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three-screen-quad

stable

a screen aligned quad for three.js

ThreeJS element for drawing stuff to screen. It doesn't transform the plane on the cpu and uses the vertex shader to position it on screen. An abstract class controls a couple of uniforms and can figure out sizes in pixels. Setting top:'25px',left:'25px will keep the element anchored to the edge of the canvas. Live.

var THREE = require('three')
var ScreenQuad = require('three-screen-quad')(THREE)

var screenQuad;

function start(gl, width, height) {

    renderer = new THREE.WebGLRenderer({
        canvas: gl.canvas
    });

    scene = new THREE.Scene();
    
    camera = new THREE.PerspectiveCamera(50, width/height, 1, 1000);
    
    camera.position.set( 0 , 0 , -10 );

    camera.lookAt( new THREE.Vector3() )

    //will make a quad thats 25% of the screen size in both directions
    //offset in pixels from top left corner 

    screenQuad = new ScreenQuad({
    	width: 0.25,
    	height: 0.25,
    	top: '25px',
    	left: '25px'
    });

    screenQuad.setScreenSize( renderer.getSize().width , renderer.getSize().height );

    scene.add(screenQuad);

}

function render(gl, width, height) {
    renderer.render(scene, camera)
}

function onWindowResize( width , height ){
	
	//if a value is set in pixels, the canvas size needs to be set on the element
	screenQuad.setScreenSize( width , height );

}

Usage

NPM

ScreenQuad = require('three-screen-quad')(THREE)

This module exports a function which accepts an instance of THREE, and returns a ScreenQuad class. This allows you to use the module with CommonJS, globals, etc.

The returned function has the following constructor pattern, and extends THREE.Mesh. See three-fps-counter for an example on how to make an element that just renders to screen without being added to the graph.

screenQuad = new ScreenQuad({
	width: 	   0.5, 
	height:    '50px',
	top:       0.25, 
	left:      '25px',
    bottom:     0.5,           //top will override bottom if both are present in arguments
    right:      0.5,           //left will override right
    texture:    myTexture,     //to use the default shader
    debug:      false          //true will render UVs of the quad
})

##methods

setWidth( float | string ) - width of the element.

setHeight( float | string ) - height of the element.

setTop( float | string ) - distance from top of the canvas.

setLeft( float | string ) - distance from the left edge of the canvas.

setBottom( float | string ) - distance from bottom of the canvas.

setRight( float | string ) - distance from the right edge of the canvas.

setSize( width , height ) - sets both width and height at the same time

(Each argument can be either a float representing percentage 0.0 - 1.0, or string representing pixel size '25px');

setScreenSize( width , height ) - sets the screensize in pixels, should be called when the canvas resizes, needed if there are any pixel values assigned

testing

Git clone, npm install and then run npm start to spin up a development server. Open localhost:9966 in your browser to see the test.js file in action.

##Todo

  • Expose a better mechanism to attach a material. Right now you can pass a fragmentShader argument, but the uniforms are obscured. You can still access them though with 'myScreenQuadInstance.material.uniforms'. A simple shader that reads the uTexture uniform:

     varying vec2 vUv;
    
     uniform sampler2D uTexture;
    
     void main(){
    
     	gl_FragColor = texture2D( uTexture , vUv );
    
     }
  • Add right, bottom anchors.

  • Allow for aspect to be locked when resizing in one axis.

Three module pattern borrowed from: https://github.com/mattdesl/three-orbit-controls