var camera, scene, renderer;
  26. var isUserInteracting = false,
  27. lon = 0, lat = 0,
  28. phi = 0, theta = 0,
  29. distance = 50,
  30. onPointerDownPointerX = 0,
  31. onPointerDownPointerY = 0,
  32. onPointerDownLon = 0,
  33. onPointerDownLat = 0;
  34. init();
  35. animate();
  36. function init() {
  37. var container, mesh;
  38. container = document.getElementById( 'container' );
  39. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
  40. camera.target = new THREE.Vector3( 0, 0, 0 );
  41. scene = new THREE.Scene();
  42. var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 );
  43. // invert the geometry on the x-axis so that all of the faces point inward
  44. geometry.scale( - 1, 1, 1 );
  45. var video = document.getElementById( 'video' );
  46. video.play();
  47. var texture = new THREE.VideoTexture( video );
  48. var material = new THREE.MeshBasicMaterial( { map: texture } );
  49. mesh = new THREE.Mesh( geometry, material );
  50. scene.add( mesh );
  51. renderer = new THREE.WebGLRenderer();
  52. renderer.setPixelRatio( window.devicePixelRatio );
  53. renderer.setSize( window.innerWidth, window.innerHeight );
  54. container.appendChild( renderer.domElement );
  55. document.addEventListener( 'pointerdown', onPointerDown, false );
  56. document.addEventListener( 'pointermove', onPointerMove, false );
  57. document.addEventListener( 'pointerup', onPointerUp, false );
  58. //
  59. window.addEventListener( 'resize', onWindowResize, false );
  60. }
  61. function onWindowResize() {
  62. camera.aspect = window.innerWidth / window.innerHeight;
  63. camera.updateProjectionMatrix();
  64. renderer.setSize( window.innerWidth, window.innerHeight );
  65. }
  66. function onPointerDown( event ) {
  67. isUserInteracting = true;
  68. onPointerDownPointerX = event.clientX;
  69. onPointerDownPointerY = event.clientY;
  70. onPointerDownLon = lon;
  71. onPointerDownLat = lat;
  72. }
  73. function onPointerMove( event ) {
  74. if ( isUserInteracting === true ) {
  75. lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
  76. lat = ( onPointerDownPointerY - event.clientY ) * 0.1 + onPointerDownLat;
  77. }
  78. }
  79. function onPointerUp() {
  80. isUserInteracting = false;
  81. }
  82. function animate() {
  83. requestAnimationFrame( animate );
  84. update();
  85. }
  86. function update() {
  87. lat = Math.max( - 85, Math.min( 85, lat ) );
  88. phi = THREE.MathUtils.degToRad( 90 - lat );
  89. theta = THREE.MathUtils.degToRad( lon );
  90. camera.position.x = distance * Math.sin( phi ) * Math.cos( theta );
  91. camera.position.y = distance * Math.cos( phi );
  92. camera.position.z = distance * Math.sin( phi ) * Math.sin( theta );
  93. camera.lookAt( camera.target );
  94. renderer.render( scene, camera );
  95. }
  96. </script>
  97. </body>
  98. </html>