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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_materials_video.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - video</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
a { color:#0078ff; }
#info {
color:#fff;
position: absolute;
top: 5px; width: 100%;
z-index:100;
}
#overlay {
position: absolute;
z-index: 1;
top: 0;
left: 0;
width: 100%;
height:100%;
display: flex;
align-items: center;
justify-content: center;
opacity: 1;
background-color: #000000;
color: #ffffff;
}
#overlay > div {
text-align: center;
}
#overlay > div > button {
height: 20px;
width: 100px;
background: transparent;
color: #ffffff;
outline: 1px solid #ffffff;
border: 0px;
cursor: pointer;
}
#overlay > div > p {
color: #777777;
font-size: 12px;
}
</style>
</head>
<body>
<div id="overlay">
<div>
<button id="startButton">Click to Play</button>
<p>Automatic video playback with audio requires a user interaction.</p>
</div>
</div>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl video demo. playing <a href="http://durian.blender.org/" target="_blank" rel="noopener">sintel</a> trailer
</div>
<script src="../build/three.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/WebGL.js"></script>
<video id="video" loop crossOrigin="anonymous" webkit-playsinline style="display:none">
<source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
<source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
</video>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container;
var camera, scene, renderer;
var video, texture, material, mesh;
var composer;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var cube_count,
meshes = [],
materials = [],
xgrid = 20,
ygrid = 10;
var startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', function () {
init();
animate();
}, false );
function init() {
var overlay = document.getElementById( 'overlay' );
overlay.remove();
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0.5, 1, 1 ).normalize();
scene.add( light );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
video = document.getElementById( 'video' );
video.play();
texture = new THREE.VideoTexture( video );
//
var i, j, ux, uy, ox, oy,
geometry,
xsize, ysize;
ux = 1 / xgrid;
uy = 1 / ygrid;
xsize = 480 / xgrid;
ysize = 204 / ygrid;
var parameters = { color: 0xffffff, map: texture };
cube_count = 0;
for ( i = 0; i < xgrid; i ++ )
for ( j = 0; j < ygrid; j ++ ) {
ox = i;
oy = j;
geometry = new THREE.BoxBufferGeometry( xsize, ysize, xsize );
change_uvs( geometry, ux, uy, ox, oy );
materials[ cube_count ] = new THREE.MeshLambertMaterial( parameters );
material = materials[ cube_count ];
material.hue = i / xgrid;
material.saturation = 1 - j / ygrid;
material.color.setHSL( material.hue, material.saturation, 0.5 );
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = ( i - xgrid / 2 ) * xsize;
mesh.position.y = ( j - ygrid / 2 ) * ysize;
mesh.position.z = 0;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
scene.add( mesh );
mesh.dx = 0.001 * ( 0.5 - Math.random() );
mesh.dy = 0.001 * ( 0.5 - Math.random() );
meshes[ cube_count ] = mesh;
cube_count += 1;
}
renderer.autoClear = false;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
// postprocessing
var renderModel = new THREE.RenderPass( scene, camera );
var effectBloom = new THREE.BloomPass( 1.3 );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBloom );
composer.addPass( effectCopy );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.reset();
}
function change_uvs( geometry, unitx, unity, offsetx, offsety ) {
var uvs = geometry.attributes.uv.array;
for ( var i = 0; i < uvs.length; i += 2 ) {
uvs[ i ] = ( uvs[ i ] + offsetx ) * unitx;
uvs[ i + 1 ] = ( uvs[ i + 1 ] + offsety ) * unity;
}
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY ) * 0.3;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
var h, counter = 1;
function render() {
var time = Date.now() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
camera.lookAt( scene.position );
for ( var i = 0; i < cube_count; i ++ ) {
material = materials[ i ];
h = ( 360 * ( material.hue + time ) % 360 ) / 360;
material.color.setHSL( h, material.saturation, 0.5 );
}
if ( counter % 1000 > 200 ) {
for ( var i = 0; i < cube_count; i ++ ) {
mesh = meshes[ i ];
mesh.rotation.x += 10 * mesh.dx;
mesh.rotation.y += 10 * mesh.dy;
mesh.position.x += 200 * mesh.dx;
mesh.position.y += 200 * mesh.dy;
mesh.position.z += 400 * mesh.dx;
}
}
if ( counter % 1000 === 0 ) {
for ( var i = 0; i < cube_count; i ++ ) {
mesh = meshes[ i ];
mesh.dx *= - 1;
mesh.dy *= - 1;
}
}
counter ++;
renderer.clear();
composer.render();
}
</script>
</body>
</html>