//https://github.com/mrdoob/three.js/blob/master/examples/webgl_materials_texture_partialupdate.html
// template is blank
// define your own Three.js World here
AB.loadCSS ( '/uploads/threeport/main.css' );
// use JS to make HTML elements too:
AB.newDiv ( "container" );
// template is blank
// define your own Three.js World here
import * as THREE from '/api/threemodule/libs/three.module.js';
let camera, scene, renderer, clock, dataTexture, diffuseMap;
let last = 0;
const position = new THREE.Vector2();
const color = new THREE.Color();
init();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
clock = new THREE.Clock();
const loader = new THREE.TextureLoader();
diffuseMap = loader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', animate );
diffuseMap.minFilter = THREE.LinearFilter;
diffuseMap.generateMipmaps = false;
const geometry = new THREE.PlaneGeometry( 2, 2 );
const material = new THREE.MeshBasicMaterial( { map: diffuseMap } );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
const width = 32;
const height = 32;
const data = new Uint8Array( width * height * 3 );
dataTexture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const elapsedTime = clock.getElapsedTime();
if ( elapsedTime - last > 0.1 ) {
last = elapsedTime;
position.x = ( 32 * THREE.MathUtils.randInt( 1, 16 ) ) - 32;
position.y = ( 32 * THREE.MathUtils.randInt( 1, 16 ) ) - 32;
// generate new color data
updateDataTexture( dataTexture );
// perform copy from src to dest texture to a random position
renderer.copyTextureToTexture( position, dataTexture, diffuseMap );
}
renderer.render( scene, camera );
}
function updateDataTexture( texture ) {
const size = texture.image.width * texture.image.height;
const data = texture.image.data;
// generate a random color and update texture data
color.setHex( Math.random() * 0xffffff );
const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 );
const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) {
const stride = i * 3;
data[ stride ] = r;
data[ stride + 1 ] = g;
data[ stride + 2 ] = b;
}
}