webgl_materials_video
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { BloomPass } from "three/examples/jsm/postprocessing/BloomPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_materials_video",
useLoaders: [],
initAfterConfirm: {
text: ["注意音量"]
},
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- webgl video demo"
}
],
[
{
tag: "text",
content: "playing"
},
{
tag: "a",
link: "http://durian.blender.org/",
content: "sintel"
},
{
tag: "text",
content: "trailer"
}
]
],
init: ({
window,
canvas,
GUI,
Stats,
needToDispose,
useFrame,
getVideoTexture,
withCDNPrefix
}) => {
let camera, scene, renderer;
let video, texture, material, mesh;
let composer;
let mouseX = 0;
let mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
let cube_count;
const meshes = [], materials = [], xgrid = 20, ygrid = 10;
async function init() {
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 1e4);
camera.position.z = 500;
scene = new THREE.Scene();
const light = new THREE.DirectionalLight(16777215, 3);
light.position.set(0.5, 1, 1).normalize();
scene.add(light);
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
[texture, video] = await getVideoTexture({
src: withCDNPrefix("textures/sintel.mp4"),
width: 480,
height: 204,
muted: false,
loop: true
});
if ("seek" in video) {
video.seek(3);
} else {
video.currentTime = 3;
}
video.play();
texture.colorSpace = THREE.SRGBColorSpace;
let i, j, ox, oy, geometry;
const ux = 1 / xgrid;
const uy = 1 / ygrid;
const xsize = 480 / xgrid;
const ysize = 204 / ygrid;
const parameters = { color: 16777215, map: texture };
cube_count = 0;
for (i = 0; i < xgrid; i++) {
for (j = 0; j < ygrid; j++) {
ox = i;
oy = j;
geometry = new THREE.BoxGeometry(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 = 1e-3 * (0.5 - Math.random());
mesh.dy = 1e-3 * (0.5 - Math.random());
meshes[cube_count] = mesh;
cube_count += 1;
}
}
renderer.autoClear = false;
canvas.addEventListener("pointermove", onDocumentMouseMove);
const renderPass = new RenderPass(scene, camera);
const bloomPass = new BloomPass(1.3);
const outputPass = new OutputPass();
composer = new EffectComposer(renderer);
composer.addPass(renderPass);
composer.addPass(bloomPass);
composer.addPass(outputPass);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
renderer.setAnimationLoop(animate);
}
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.setSize(window.innerWidth, window.innerHeight);
}
function change_uvs(geometry, unitx, unity, offsetx, offsety) {
const uvs = geometry.attributes.uv.array;
for (let 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;
}
let h, counter = 1;
function animate() {
if (texture) {
texture.update();
}
const time = Date.now() * 5e-5;
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
for (let 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 % 1e3 > 200) {
for (let i = 0; i < cube_count; i++) {
mesh = meshes[i];
mesh.rotation.x += 10 * mesh.dx;
mesh.rotation.y += 10 * mesh.dy;
mesh.position.x -= 150 * mesh.dx;
mesh.position.y += 150 * mesh.dy;
mesh.position.z += 300 * mesh.dx;
}
}
if (counter % 1e3 === 0) {
for (let i = 0; i < cube_count; i++) {
mesh = meshes[i];
mesh.dx *= -1;
mesh.dy *= -1;
}
}
counter++;
renderer.clear();
composer.render();
}
init();
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;