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429 lines
18 KiB
429 lines
18 KiB
2 years ago
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<!DOCTYPE html><html lang="en"><head>
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<meta charset="utf-8">
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<title>Canvas Textures</title>
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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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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@threejs">
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<meta name="twitter:title" content="Three.js – Canvas Textures">
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<meta property="og:image" content="https://threejs.org/files/share.png">
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<link rel="shortcut icon" href="/files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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<link rel="shortcut icon" href="/files/favicon.ico" media="(prefers-color-scheme: light)">
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<link rel="stylesheet" href="/manual/resources/lesson.css">
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<link rel="stylesheet" href="/manual/resources/lang.css">
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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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}
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}
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</script>
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</head>
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<body>
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<div class="container">
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<div class="lesson-title">
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<h1>Canvas Textures</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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<p>This article continues from <a href="textures.html">the article on textures</a>.
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If you haven't read that yet you should probably start there.</p>
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<p>In <a href="textures.html">the previous article on textures</a> we mostly used
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image files for textures. Sometimes though we want to generate a texture
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at runtime. One way to do this is to use a <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a>.</p>
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<p>A canvas texture takes a <code class="notranslate" translate="no"><canvas></code> as its input. If you don't know how to
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draw with the 2D canvas API on a canvas <a href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial">there's a good tutorial on MDN</a>.</p>
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<p>Let's make a simple canvas program. Here's one that draws dots at random places in random colors.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const ctx = document.createElement('canvas').getContext('2d');
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document.body.appendChild(ctx.canvas);
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ctx.canvas.width = 256;
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ctx.canvas.height = 256;
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ctx.fillStyle = '#FFF';
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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function randInt(min, max) {
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if (max === undefined) {
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max = min;
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min = 0;
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}
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return Math.random() * (max - min) + min | 0;
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}
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function drawRandomDot() {
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ctx.fillStyle = `#${randInt(0x1000000).toString(16).padStart(6, '0')}`;
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ctx.beginPath();
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const x = randInt(256);
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const y = randInt(256);
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const radius = randInt(10, 64);
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ctx.arc(x, y, radius, 0, Math.PI * 2);
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ctx.fill();
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}
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function render() {
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drawRandomDot();
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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</pre>
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<p>it's pretty straight forward.</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-random-dots.html"></iframe></div>
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<a class="threejs_center" href="/manual/examples/canvas-random-dots.html" target="_blank">click here to open in a separate window</a>
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</div>
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<p></p>
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<p>Now let's use it to texture something. We'll start with the example of texturing
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a cube from <a href="textures.html">the previous article</a>.
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We'll remove the code that loads an image and instead use
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our canvas by creating a <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a> and passing it the canvas we created.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cubes = []; // just an array we can use to rotate the cubes
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-const loader = new THREE.TextureLoader();
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-
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+const ctx = document.createElement('canvas').getContext('2d');
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+ctx.canvas.width = 256;
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+ctx.canvas.height = 256;
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+ctx.fillStyle = '#FFF';
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+ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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+const texture = new THREE.CanvasTexture(ctx.canvas);
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const material = new THREE.MeshBasicMaterial({
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- map: loader.load('resources/images/wall.jpg'),
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+ map: texture,
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});
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const cube = new THREE.Mesh(geometry, material);
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scene.add(cube);
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cubes.push(cube); // add to our list of cubes to rotate
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</pre>
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<p>And then call the code to draw a random dot in our render loop</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
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time *= 0.001;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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+ drawRandomDot();
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+ texture.needsUpdate = true;
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cubes.forEach((cube, ndx) => {
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const speed = .2 + ndx * .1;
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const rot = time * speed;
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cube.rotation.x = rot;
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cube.rotation.y = rot;
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});
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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</pre>
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<p>The only extra thing we need to do is set the <code class="notranslate" translate="no">needsUpdate</code> property
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of the <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a> to tell three.js to update the texture with
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the latest contents of the canvas.</p>
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<p>And with that we have a canvas textured cube</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-cube.html"></iframe></div>
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<a class="threejs_center" href="/manual/examples/canvas-textured-cube.html" target="_blank">click here to open in a separate window</a>
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</div>
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<p></p>
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<p>Note that if you want to use three.js to draw into the canvas you're
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better off using a <code class="notranslate" translate="no">RenderTarget</code> which is covered in <a href="rendertargets.html">this article</a>.</p>
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<p>A common use case for canvas textures is to provide text in a scene.
