webgl_materials_texture_rotation.html 4.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - texture - rotation</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. margin: 0px;
  10. background-color: #050505;
  11. color: #fff;
  12. overflow: hidden;
  13. }
  14. a { color: #e00 }
  15. #info {
  16. position: absolute;
  17. top: 0px; width: 100%;
  18. color: #ffffff;
  19. padding: 5px;
  20. font-family: Monospace;
  21. font-size: 13px;
  22. text-align: center;
  23. }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info">
  28. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl - texture rotation
  29. </div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/controls/OrbitControls.js"></script>
  32. <script src="js/libs/dat.gui.min.js"></script>
  33. <script src="js/WebGL.js"></script>
  34. <script>
  35. if ( WEBGL.isWebGLAvailable() === false ) {
  36. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  37. }
  38. var mesh, renderer, scene, camera;
  39. var gui;
  40. var API = {
  41. offsetX: 0,
  42. offsetY: 0,
  43. repeatX: 0.25,
  44. repeatY: 0.25,
  45. rotation: Math.PI / 4, // positive is counter-clockwise
  46. centerX: 0.5,
  47. centerY: 0.5
  48. };
  49. init();
  50. render();
  51. function init() {
  52. renderer = new THREE.WebGLRenderer();
  53. renderer.setPixelRatio( window.devicePixelRatio );
  54. renderer.setSize( window.innerWidth, window.innerHeight );
  55. document.body.appendChild( renderer.domElement );
  56. scene = new THREE.Scene();
  57. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  58. camera.position.set( 10, 15, 25 );
  59. scene.add( camera );
  60. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  61. controls.addEventListener( 'change', render );
  62. controls.minDistance = 20;
  63. controls.maxDistance = 50;
  64. controls.maxPolarAngle = Math.PI / 2;
  65. var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
  66. var loader = new THREE.TextureLoader();
  67. var texture = loader.load( 'textures/UV_Grid_Sm.jpg', render );
  68. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  69. texture.matrixAutoUpdate = false; // set this to false to update texture.matrix manually
  70. var material = new THREE.MeshBasicMaterial( { map: texture } );
  71. mesh = new THREE.Mesh( geometry, material );
  72. scene.add( mesh );
  73. updateUvTransform();
  74. initGui();
  75. window.addEventListener( 'resize', onWindowResize, false );
  76. }
  77. function render() {
  78. renderer.render( scene, camera );
  79. }
  80. function onWindowResize() {
  81. camera.aspect = window.innerWidth / window.innerHeight;
  82. camera.updateProjectionMatrix();
  83. renderer.setSize( window.innerWidth, window.innerHeight );
  84. render();
  85. }
  86. function updateUvTransform() {
  87. var texture = mesh.material.map;
  88. if ( texture.matrixAutoUpdate === true ) {
  89. texture.offset.set( API.offsetX, API.offsetY );
  90. texture.repeat.set( API.repeatX, API.repeatY );
  91. texture.center.set( API.centerX, API.centerY );
  92. texture.rotation = API.rotation; // rotation is around [ 0.5, 0.5 ]
  93. } else {
  94. // one way...
  95. //texture.matrix.setUvTransform( API.offsetX, API.offsetY, API.repeatX, API.repeatY, API.rotation, API.centerX, API.centerY );
  96. // another way...
  97. texture.matrix
  98. .identity()
  99. .translate( - API.centerX, - API.centerY )
  100. .rotate( API.rotation ) // I don't understand how rotation can preceed scale, but it seems to be required...
  101. .scale( API.repeatX, API.repeatY )
  102. .translate( API.centerX, API.centerY )
  103. .translate( API.offsetX, API.offsetY );
  104. }
  105. render();
  106. }
  107. function initGui() {
  108. gui = new dat.GUI();
  109. gui.add( API, 'offsetX', 0.0, 1.0 ).name( 'offset.x' ).onChange( updateUvTransform );
  110. gui.add( API, 'offsetY', 0.0, 1.0 ).name( 'offset.y' ).onChange( updateUvTransform );
  111. gui.add( API, 'repeatX', 0.25, 2.0 ).name( 'repeat.x' ).onChange( updateUvTransform );
  112. gui.add( API, 'repeatY', 0.25, 2.0 ).name( 'repeat.y' ).onChange( updateUvTransform );
  113. gui.add( API, 'rotation', - 2.0, 2.0 ).name( 'rotation' ).onChange( updateUvTransform );
  114. gui.add( API, 'centerX', 0.0, 1.0 ).name( 'center.x' ).onChange( updateUvTransform );
  115. gui.add( API, 'centerY', 0.0, 1.0 ).name( 'center.y' ).onChange( updateUvTransform );
  116. }
  117. </script>
  118. </body>
  119. </html>