I want to make sure that if the width of the canvas is larger than the width of the image, the image is not stretched.
I want the image to repeat, not stretch.
Any help would be appreciated
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Background - Scene Background Fixed Aspect</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="module">
// Three.js - Background - Scene Background Fixed Aspect
// from https://threejsfundamentals.org/threejs/threejs-background-scene-background-fixed-aspect.html
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r132/build/three.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
renderer.autoClearColor = false;
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(-1, 2, 4);
scene.add(light);
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
const loader = new THREE.TextureLoader();
const bgTexture = loader.load('https://threejsfundamentals.org/threejs/resources/images/daikanyama.jpg');
scene.background = bgTexture;
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render(time) {
time *= 0.001;
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
// Set the repeat and offset properties of the background texture
// to keep the image's aspect correct.
// Note the image may not have loaded yet.
const canvasAspect = canvas.clientWidth / canvas.clientHeight;
const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
const aspect = imageAspect / canvasAspect;
bgTexture.offset.x = aspect > 1 ? (1 - 1 / aspect) / 2 : 0;
bgTexture.repeat.x = aspect > 1 ? 1 / aspect : 1;
bgTexture.offset.y = aspect > 1 ? 0 : (1 - aspect) / 2;
bgTexture.repeat.y = aspect > 1 ? 1 : aspect;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>