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For example if you wanted to put a person's name on their character's
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badge you might use a canvas texture to texture the badge.</p>
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<p>Let's make a scene with 3 people and give each person a badge
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or label.</p>
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<p>Let's take the example above and remove all the cube related
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stuff. Then let's set the background to white and add two <a href="lights.html">lights</a>.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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+scene.background = new THREE.Color('white');
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+
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+function addLight(position) {
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+ const color = 0xFFFFFF;
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+ const intensity = 1;
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+ const light = new THREE.DirectionalLight(color, intensity);
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+ light.position.set(...position);
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+ scene.add(light);
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+ scene.add(light.target);
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+}
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+addLight([-3, 1, 1]);
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+addLight([ 2, 1, .5]);
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</pre>
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<p>Let's make some code to make a label using canvas 2D</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makeLabelCanvas(size, name) {
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+ const borderSize = 2;
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+ const ctx = document.createElement('canvas').getContext('2d');
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+ const font = `${size}px bold sans-serif`;
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+ ctx.font = font;
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+ // measure how long the name will be
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+ const doubleBorderSize = borderSize * 2;
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+ const width = ctx.measureText(name).width + doubleBorderSize;
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+ const height = size + doubleBorderSize;
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+ ctx.canvas.width = width;
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+ ctx.canvas.height = height;
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+
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+ // need to set font again after resizing canvas
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+ ctx.font = font;
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+ ctx.textBaseline = 'top';
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+
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+ ctx.fillStyle = 'blue';
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+ ctx.fillRect(0, 0, width, height);
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+ ctx.fillStyle = 'white';
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+ ctx.fillText(name, borderSize, borderSize);
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+
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+ return ctx.canvas;
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+}
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</pre>
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<p>Then we'll make simple people from a cylinder for the body, a sphere
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for the head, and a plane for the label.</p>
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<p>First let's make the shared geometry.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const bodyRadiusTop = .4;
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+const bodyRadiusBottom = .2;
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+const bodyHeight = 2;
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+const bodyRadialSegments = 6;
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+const bodyGeometry = new THREE.CylinderGeometry(
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+ bodyRadiusTop, bodyRadiusBottom, bodyHeight, bodyRadialSegments);
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+
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+const headRadius = bodyRadiusTop * 0.8;
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+const headLonSegments = 12;
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+const headLatSegments = 5;
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+const headGeometry = new THREE.SphereGeometry(
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+ headRadius, headLonSegments, headLatSegments);
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+
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+const labelGeometry = new THREE.PlaneGeometry(1, 1);
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</pre>
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<p>Then let's make a function to build a person from these
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parts.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makePerson(x, size, name, color) {
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+ const canvas = makeLabelCanvas(size, name);
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+ const texture = new THREE.CanvasTexture(canvas);
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+ // because our canvas is likely not a power of 2
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+ // in both dimensions set the filtering appropriately.
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+ texture.minFilter = THREE.LinearFilter;
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+ texture.wrapS = THREE.ClampToEdgeWrapping;
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+ texture.wrapT = THREE.ClampToEdgeWrapping;
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+
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+ const labelMaterial = new THREE.MeshBasicMaterial({
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+ map: texture,
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+ side: THREE.DoubleSide,
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+ transparent: true,
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+ });
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+ const bodyMaterial = new THREE.MeshPhongMaterial({
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+ color,
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+ flatShading: true,
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+ });
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+
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+ const root = new THREE.Object3D();
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+ root.position.x = x;
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+
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+ const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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+ root.add(body);
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+ body.position.y = bodyHeight / 2;
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+
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+ const head = new THREE.Mesh(headGeometry, bodyMaterial);
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+ root.add(head);
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+ head.position.y = bodyHeight + headRadius * 1.1;
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+
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+ const label = new THREE.Mesh(labelGeometry, labelMaterial);
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+ root.add(label);
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+ label.position.y = bodyHeight * 4 / 5;
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+ label.position.z = bodyRadiusTop * 1.01;
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+
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+ // if units are meters then 0.01 here makes size
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+ // of the label into centimeters.
