提交 b5da8c88 编写于 作者: C Chris Brown

Added example using a canvas as a texture.

上级 74114053
<!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">
<style>
body {
margin: 0px;
background-color: #050505;
color: #fff;
overflow: hidden;
}
a { color: #e00 }
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
z-index: 1000;
}
#drawing-canvas {
position: absolute;
background-color: #000000;
top: 0px;
right: 0px;
z-index: 3000;
cursor: crosshair;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">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>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, mesh, material;
var drawStartPos = { x: 0, y: 0 };
init();
setupCanvasDrawing();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 400;
scene = new THREE.Scene();
geometry = new THREE.BoxGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial();
mesh = new THREE.Mesh( geometry, 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 );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
}
// Sets up the drawing canvas and adds it as the material map.
function setupCanvasDrawing() {
// get canvas and context
var drawingCanvas = document.getElementById( 'drawing-canvas' );
var 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.Texture( drawingCanvas );
// need to flag the map as needing updating.
material.map.needsUpdate = true;
// set the variable to keep track of when to draw
var paint = false;
// add canvas event listeners
drawingCanvas.addEventListener( 'mousedown', function( e ) {
paint = true;
drawStartPos = { x: e.offsetX, y: e.offsetY };
} );
drawingCanvas.addEventListener( 'mousemove', function( e ) {
if(paint){
draw( drawingContext, e.offsetX, e.offsetY );
}
} );
drawingCanvas.addEventListener( 'mouseup', function( e ) {
paint = false;
} );
drawingCanvas.addEventListener( 'mouseleave', function( e ) {
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 = { x: x, y: 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 );
stats.update();
}
</script>
</body>
</html>
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