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2 years ago
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - canvas texture</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
#drawing-canvas {
position: absolute;
background-color: #000000;
top: 0px;
right: 0px;
z-index: 3000;
cursor: crosshair;
touch-action: none;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - canvas as a texture
<div>click and draw in the white box</div>
</div>
<canvas id="drawing-canvas" height="128" width="128"></canvas>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let camera, scene, renderer, mesh, material;
const drawStartPos = new THREE.Vector2();
init();
setupCanvasDrawing();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 500;
scene = new THREE.Scene();
material = new THREE.MeshBasicMaterial();
mesh = new THREE.Mesh( new THREE.BoxGeometry( 200, 200, 200 ), material );
scene.add( mesh );
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 );
}
// Sets up the drawing canvas and adds it as the material map
function setupCanvasDrawing() {
// get canvas and context
const drawingCanvas = document.getElementById( 'drawing-canvas' );
const drawingContext = drawingCanvas.getContext( '2d' );
// draw white background
drawingContext.fillStyle = '#FFFFFF';
drawingContext.fillRect( 0, 0, 128, 128 );
// set canvas as material.map (this could be done to any map, bump, displacement etc.)
material.map = new THREE.CanvasTexture( drawingCanvas );
// set the variable to keep track of when to draw
let paint = false;
// add canvas event listeners
drawingCanvas.addEventListener( 'pointerdown', function ( e ) {
paint = true;
drawStartPos.set( e.offsetX, e.offsetY );
} );
drawingCanvas.addEventListener( 'pointermove', function ( e ) {
if ( paint ) draw( drawingContext, e.offsetX, e.offsetY );
} );
drawingCanvas.addEventListener( 'pointerup', function () {
paint = false;
} );
drawingCanvas.addEventListener( 'pointerleave', function () {
paint = false;
} );
}
function draw( drawContext, x, y ) {
drawContext.moveTo( drawStartPos.x, drawStartPos.y );
drawContext.strokeStyle = '#000000';
drawContext.lineTo( x, y );
drawContext.stroke();
// reset drawing start position to current position.
drawStartPos.set( x, y );
// need to flag the map as needing updating.
material.map.needsUpdate = true;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
</script>
</body>
</html>