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+ const labelBaseScale = 0.01;
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+ label.scale.x = canvas.width * labelBaseScale;
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+ label.scale.y = canvas.height * labelBaseScale;
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+
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+ scene.add(root);
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+ return root;
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+}
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</pre>
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<p>You can see above we put the body, head, and label on a root
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<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> and adjust their positions. This would let us move the
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root object if we wanted to move the people. The body is 2 units
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high. If 1 unit equals 1 meter then the code above tries to
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make the label in centimeters so they will be size centimeters
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tall and however wide is needed to fit the text.</p>
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<p>We can then make people with labels</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+makePerson(-3, 32, 'Purple People Eater', 'purple');
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+makePerson(-0, 32, 'Green Machine', 'green');
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+makePerson(+3, 32, 'Red Menace', 'red');
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</pre>
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<p>What's left is to add some <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> so we can move
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the camera.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
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+import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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</pre>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
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const aspect = 2; // the canvas default
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const near = 0.1;
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-const far = 5;
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+const far = 50;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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-camera.position.z = 2;
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+camera.position.set(0, 2, 5);
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+const controls = new OrbitControls(camera, canvas);
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+controls.target.set(0, 2, 0);
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+controls.update();
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</pre>
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<p>and we get simple labels.</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels.html"></iframe></div>
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<a class="threejs_center" href="/manual/examples/canvas-textured-labels.html" target="_blank">click here to open in a separate window</a>
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</div>
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<p></p>
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<p>Some things to notice.</p>
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<ul>
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<li>If you zoom in the labels get pretty low-res.</li>
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</ul>
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<p>There is no easy solution. There are more complex font
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rendering techniques but I know of no plugin solutions.
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Plus they will require the user download font data which
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would be slow.</p>
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<p>One solution is to increase the resolution of the labels.
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Try setting the size passed into to double what it is now
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and setting <code class="notranslate" translate="no">labelBaseScale</code> to half what it currently is.</p>
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<ul>
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<li>The labels get longer the longer the name.</li>
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</ul>
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<p>If you wanted to fix this you'd instead choose a fixed sized
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label and then squish the text.</p>
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<p>This is pretty easy. Pass in a base width and scale the text to fit that
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width like this</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makeLabelCanvas(size, name) {
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+function makeLabelCanvas(baseWidth, size, name) {
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const borderSize = 2;
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const ctx = document.createElement('canvas').getContext('2d');
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const font = `${size}px bold sans-serif`;
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ctx.font = font;
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// measure how long the name will be
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+ const textWidth = ctx.measureText(name).width;
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const doubleBorderSize = borderSize * 2;
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- const width = ctx.measureText(name).width + doubleBorderSize;
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+ const width = baseWidth + doubleBorderSize;
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const height = size + doubleBorderSize;
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ctx.canvas.width = width;
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ctx.canvas.height = height;
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// need to set font again after resizing canvas
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ctx.font = font;
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- ctx.textBaseline = 'top';
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+ ctx.textBaseline = 'middle';
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+ ctx.textAlign = 'center';
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ctx.fillStyle = 'blue';
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ctx.fillRect(0, 0, width, height);
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+ // scale to fit but don't stretch
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+ const scaleFactor = Math.min(1, baseWidth / textWidth);
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+ ctx.translate(width / 2, height / 2);
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+ ctx.scale(scaleFactor, 1);
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ctx.fillStyle = 'white';
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ctx.fillText(name, borderSize, borderSize);
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return ctx.canvas;
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}
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</pre>
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<p>Then we can pass in a width for the labels</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makePerson(x, size, name, color) {
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- const canvas = makeLabelCanvas(size, name);
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+function makePerson(x, labelWidth, size, name, color) {
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+ const canvas = makeLabelCanvas(labelWidth, size, name);
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...
