Texture Mapping
Bind a texture, sample it in a fragment shader, and handle UV coordinates.
single HTML file · CDN dependencies onlyinterface may contain Chinese labels
Source
<!--
说明:用 JS 生成的棋盘格像素写入纹理,矩形表面按 UV 采样,采样器参数可切换
核心逻辑:Texture.writeData 上传像素,Model 的 bindings 绑定 sampler2D,着色器里 texture() 取值
依赖:@luma.gl/core 9.4.2、webgl、shadertools、engine · jsDelivr CDN(UMD)
-->
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta name="robots" content="noindex,follow">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>纹理贴图</title>
<style>
html,body{height:100%;margin:0;background:#0d1117}
body{display:flex;flex-direction:column;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif;color:#e6e8ec}
.bar{flex:0 0 auto;padding:8px 12px;background:#161b22;border-bottom:1px solid #252c36;
display:flex;gap:12px;align-items:center;font-size:12px;color:#8b93a1;flex-wrap:wrap}
.bar b{color:#58a6ff;font-weight:600}
.bar button{font:inherit;font-size:12px;padding:4px 10px;border-radius:5px;cursor:pointer;
border:1px solid #303845;background:#1d2531;color:#c8d2e0}
.bar button:hover{background:#253040}
.bar .sp{flex:1 1 auto}
.wrap{position:relative;flex:1 1 auto;min-height:0;display:flex}
#cv{flex:1 1 auto;min-height:0;width:100%;display:block}
#err{position:absolute;left:0;right:0;top:0;padding:16px;color:#ff9d85;
font:12px/1.7 ui-monospace,Consolas,monospace;white-space:pre-wrap;display:none}
</style>
</head>
<body>
<div class="bar">
<span>纹理 <b>64 × 64</b> · 格式 <b>rgba8unorm</b></span>
<span>采样 <b id="mode">repeat</b></span>
<button id="pattern">换图案</button>
<button id="wrap">切换为 clamp-to-edge</button>
<span class="sp"></span>
<span>UV 取 0–2,边缘模式决定接缝处的表现</span>
</div>
<div class="wrap">
<canvas id="cv"></canvas>
<div id="err"></div>
</div>
<script src="https://cdn.jsdelivr.net/npm/@luma.gl/core@9.4.2/dist/dist.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@luma.gl/webgl@9.4.2/dist/dist.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@luma.gl/shadertools@9.4.2/dist/dist.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@luma.gl/engine@9.4.2/dist/dist.min.js"></script>
<script>
(function () {
'use strict';
var cv = document.getElementById('cv');
var errBox = document.getElementById('err');
function fail(msg) {
errBox.style.display = 'block';
errBox.textContent = '运行失败:' + msg;
}
if (!window.luma || !luma.Model || !luma.AnimationLoop) {
fail('luma.gl 未加载成功,请检查能否访问 cdn.jsdelivr.net');
return;
}
var SZ = 64;
var seed = 0;
var pixels = new Uint8Array(SZ * SZ * 4);
function paint() {
for (var y = 0; y < SZ; y++) {
for (var x = 0; x < SZ; x++) {
var i = (y * SZ + x) * 4;
var cell = ((x >> 3) + (y >> 3)) & 1;
/* 每八像素一道暗线,放大后能看清纹素边界 */
var edge = (x % 8 === 0 || y % 8 === 0) ? 0.62 : 1;
var glow = 0.5 + 0.5 * Math.sin((x + y + seed * 7) * 0.09);
pixels[i] = Math.round((cell ? 232 : 52) * edge);
pixels[i + 1] = Math.round((cell ? 186 : 118) * edge * (0.7 + 0.3 * glow));
pixels[i + 2] = Math.round((cell ? 84 : 214) * edge);
pixels[i + 3] = 255;
}
}
}
paint();
var positions = new Float32Array([
-0.72, -0.72, 0,
