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					148 lines
				
				3.5 KiB
			
		
		
			
		
	
	
					148 lines
				
				3.5 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - texture - partial update</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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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - partial texture update <br/>
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											replace parts of an existing texture with all data of another texture
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											let camera, scene, renderer, clock, dataTexture, diffuseMap;
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											let last = 0;
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											const position = new THREE.Vector2();
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											const color = new THREE.Color();
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											init();
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											function init() {
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												camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
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												camera.position.z = 2;
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												scene = new THREE.Scene();
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												clock = new THREE.Clock();
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												const loader = new THREE.TextureLoader();
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												diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', animate );
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												diffuseMap.minFilter = THREE.LinearFilter;
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												diffuseMap.generateMipmaps = false;
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												const geometry = new THREE.PlaneGeometry( 2, 2 );
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												const material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
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												const mesh = new THREE.Mesh( geometry, material );
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												scene.add( mesh );
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												//
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												const width = 32;
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												const height = 32;
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												const data = new Uint8Array( width * height * 4 );
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												dataTexture = new THREE.DataTexture( data, width, height );
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												//
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												document.body.appendChild( renderer.domElement );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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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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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												const elapsedTime = clock.getElapsedTime();
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												if ( elapsedTime - last > 0.1 ) {
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													last = elapsedTime;
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													position.x = ( 32 * THREE.MathUtils.randInt( 1, 16 ) ) - 32;
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													position.y = ( 32 * THREE.MathUtils.randInt( 1, 16 ) ) - 32;
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													// generate new color data
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													updateDataTexture( dataTexture );
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													// perform copy from src to dest texture to a random position
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													renderer.copyTextureToTexture( position, dataTexture, diffuseMap );
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												}
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												renderer.render( scene, camera );
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											}
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											function updateDataTexture( texture ) {
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												const size = texture.image.width * texture.image.height;
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												const data = texture.image.data;
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												// generate a random color and update texture data
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												color.setHex( Math.random() * 0xffffff );
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												const r = Math.floor( color.r * 255 );
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												const g = Math.floor( color.g * 255 );
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												const b = Math.floor( color.b * 255 );
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												for ( let i = 0; i < size; i ++ ) {
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													const stride = i * 4;
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													data[ stride ] = r;
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													data[ stride + 1 ] = g;
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													data[ stride + 2 ] = b;
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													data[ stride + 3 ] = 1;
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												}
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											}
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										</script>
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									</body>
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								</html>
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