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spark/examples/multiple-viewpoints/index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spark • Multiple Viewpoints</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<header>
<input type="range" min="-100" max="100" id="camera1">
<input type="range" min="-100" max="100" id="camera2">
</header>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"three/addons/": "/examples/js/vendor/three/examples/jsm/",
"@sparkjsdev/spark": "/dist/spark.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SparkRenderer, SparkViewpoint, SplatMesh } from "@sparkjsdev/spark";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
const header_height = document.querySelector('header').getBoundingClientRect().height;
renderer.setSize(window.innerWidth, window.innerHeight - header_height);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Explicitly create a SparkRenderer in the scene to spawn new viewpoints
const spark = new SparkRenderer({ renderer });
scene.add(spark);
const splatURL = await getAssetFileURL("butterfly.spz");
const butterfly = new SplatMesh({ url: splatURL });
butterfly.quaternion.set(1, 0, 0, 0);
butterfly.position.set(0, 0, -3);
scene.add(butterfly);
async function createViewpoint(origin, screenPos, index) {
// Create a textured rectangle at the near plane to show the viewpoint
const width = 320;
const height = 240;
const screen = new THREE.Mesh(
new THREE.PlaneGeometry(0.5 * camera.near, 0.5 * camera.near * height / width),
new THREE.MeshBasicMaterial({ map: SparkViewpoint.EMPTY_TEXTURE }),
);
screen.position.set(screenPos.x, screenPos.y, -1).multiplyScalar(camera.near);
scene.add(screen);
const viewCamera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
viewCamera.position.copy(origin);
viewCamera.lookAt(butterfly.position);
// Load arrow object to show where each camera is
const arrowURL = await getAssetFileURL("arrow.glb");
new GLTFLoader().load(arrowURL, gltf => {
// Different material for each camera
const arrowMaterial = new THREE.MeshMatcapMaterial({
matcap: [
new THREE.TextureLoader().load("https://raw.githubusercontent.com/nidorx/matcaps/master/128/1A2461_3D70DB_2C3C8F_2C6CAC-128px.png"),
new THREE.TextureLoader().load("https://raw.githubusercontent.com/nidorx/matcaps/master/128/9D282A_38191D_DFC6CD_D6495A-128px.png")
][index]
});
const arrow = gltf.scene.children[0];
arrow.material = arrowMaterial;
arrow.position.copy(viewCamera.position);
arrow.lookAt(butterfly.position);
scene.add(arrow);
// Connect slider to both camera and arrow
document.getElementById("camera" + (index + 1)).oninput = ev => {
viewCamera.position.x = (ev.target.value / 100);
arrow.position.x = viewCamera.position.x;
arrow.lookAt(butterfly.position);
};
});
// Spawn a new viewpoint that auto-updates its sort order, double
// buffered in case the texture is used recursively in the scene
const viewpoint = spark.newViewpoint({
autoUpdate: true,
camera: viewCamera,
target: { width, height, doubleBuffer: true },
onTextureUpdated: (texture) => {
// Update the view screen with the rendered viewpoint
screen.material.map = texture;
},
});
return viewpoint;
}
const viewpoints = [
await createViewpoint(new THREE.Vector3(0, 1.5, -3), new THREE.Vector2(-0.5, 0.5), 0),
await createViewpoint(new THREE.Vector3(0.5, -1, -3), new THREE.Vector2(0.5, -0.5), 1),
];
let lastTime;
renderer.setAnimationLoop(function animate(time) {
const deltaTime = time - (lastTime || time);
lastTime = time;
scene.background.set(0x000000);
renderer.render(scene, camera);
butterfly.rotation.y += deltaTime / 2500;
// Render each viewpoint (with a different background each)
for (let i = 0; i < viewpoints.length; i++) {
scene.background.set([0x202040, 0x302020][i]);
viewpoints[i].renderTarget({ scene, camera: viewpoints[i].camera });
}
});
</script>
</body>
</html>