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webgl_video_kinect

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";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_video_kinect",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- kinect"
      }
    ]
  ],
  init: ({
    window,
    canvas,
    GUI,
    Stats,
    needToDispose,
    useFrame,
    getVideoTexture,
    withCDNPrefix
  }) => {
    let scene, camera, renderer;
    let geometry, mesh, material;
    let mouse, center;
    let texture;
    init();
    async function init() {
      camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1e4);
      camera.position.set(0, 0, 500);
      scene = new THREE.Scene();
      center = new THREE.Vector3();
      center.z = -1e3;
      const [videoTexture, video] = await getVideoTexture({
        width: 474,
        height: 490,
        src: withCDNPrefix(`textures/kinect.mp4`),
        loop: true
      });
      texture = videoTexture;
      texture.minFilter = THREE.NearestFilter;
      const width = 640, height = 480;
      const nearClipping = 850, farClipping = 4e3;
      geometry = new THREE.BufferGeometry();
      const vertices = new Float32Array(width * height * 3);
      for (let i = 0, j = 0, l = vertices.length; i < l; i += 3, j++) {
        vertices[i] = j % width;
        vertices[i + 1] = Math.floor(j / width);
      }
      geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));
      material = new THREE.ShaderMaterial({
        uniforms: {
          map: { value: texture },
          width: { value: width },
          height: { value: height },
          nearClipping: { value: nearClipping },
          farClipping: { value: farClipping },
          pointSize: { value: 2 },
          zOffset: { value: 1e3 }
        },
        vertexShader: `

			uniform sampler2D map;

			uniform float width;
			uniform float height;
			uniform float nearClipping, farClipping;

			uniform float pointSize;
			uniform float zOffset;

			varying vec2 vUv;

			const float XtoZ = 1.11146; // tan( 1.0144686 / 2.0 ) * 2.0;
			const float YtoZ = 0.83359; // tan( 0.7898090 / 2.0 ) * 2.0;

			void main() {

				vUv = vec2( position.x / width, position.y / height );

				vec4 color = texture2D( map, vUv );
				float depth = ( color.r + color.g + color.b ) / 3.0;

				// Projection code by @kcmic

				float z = ( 1.0 - depth ) * (farClipping - nearClipping) + nearClipping;

				vec4 pos = vec4(
					( position.x / width - 0.5 ) * z * XtoZ,
					( position.y / height - 0.5 ) * z * YtoZ,
					- z + zOffset,
					1.0);

				gl_PointSize = pointSize;
				gl_Position = projectionMatrix * modelViewMatrix * pos;

			}

		`,
        fragmentShader: `

			uniform sampler2D map;

			varying vec2 vUv;

			void main() {

				vec4 color = texture2D( map, vUv );
				gl_FragColor = vec4( color.r, color.g, color.b, 0.2 );

			}

		`,
        blending: THREE.AdditiveBlending,
        depthTest: false,
        depthWrite: false,
        transparent: true
      });
      mesh = new THREE.Points(geometry, material);
      scene.add(mesh);
      const gui = new GUI();
      gui.add(material.uniforms.nearClipping, "value", 1, 1e4, 1).name("nearClipping");
      gui.add(material.uniforms.farClipping, "value", 1, 1e4, 1).name("farClipping");
      gui.add(material.uniforms.pointSize, "value", 1, 10, 1).name("pointSize");
      gui.add(material.uniforms.zOffset, "value", 0, 4e3, 1).name("zOffset");
      video.play();
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      mouse = new THREE.Vector3(0, 0, 1);
      canvas.addEventListener("pointermove", onDocumentMouseMove);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function onDocumentMouseMove(event) {
      mouse.x = (event.clientX - window.innerWidth / 2) * 8;
      mouse.y = (event.clientY - window.innerHeight / 2) * 8;
    }
    function animate() {
      if (texture) {
        texture.update();
      }
      camera.position.x += (mouse.x - camera.position.x) * 0.05;
      camera.position.y += (-mouse.y - camera.position.y) * 0.05;
      camera.lookAt(center);
      renderer.render(scene, camera);
    }
  }
};
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;