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