JSFiddle - React, Tailwind, and code Playground

by chenxiaoleizi

HTML

<canvas id="canvas" width="140" height="30"></canvas>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

// create canvas texture
let canvas = document.getElementById('canvas');
let context = canvas.getContext('2d');

context.fillStyle = "rgba(0,0,255,1.0)";
context.fillRect(0, 0, canvas.width, canvas.height);

context.font = '30px "Microsoft Yahei","微软雅黑",Tahoma,Arial';
context.fillStyle = '#ffffff';
context.fillText( 'ABCDEFG', 0, 26);

let texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;

let spriteMaterial = new THREE.SpriteMaterial({
  map: texture,
  sizeAttenuation: false
}); 


let camera, scene, renderer;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
    camera.position.z = 1;

    scene = new THREE.Scene();
  	const sprite = new THREE.Sprite( spriteMaterial );
    
    // i hope sprite size the same as canvas, so i scale the sprite .
    // i try a lot of number like 0.1, 0.09, 0.08, 0.07, 0.06.
    // finally i found 0.06 works well. The sprite size looks like the same as canvas.
    // So how to calculate that number?
    sprite.scale.set(0.06*140/30, 0.06, 1.0);
    
    scene.add( sprite );
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

}

function animate() {

    requestAnimationFrame( animate );
    renderer.render( scene, camera );

}