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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - materials - canvas texture</title>
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+ <meta charset="utf-8">
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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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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #050505;
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+ color: #fff;
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+ overflow: hidden;
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+ }
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+
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+ a { color: #e00 }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ color: #ffffff;
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+ padding: 5px;
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+ font-family: Monospace;
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+ font-size: 13px;
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+ text-align: center;
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+ z-index: 1000;
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+ }
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+
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+ #drawing-canvas {
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+ position: absolute;
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+ background-color: #000000;
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+ top: 0px;
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+ right: 0px;
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+ z-index: 3000;
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+ cursor: crosshair;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - webgl - canvas as a texture
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+ <div>click and draw in the white box</div>
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+ </div>
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+ <canvas id="drawing-canvas" height="128" width="128"></canvas>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var camera, scene, renderer, mesh, material;
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+ var drawStartPos = { x: 0, y: 0 };
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+
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+ init();
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+ setupCanvasDrawing();
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+ animate();
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+
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+ function init() {
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+
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+ camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
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+ camera.position.z = 400;
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+
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+ scene = new THREE.Scene();
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+
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+ geometry = new THREE.BoxGeometry( 200, 200, 200 );
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+
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+ material = new THREE.MeshBasicMaterial();
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ // Sets up the drawing canvas and adds it as the material map.
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+ function setupCanvasDrawing() {
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+ // get canvas and context
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+ var drawingCanvas = document.getElementById( 'drawing-canvas' );
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+ var drawingContext = drawingCanvas.getContext( '2d' );
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+
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+ // draw white background
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+ drawingContext.fillStyle = "#FFFFFF";
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+ drawingContext.fillRect( 0, 0, 128, 128 );
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+
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+ // set canvas as material.map (this could be done to any map, bump, displacement etc.)
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+ material.map = new THREE.Texture( drawingCanvas );
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+ // need to flag the map as needing updating.
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+ material.map.needsUpdate = true;
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+
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+ // set the variable to keep track of when to draw
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+ var paint = false;
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+
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+ // add canvas event listeners
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+ drawingCanvas.addEventListener( 'mousedown', function( e ) {
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+ paint = true;
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+ drawStartPos = { x: e.offsetX, y: e.offsetY };
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+ } );
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+
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+ drawingCanvas.addEventListener( 'mousemove', function( e ) {
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+ if(paint){
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+ draw( drawingContext, e.offsetX, e.offsetY );
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+ }
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+ } );
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+
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+ drawingCanvas.addEventListener( 'mouseup', function( e ) {
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+ paint = false;
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+ } );
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+
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+ drawingCanvas.addEventListener( 'mouseleave', function( e ) {
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+ paint = false;
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+ } );
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+
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+ }
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+
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+ function draw( drawContext, x, y ) {
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+
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+ drawContext.moveTo( drawStartPos.x, drawStartPos.y );
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+ drawContext.strokeStyle = '#000000';
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+ drawContext.lineTo( x, y );
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+ drawContext.stroke();
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+ // reset drawing start position to current position.
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+ drawStartPos = { x: x, y: y };
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+ // need to flag the map as needing updating.
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+ material.map.needsUpdate = true;
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ mesh.rotation.x += 0.01;
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+ mesh.rotation.y += 0.01;
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+
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+ renderer.render( scene, camera );
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+ stats.update();
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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