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three.js
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b5da8c88
编写于
3月 16, 2017
作者:
C
Chris Brown
浏览文件
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电子邮件补丁
差异文件
Added example using a canvas as a texture.
上级
74114053
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1
隐藏空白更改
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1 changed file
with
165 addition
and
0 deletion
+165
-0
examples/webgl_materials_texture_canvas.html
examples/webgl_materials_texture_canvas.html
+165
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未找到文件。
examples/webgl_materials_texture_canvas.html
0 → 100755
浏览文件 @
b5da8c88
<!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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