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}
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-makePerson(-3, 32, 'Purple People Eater', 'purple');
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-makePerson(-0, 32, 'Green Machine', 'green');
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-makePerson(+3, 32, 'Red Menace', 'red');
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+makePerson(-3, 150, 32, 'Purple People Eater', 'purple');
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+makePerson(-0, 150, 32, 'Green Machine', 'green');
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+makePerson(+3, 150, 32, 'Red Menace', 'red');
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</pre>
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<p>and we get labels where the text is centered and scaled to fit</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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||
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-scale-to-fit.html"></iframe></div>
|
||
|
<a class="threejs_center" href="/manual/examples/canvas-textured-labels-scale-to-fit.html" target="_blank">click here to open in a separate window</a>
|
||
|
</div>
|
||
|
|
||
|
<p></p>
|
||
|
<p>Above we used a new canvas for each texture. Whether or not to use a
|
||
|
canvas per texture is up to you. If you need to update them often then
|
||
|
having one canvas per texture is probably the best option. If they are
|
||
|
rarely or never updated then you can choose to use a single canvas
|
||
|
for multiple textures by forcing three.js to use the texture.
|
||
|
Let's change the code above to do just that.</p>
|
||
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const ctx = document.createElement('canvas').getContext('2d');
|
||
|
|
||
|
function makeLabelCanvas(baseWidth, size, name) {
|
||
|
const borderSize = 2;
|
||
|
- const ctx = document.createElement('canvas').getContext('2d');
|
||
|
const font = `${size}px bold sans-serif`;
|
||
|
|
||
|
...
|
||
|
|
||
|
}
|
||
|
|
||
|
+const forceTextureInitialization = function() {
|
||
|
+ const material = new THREE.MeshBasicMaterial();
|
||
|
+ const geometry = new THREE.PlaneGeometry();
|
||
|
+ const scene = new THREE.Scene();
|
||
|
+ scene.add(new THREE.Mesh(geometry, material));
|
||
|
+ const camera = new THREE.Camera();
|
||
|
+
|
||
|
+ return function forceTextureInitialization(texture) {
|
||
|
+ material.map = texture;
|
||
|
+ renderer.render(scene, camera);
|
||
|
+ };
|
||
|
+}();
|
||
|
|
||
|
function makePerson(x, labelWidth, size, name, color) {
|
||
|
const canvas = makeLabelCanvas(labelWidth, size, name);
|
||
|
const texture = new THREE.CanvasTexture(canvas);
|
||
|
// because our canvas is likely not a power of 2
|
||
|
// in both dimensions set the filtering appropriately.
|
||
|
texture.minFilter = THREE.LinearFilter;
|
||
|
texture.wrapS = THREE.ClampToEdgeWrapping;
|
||
|
texture.wrapT = THREE.ClampToEdgeWrapping;
|
||
|
+ forceTextureInitialization(texture);
|
||
|
|
||
|
...
|
||
|
</pre>
|
||
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
||
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-one-canvas.html"></iframe></div>
|
||
|
<a class="threejs_center" href="/manual/examples/canvas-textured-labels-one-canvas.html" target="_blank">click here to open in a separate window</a>
|
||
|
</div>
|
||
|
|
||
|
<p></p>
|
||
|
<p>Another issue is that the labels don't always face the camera. If you're using
|
||
|
labels as badges that's probably a good thing. If you're using labels to put
|
||
|
names over players in a 3D game maybe you want the labels to always face the camera.
|
||
|
We'll cover how to do that in <a href="billboards.html">an article on billboards</a>.</p>
|
||
|
<p>For labels in particular, <a href="align-html-elements-to-3d.html">another solution is to use HTML</a>.
|
||
|
The labels in this article are <em>inside the 3D world</em> which is good if you want them
|
||
|
to be hidden by other objects where as <a href="align-html-elements-to-3d.html">HTML labels</a> are always on top.</p>
|
||
|
|
||
|
</div>
|
||
|
</div>
|
||
|
</div>
|
||
|
|
||
|
<script src="/manual/resources/prettify.js"></script>
|
||
|
<script src="/manual/resources/lesson.js"></script>
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
</body></html>
|