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6-texture-example.html
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6-texture-example.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - texture - rotation</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;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - texture rotation
</div>
<script src="js/three.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/dat.gui.min.js"></script>
<script src="js/WebGL.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var mesh, renderer, scene, camera;
var gui;
var API = {
offsetX: 0,
offsetY: 0,
repeatX: 0.25,
repeatY: 0.25,
rotation: Math.PI / 4, // positive is counter-clockwise
centerX: 0.5,
centerY: 0.5
};
init();
render();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 10, 15, 25 );
scene.add( camera );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.minDistance = 20;
controls.maxDistance = 50;
controls.maxPolarAngle = Math.PI / 2;
var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
var loader = new THREE.TextureLoader();
var texture = loader.load( 'textures/UV_Grid_Sm.jpg', render );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.matrixAutoUpdate = false; // set this to false to update texture.matrix manually
var material = new THREE.MeshBasicMaterial( { map: texture } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
updateUvTransform();
initGui();
window.addEventListener( 'resize', onWindowResize, false );
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function updateUvTransform() {
var texture = mesh.material.map;
if ( texture.matrixAutoUpdate === true ) {
texture.offset.set( API.offsetX, API.offsetY );
texture.repeat.set( API.repeatX, API.repeatY );
texture.center.set( API.centerX, API.centerY );
texture.rotation = API.rotation; // rotation is around [ 0.5, 0.5 ]
} else {
// one way...
//texture.matrix.setUvTransform( API.offsetX, API.offsetY, API.repeatX, API.repeatY, API.rotation, API.centerX, API.centerY );
// another way...
texture.matrix
.identity()
.translate( - API.centerX, - API.centerY )
.rotate( API.rotation ) // I don't understand how rotation can preceed scale, but it seems to be required...
.scale( API.repeatX, API.repeatY )
.translate( API.centerX, API.centerY )
.translate( API.offsetX, API.offsetY );
}
render();
}
function initGui() {
gui = new dat.GUI();
gui.add( API, 'offsetX', 0.0, 1.0 ).name( 'offset.x' ).onChange( updateUvTransform );
gui.add( API, 'offsetY', 0.0, 1.0 ).name( 'offset.y' ).onChange( updateUvTransform );
gui.add( API, 'repeatX', 0.25, 2.0 ).name( 'repeat.x' ).onChange( updateUvTransform );
gui.add( API, 'repeatY', 0.25, 2.0 ).name( 'repeat.y' ).onChange( updateUvTransform );
gui.add( API, 'rotation', - 2.0, 2.0 ).name( 'rotation' ).onChange( updateUvTransform );
gui.add( API, 'centerX', 0.0, 1.0 ).name( 'center.x' ).onChange( updateUvTransform );
gui.add( API, 'centerY', 0.0, 1.0 ).name( 'center.y' ).onChange( updateUvTransform );
}
</script>
</body>
</html>