webgl_materials_texture_partialupdate.html 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160
  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. <style>
  8. body {
  9. background:#777;
  10. padding:0;
  11. margin:0;
  12. overflow:hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family:Monospace;
  21. font-size:13px;
  22. text-align:center;
  23. }
  24. a {
  25. color: #ffffff;
  26. }
  27. </style>
  28. <script src="../build/three.js"></script>
  29. <script src="js/Detector.js"></script>
  30. </head>
  31. <body>
  32. <div id="info">
  33. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - partial texture update <br/>
  34. replace parts of an existing texture with all data of another texture
  35. </div>
  36. <script>
  37. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  38. var camera, scene, renderer, clock, dataTexture, diffuseMap;
  39. init();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
  42. camera.position.z = 2;
  43. scene = new THREE.Scene();
  44. clock = new THREE.Clock();
  45. var loader = new THREE.TextureLoader();
  46. diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', animate );
  47. diffuseMap.minFilter = THREE.LinearFilter;
  48. diffuseMap.generateMipmaps = false;
  49. var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
  50. var material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
  51. var mesh = new THREE.Mesh( geometry, material );
  52. scene.add( mesh );
  53. //
  54. var width = 32;
  55. var height = 32;
  56. var data = new Uint8Array( width * height * 3 );
  57. dataTexture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  58. //
  59. renderer = new THREE.WebGLRenderer( { antialias: true } );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. document.body.appendChild( renderer.domElement );
  63. //
  64. window.addEventListener( 'resize', onWindowResize, false );
  65. }
  66. function onWindowResize() {
  67. camera.aspect = window.innerWidth / window.innerHeight;
  68. camera.updateProjectionMatrix();
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. }
  71. var last = 0;
  72. var position = new THREE.Vector2();
  73. function animate() {
  74. requestAnimationFrame( animate );
  75. var elapsedTime = clock.getElapsedTime();
  76. if ( elapsedTime - last > 0.1 ) {
  77. last = elapsedTime;
  78. position.x = ( 32 * THREE.Math.randInt( 1, 16 ) ) - 32 ;
  79. position.y = ( 32 * THREE.Math.randInt( 1, 16 ) ) - 32 ;
  80. // generate new color data
  81. updateDataTexture( dataTexture );
  82. // perform copy from src to dest texture to a random position
  83. renderer.copyTextureToTexture( position, dataTexture, diffuseMap );
  84. }
  85. renderer.render( scene, camera );
  86. }
  87. var color = new THREE.Color();
  88. function updateDataTexture( texture ) {
  89. var size = texture.image.width * texture.image.height;
  90. var data = texture.image.data;
  91. // generate a random color and update texture data
  92. color.setHex( Math.random() * 0xffffff );
  93. var r = Math.floor( color.r * 255 );
  94. var g = Math.floor( color.g * 255 );
  95. var b = Math.floor( color.b * 255 );
  96. for ( var i = 0; i < size; i ++ ) {
  97. var stride = i * 3;
  98. data[ stride ] = r;
  99. data[ stride + 1 ] = g;
  100. data[ stride + 2 ] = b;
  101. }
  102. }
  103. </script>
  104. </body>
  105. </html>