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webgl_materials_texture_rotation.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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - texture rotation
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/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';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let mesh, renderer, scene, camera;
let gui;
const 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();
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 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.minDistance = 20;
controls.maxDistance = 50;
controls.maxPolarAngle = Math.PI / 2;
const geometry = new THREE.BoxGeometry( 10, 10, 10 );
new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg', function ( texture ) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
//texture.matrixAutoUpdate = false; // default true; set to false to update texture.matrix manually
const material = new THREE.MeshBasicMaterial( { map: texture } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
updateUvTransform();
initGui();
render();
} );
window.addEventListener( 'resize', onWindowResize );
}
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() {
const 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 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>