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. let camera, scene, renderer;
  26. let isUserInteracting = false,
  27. lon = 0, lat = 0,
  28. phi = 0, theta = 0,
  29. onPointerDownPointerX = 0,
  30. onPointerDownPointerY = 0,
  31. onPointerDownLon = 0,
  32. onPointerDownLat = 0;
  33. const distance = 50;
  34. init();
  35. animate();
  36. function init() {
  37. const container = document.getElementById( 'container' );
  38. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
  39. camera.target = new THREE.Vector3( 0, 0, 0 );
  40. scene = new THREE.Scene();
  41. const geometry = new THREE.SphereBufferGeometry( 500, 60, 40 );
  42. // invert the geometry on the x-axis so that all of the faces point inward
  43. geometry.scale( - 1, 1, 1 );
  44. const video = document.getElementById( 'video' );
  45. video.play();
  46. const texture = new THREE.VideoTexture( video );
  47. const material = new THREE.MeshBasicMaterial( { map: texture } );
  48. const mesh = new THREE.Mesh( geometry, material );
  49. scene.add( mesh );
  50. renderer = new THREE.WebGLRenderer();
  51. renderer.setPixelRatio( window.devicePixelRatio );
  52. renderer.setSize( window.innerWidth, window.innerHeight );
  53. container.appendChild( renderer.domElement );
  54. document.addEventListener( 'pointerdown', onPointerDown, false );
  55. document.addEventListener( 'pointermove', onPointerMove, false );
  56. document.addEventListener( 'pointerup', onPointerUp, false );
  57. //
  58. window.addEventListener( 'resize', onWindowResize, false );
  59. }
  60. function onWindowResize() {
  61. camera.aspect = window.innerWidth / window.innerHeight;
  62. camera.updateProjectionMatrix();
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. }
  65. function onPointerDown( event ) {
  66. isUserInteracting = true;
  67. onPointerDownPointerX = event.clientX;
  68. onPointerDownPointerY = event.clientY;
  69. onPointerDownLon = lon;
  70. onPointerDownLat = lat;
  71. }
  72. function onPointerMove( event ) {
  73. if ( isUserInteracting === true ) {
  74. lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
  75. lat = ( onPointerDownPointerY - event.clientY ) * 0.1 + onPointerDownLat;
  76. }
  77. }
  78. function onPointerUp() {
  79. isUserInteracting = false;
  80. }
  81. function animate() {
  82. requestAnimationFrame( animate );
  83. update();
  84. }
  85. function update() {
  86. lat = Math.max( - 85, Math.min( 85, lat ) );
  87. phi = THREE.MathUtils.degToRad( 90 - lat );
  88. theta = THREE.MathUtils.degToRad( lon );
  89. camera.position.x = distance * Math.sin( phi ) * Math.cos( theta );
  90. camera.position.y = distance * Math.cos( phi );
  91. camera.position.z = distance * Math.sin( phi ) * Math.sin( theta );
  92. camera.lookAt( camera.target );
  93. renderer.render( scene, camera );
  94. }
  95. </script>
  96. </body>
  97. </html>