webgl_materials_texture_partialupdate.html 3.6 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. <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/WebGL.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 ( WEBGL.isWebGLAvailable() === false ) {
  38. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  39. }
  40. var camera, scene, renderer, clock, dataTexture, diffuseMap;
  41. init();
  42. function init() {
  43. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
  44. camera.position.z = 2;
  45. scene = new THREE.Scene();
  46. clock = new THREE.Clock();
  47. var loader = new THREE.TextureLoader();
  48. diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', animate );
  49. diffuseMap.minFilter = THREE.LinearFilter;
  50. diffuseMap.generateMipmaps = false;
  51. var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
  52. var material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
  53. var mesh = new THREE.Mesh( geometry, material );
  54. scene.add( mesh );
  55. //
  56. var width = 32;
  57. var height = 32;
  58. var data = new Uint8Array( width * height * 3 );
  59. dataTexture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  60. //
  61. renderer = new THREE.WebGLRenderer( { antialias: true } );
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. document.body.appendChild( renderer.domElement );
  65. //
  66. window.addEventListener( 'resize', onWindowResize, false );
  67. }
  68. function onWindowResize() {
  69. camera.aspect = window.innerWidth / window.innerHeight;
  70. camera.updateProjectionMatrix();
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. }
  73. var last = 0;
  74. var position = new THREE.Vector2();
  75. function animate() {
  76. requestAnimationFrame( animate );
  77. var elapsedTime = clock.getElapsedTime();
  78. if ( elapsedTime - last > 0.1 ) {
  79. last = elapsedTime;
  80. position.x = ( 32 * THREE.Math.randInt( 1, 16 ) ) - 32;
  81. position.y = ( 32 * THREE.Math.randInt( 1, 16 ) ) - 32;
  82. // generate new color data
  83. updateDataTexture( dataTexture );
  84. // perform copy from src to dest texture to a random position
  85. renderer.copyTextureToTexture( position, dataTexture, diffuseMap );
  86. }
  87. renderer.render( scene, camera );
  88. }
  89. var color = new THREE.Color();
  90. function updateDataTexture( texture ) {
  91. var size = texture.image.width * texture.image.height;
  92. var data = texture.image.data;
  93. // generate a random color and update texture data
  94. color.setHex( Math.random() * 0xffffff );
  95. var r = Math.floor( color.r * 255 );
  96. var g = Math.floor( color.g * 255 );
  97. var b = Math.floor( color.b * 255 );
  98. for ( var i = 0; i < size; i ++ ) {
  99. var stride = i * 3;
  100. data[ stride ] = r;
  101. data[ stride + 1 ] = g;
  102. data[ stride + 2 ] = b;
  103. }
  104. }
  105. </script>
  106. </body>
  107. </html>