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webgl_loader_imagebitmap.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loader - ImageBitmap</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 {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button {
color: #f00;
font-weight: bold;
text-decoration: underline;
cursor: pointer
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Texture loader using ImageBitmap
</div>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container;
var camera, scene, renderer;
var group, cubes;
init();
animate();
function addImageBitmap() {
new THREE.ImageBitmapLoader()
.setOptions( { imageOrientation: 'none' } )
.load( 'textures/planets/earth_atmos_2048.jpg?' + performance.now(), function ( imageBitmap ) {
var texture = new THREE.CanvasTexture( imageBitmap );
var material = new THREE.MeshBasicMaterial( { map: texture } );
/* ImageBitmap should be disposed when done with it
Can't be done until it's actually uploaded to WebGLTexture */
// imageBitmap.close();
addCube( material );
}, function ( p ) {
console.log( p );
}, function ( e ) {
console.log( e );
} );
}
function addImage() {
new THREE.ImageLoader()
.setCrossOrigin( '*' )
.load( 'textures/planets/earth_atmos_2048.jpg?' + performance.now(), function ( image ) {
var texture = new THREE.CanvasTexture( image );
var material = new THREE.MeshBasicMaterial( { color: 0xff8888, map: texture } );
addCube( material );
} );
}
var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
function addCube( material ) {
var cube = new THREE.Mesh( geometry, material );
cube.position.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
cube.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
cubes.add( cube );
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERA
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 1500 );
camera.position.set( 0, 4, 7 );
camera.lookAt( 0, 0, 0 );
// SCENE
scene = new THREE.Scene();
//
group = new THREE.Group();
scene.add( group );
group.add( new THREE.GridHelper( 4, 12 ) );
cubes = new THREE.Group();
group.add( cubes );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// TESTS
setTimeout( addImage, 300 );
setTimeout( addImage, 600 );
setTimeout( addImage, 900 );
setTimeout( addImageBitmap, 1300 );
setTimeout( addImageBitmap, 1600 );
setTimeout( addImageBitmap, 1900 );
// EVENTS
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
group.rotation.y = performance.now() / 3000;
renderer.render( scene, camera );
requestAnimationFrame( animate );
}
</script>
</body>
</html>