webgl_video_panorama_equirectangular.html 4.0 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. <style>
  8. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 0px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family:Monospace;
  19. font-size:13px;
  20. font-weight: bold;
  21. text-align:center;
  22. }
  23. a { color: #ffffff; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <script src="../build/three.js"></script>
  29. <script>
  30. var camera, scene, renderer;
  31. var isUserInteracting = false,
  32. lon = 0, lat = 0,
  33. phi = 0, theta = 0,
  34. distance = 50,
  35. onPointerDownPointerX = 0,
  36. onPointerDownPointerY = 0,
  37. onPointerDownLon = 0,
  38. onPointerDownLat = 0;
  39. init();
  40. animate();
  41. function init() {
  42. var container, mesh;
  43. container = document.getElementById( 'container' );
  44. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
  45. camera.target = new THREE.Vector3( 0, 0, 0 );
  46. scene = new THREE.Scene();
  47. var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 );
  48. // invert the geometry on the x-axis so that all of the faces point inward
  49. geometry.scale( - 1, 1, 1 );
  50. var video = document.createElement( 'video' );
  51. video.crossOrigin = 'anonymous';
  52. video.width = 640;
  53. video.height = 360;
  54. video.loop = true;
  55. video.muted = true;
  56. video.src = 'textures/pano.webm';
  57. video.setAttribute( 'webkit-playsinline', 'webkit-playsinline' );
  58. video.play();
  59. var texture = new THREE.VideoTexture( video );
  60. texture.minFilter = THREE.LinearFilter;
  61. texture.format = THREE.RGBFormat;
  62. var material = new THREE.MeshBasicMaterial( { map: texture } );
  63. mesh = new THREE.Mesh( geometry, material );
  64. scene.add( mesh );
  65. renderer = new THREE.WebGLRenderer();
  66. renderer.setPixelRatio( window.devicePixelRatio );
  67. renderer.setSize( window.innerWidth, window.innerHeight );
  68. container.appendChild( renderer.domElement );
  69. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  70. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  71. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  72. document.addEventListener( 'wheel', onDocumentMouseWheel, false );
  73. //
  74. window.addEventListener( 'resize', onWindowResize, false );
  75. }
  76. function onWindowResize() {
  77. camera.aspect = window.innerWidth / window.innerHeight;
  78. camera.updateProjectionMatrix();
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. }
  81. function onDocumentMouseDown( event ) {
  82. event.preventDefault();
  83. isUserInteracting = true;
  84. onPointerDownPointerX = event.clientX;
  85. onPointerDownPointerY = event.clientY;
  86. onPointerDownLon = lon;
  87. onPointerDownLat = lat;
  88. }
  89. function onDocumentMouseMove( event ) {
  90. if ( isUserInteracting === true ) {
  91. lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
  92. lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
  93. }
  94. }
  95. function onDocumentMouseUp() {
  96. isUserInteracting = false;
  97. }
  98. function onDocumentMouseWheel( event ) {
  99. distance += event.deltaY * 0.05;
  100. distance = THREE.Math.clamp( distance, 1, 50 );
  101. }
  102. function animate() {
  103. requestAnimationFrame( animate );
  104. update();
  105. }
  106. function update() {
  107. lat = Math.max( - 85, Math.min( 85, lat ) );
  108. phi = THREE.Math.degToRad( 90 - lat );
  109. theta = THREE.Math.degToRad( lon );
  110. camera.position.x = distance * Math.sin( phi ) * Math.cos( theta );
  111. camera.position.y = distance * Math.cos( phi );
  112. camera.position.z = distance * Math.sin( phi ) * Math.sin( theta );
  113. camera.lookAt( camera.target );
  114. renderer.render( scene, camera );
  115. }
  116. </script>
  117. </body>
  118. </html>