Texture Projection
by neonDog
HTML
<html>
<head>
<title>Texture Projection</title>
<style>
body { margin: 0; position: fixed;}
canvas { width: 100%; height: 100%; display: block;}
</style>
</head>
<body>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script>
var texture = new THREE.TextureLoader().load('http://mbnsay.com/rayys/images/1K_UV_checker.jpg');
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0x696969 );
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth/window.innerHeight, 0.1, 100 );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
camera.position.set( 0, 0, 4 );
controls.target.set( 0, 0, 0 );
var grid = new THREE.GridHelper( 10, 10 );
var grid2 = new THREE.GridHelper( 10, 10 );
grid2.rotation.z = Math.PI/2;
scene.add( grid, grid2 );
var geometry = new THREE.PlaneGeometry( 2, 2 );
var material = new THREE.MeshBasicMaterial({ side: THREE.DoubleSide, map: texture,
onBeforeCompile: function(shader) {
shader.fragmentShader = shader.fragmentShader.replace(
`#include <map_fragment>`,
`#ifdef USE_MAP
vec4 texelColor = texture2D( map, gl_FragCoord.xy / 1000.0 );
texelColor = mapTexelToLinear( texelColor );
diffuseColor *= texelColor;
#endif
`);
}
});
var convex = new THREE.Mesh( geometry, material );
//convex.updateWorldMatrix( true );
scene.add( convex );
var v0 = new THREE.Vector3();
function calculateProjectionUVs() {
return;
var geo = convex.geometry;
for ( var i = 0; i <...