0.72, -0.72, 0,
0.72, 0.72, 0,
-0.72, 0.72, 0
]);
/* UV 超出 0–1,repeat 会平铺两次,clamp 会把边缘拉成色带 */
var uvs = new Float32Array([
0, 0,
2, 0,
2, 2,
0, 2
]);
var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
luma.luma.createDevice({
type: 'webgl',
adapters: [luma.webgl2Adapter],
createCanvasContext: {
canvas: cv,
useDevicePixels: Math.min(window.devicePixelRatio, 2),
autoResize: true
}
}).then(function (device) {
var posBuffer = device.createBuffer({
data: positions,
usage: luma.Buffer.VERTEX
});
var uvBuffer = device.createBuffer({
data: uvs,
usage: luma.Buffer.VERTEX
});
var idxBuffer = device.createBuffer({
data: indices,
usage: luma.Buffer.INDEX,
indexType: 'uint16'
});
var tex = device.createTexture({
id: 'checker',
width: SZ,
height: SZ,
format: 'rgba8unorm',
usage: luma.Texture.SAMPLE | luma.Texture.COPY_DST,
sampler: {
minFilter: 'linear',
magFilter: 'linear',
mipmapFilter: 'none',
addressModeU: 'repeat',
addressModeV: 'repeat'
}
});
/* 首次上传整张贴图,之后换图案只需再写一次 */
tex.writeData(pixels);
var model = new luma.Model(device, {
id: 'textured-quad',
topology: 'triangle-list',
vertexCount: 4,
indexCount: 6,
indexBuffer: idxBuffer,
attributes: {
positions: posBuffer,
uvs: uvBuffer
},
bufferLayout: [
{ name: 'positions', stepMode: 'vertex', format: 'float32x3' },
{ name: 'uvs', stepMode: 'vertex', format: 'float32x2' }
],
bindings: {
uTexture: tex
},
vs: [
'#version 300 es',
'in vec3 positions;',
'in vec2 uvs;',
'out vec2 vUV;',
'void main() {',
' vUV = uvs;',
' gl_Position = vec4(positions, 1.0);',
'}'
].join('\n'),
fs: [
'#version 300 es',
'precision highp float;',
'in vec2 vUV;',
'uniform sampler2D uTexture;',
'out vec4 fragColor;',
'void main() {',
' fragColor = texture(uTexture, vUV);',
'}'
].join('\n')
});
var loop = new luma.AnimationLoop({
device: device,
onRender: function (props) {
var pass = props.device.beginRenderPass({ clearColor: [0.04, 0.06, 0.09, 1] });
model.draw(pass);
pass.end();
},
onError: function (e) { fail(e.message); }
});
loop.start();
function samplerProps(wrapMode) {
return {
minFilter: 'linear',
magFilter: 'linear',
mipmapFilter: 'none',
addressModeU: wrapMode,
addressModeV: wrapMode
};
}
document.getElementById('pattern').addEventListener('click', function () {
seed++;
paint();
tex.writeData(pixels);
loop.setNeedsRedraw('pattern');
});
var wrapMode = 'repeat';
var modeEl = document.getElementById('mode');
var wrapBtn = document.getElementById('wrap');
wrapBtn.addEventListener('click', function () {
wrapMode = wrapMode === 'repeat' ? 'clamp-to-edge' : 'repeat';
/* 采样器挂在纹理上,替换后立即生效,不必重建模型 */
tex.setSampler(samplerProps(wrapMode));
modeEl.textContent = wrapMode;
wrapBtn.textContent = wrapMode === 'repeat' ? '切换为 clamp-to-edge' : '切换为 repeat';
loop.setNeedsRedraw('sampler');
});
}).catch(function (e) {
fail(e && e.message ? e.message : String(e));
});
})();
</script>
</body>
</html>
Language: the code and this page are in English; the full tutorial and API notes for this example are in Chinese. The demo itself is the authoritative version — it runs exactly as shown.