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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">
<style type="text/css">
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: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl video demo. playing <a href="http://durian.blender.org/" target="_blank">sintel</a> trailer
</div>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<video id="video" autoplay loop style="display:none">
<source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
<source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
</video>
<script type="text/javascript">
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var video, texture, material, mesh;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var postprocessing = { enabled: true };
var cube_count,
meshes = [],
materials = [],
xgrid = 20,
ygrid = 10;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild( container );
camera = new THREE.Camera( 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 );
light.position.normalize();
scene.addLight( light );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
video = document.getElementById( 'video' );
//video.volume = 0;
//video.muted = true;
texture = new THREE.Texture( video );
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
//
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 },
material_base = new THREE.MeshLambertMaterial( parameters );
renderer.initMaterial( material_base, scene.lights, scene.fog );
cube_count = 0;
for ( i = 0; i < xgrid; i ++ )
for ( j = 0; j < ygrid; j ++ ) {
ox = i;
oy = j;
geometry = new THREE.CubeGeometry( xsize, ysize, xsize );
change_uvs( geometry, ux, uy, ox, oy );
materials[ cube_count ] = new THREE.MeshLambertMaterial( parameters );
material = materials[ cube_count ];
//material.program = material_base.program;
material.hue = i/xgrid;
material.saturation = j/ygrid;
material.color.setHSV( material.hue, material.saturation, 1 );
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.addObject(mesh);
mesh.dx = 0.001 * ( 0.5 - Math.random() );
mesh.dy = 0.001 * ( 0.5 - Math.random() );
meshes[ cube_count ] = mesh;
cube_count += 1;
}
initPostprocessing();
renderer.autoClear = false;
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function change_uvs( geometry, unitx, unity, offsetx, offsety ) {
var i, j, uv;
for ( i = 0; i < geometry.faceVertexUvs[ 0 ].length; i++ ) {
uv = geometry.faceVertexUvs[ 0 ][ i ];
for ( j = 0; j < uv.length; j++ ) {
uv[j].u = ( uv[j].u + offsetx ) * unitx;
uv[j].v = ( uv[j].v + offsety ) * unity;
}
}
}
function initPostprocessing() {
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.Camera();
postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
postprocessing.camera.position.z = 100;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );
var screen_shader = THREE.ShaderUtils.lib["screen"];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
screen_uniforms["opacity"].value = 1.0;
postprocessing.materialScreen = new THREE.MeshShaderMaterial( {
uniforms: screen_uniforms,
vertexShader: screen_shader.vertexShader,
fragmentShader: screen_shader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
var convolution_shader = THREE.ShaderUtils.lib["convolution"];
var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
postprocessing.blurx = new THREE.Vector2( 0.001953125, 0.0 ),
postprocessing.blury = new THREE.Vector2( 0.0, 0.001953125 );
convolution_uniforms["tDiffuse"].texture = postprocessing.rtTexture1;
convolution_uniforms["uImageIncrement"].value = postprocessing.blurx;
convolution_uniforms["cKernel"].value = THREE.ShaderUtils.buildKernel( 4.0 );
postprocessing.materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: convolution_uniforms,
vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
} );
postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialConvolution );
postprocessing.quad.position.z = -500;
postprocessing.scene.addObject( postprocessing.quad );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY ) * 0.3;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
var h, counter = 1;
function render() {
var time = new Date().getTime() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.05;
camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
if ( texture ) texture.needsUpdate = true;
}
for( i = 0; i < cube_count; i++ ) {
material = materials[i];
h = ( 360 * ( material.hue + time ) % 360 ) / 360;
material.color.setHSV( h, material.saturation, 1 );
}
if( counter % 1000 > 200 ) {
for( 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( i = 0; i < cube_count; i++ ) {
mesh = meshes[i];
mesh.dx *= -1;
mesh.dy *= -1;
}
}
counter++;
renderer.clear();
if ( postprocessing.enabled ) {
// Render scene into texture
renderer.render( scene, camera, postprocessing.rtTexture1, true );
// Render quad with blured scene into texture (convolution pass 1)
postprocessing.quad.materials = [ postprocessing.materialConvolution ];
postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blurx;
renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture2, true );
// Render quad with blured scene into texture (convolution pass 2)
postprocessing.materialConvolution.uniforms.tDiffuse.texture = postprocessing.rtTexture2;
postprocessing.materialConvolution.uniforms.uImageIncrement.value = postprocessing.blury;
renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture3, true );
// Render original scene with superimposed blur to texture
postprocessing.quad.materials = [ postprocessing.materialScreen ];
postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture3;
postprocessing.materialScreen.uniforms.opacity.value = 1.3;
renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTexture1, false );
// Render to screen
postprocessing.materialScreen.uniforms.tDiffuse.texture = postprocessing.rtTexture1;
renderer.render( postprocessing.scene, postprocessing.camera );
} else {
renderer.render( scene, camera );
}
}
</script>
</body>
</html>