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					222 lines
				
				5.4 KiB
			
		
		
			
		
	
	
					222 lines
				
				5.4 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 - kinect</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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										<video id="video" loop muted crossOrigin="anonymous" playsinline style="display:none">
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											<source src="textures/kinect.webm">
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											<source src="textures/kinect.mp4">
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										</video>
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										<script id="vs" type="x-shader/x-vertex">
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											uniform sampler2D map;
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											uniform float width;
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											uniform float height;
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											uniform float nearClipping, farClipping;
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											uniform float pointSize;
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											uniform float zOffset;
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											varying vec2 vUv;
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											const float XtoZ = 1.11146; // tan( 1.0144686 / 2.0 ) * 2.0;
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											const float YtoZ = 0.83359; // tan( 0.7898090 / 2.0 ) * 2.0;
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											void main() {
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												vUv = vec2( position.x / width, position.y / height );
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												vec4 color = texture2D( map, vUv );
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												float depth = ( color.r + color.g + color.b ) / 3.0;
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												// Projection code by @kcmic
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												float z = ( 1.0 - depth ) * (farClipping - nearClipping) + nearClipping;
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												vec4 pos = vec4(
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													( position.x / width - 0.5 ) * z * XtoZ,
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													( position.y / height - 0.5 ) * z * YtoZ,
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													- z + zOffset,
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													1.0);
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												gl_PointSize = pointSize;
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												gl_Position = projectionMatrix * modelViewMatrix * pos;
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											}
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										</script>
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										<script id="fs" type="x-shader/x-fragment">
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											uniform sampler2D map;
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											varying vec2 vUv;
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											void main() {
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												vec4 color = texture2D( map, vUv );
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												gl_FragColor = vec4( color.r, color.g, color.b, 0.2 );
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											}
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										</script>
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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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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											let scene, camera, renderer;
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											let geometry, mesh, material;
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											let mouse, center;
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											init();
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											animate();
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											function init() {
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												const container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												const info = document.createElement( 'div' );
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												info.id = 'info';
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												info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - kinect';
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												document.body.appendChild( info );
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												camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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												camera.position.set( 0, 0, 500 );
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												scene = new THREE.Scene();
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												center = new THREE.Vector3();
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												center.z = - 1000;
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												const video = document.getElementById( 'video' );
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												const texture = new THREE.VideoTexture( video );
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												texture.minFilter = THREE.NearestFilter;
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												const width = 640, height = 480;
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												const nearClipping = 850, farClipping = 4000;
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												geometry = new THREE.BufferGeometry();
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												const vertices = new Float32Array( width * height * 3 );
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												for ( let i = 0, j = 0, l = vertices.length; i < l; i += 3, j ++ ) {
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													vertices[ i ] = j % width;
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													vertices[ i + 1 ] = Math.floor( j / width );
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												}
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
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												material = new THREE.ShaderMaterial( {
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													uniforms: {
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														'map': { value: texture },
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														'width': { value: width },
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														'height': { value: height },
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														'nearClipping': { value: nearClipping },
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														'farClipping': { value: farClipping },
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														'pointSize': { value: 2 },
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														'zOffset': { value: 1000 }
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													},
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													vertexShader: document.getElementById( 'vs' ).textContent,
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													fragmentShader: document.getElementById( 'fs' ).textContent,
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													blending: THREE.AdditiveBlending,
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													depthTest: false, depthWrite: false,
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													transparent: true
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												} );
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												mesh = new THREE.Points( geometry, material );
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												scene.add( mesh );
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												const gui = new GUI();
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												gui.add( material.uniforms.nearClipping, 'value', 1, 10000, 1.0 ).name( 'nearClipping' );
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												gui.add( material.uniforms.farClipping, 'value', 1, 10000, 1.0 ).name( 'farClipping' );
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												gui.add( material.uniforms.pointSize, 'value', 1, 10, 1.0 ).name( 'pointSize' );
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												gui.add( material.uniforms.zOffset, 'value', 0, 4000, 1.0 ).name( 'zOffset' );
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												video.play();
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												//
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												mouse = new THREE.Vector3( 0, 0, 1 );
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												document.addEventListener( 'mousemove', onDocumentMouseMove );
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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 onDocumentMouseMove( event ) {
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												mouse.x = ( event.clientX - window.innerWidth / 2 ) * 8;
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												mouse.y = ( event.clientY - window.innerHeight / 2 ) * 8;
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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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											}
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											function render() {
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												camera.position.x += ( mouse.x - camera.position.x ) * 0.05;
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												camera.position.y += ( - mouse.y - camera.position.y ) * 0.05;
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												camera.lookAt( center );
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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