Code viewer for World: Material canvas
//https://github.com/mrdoob/three.js/blob/master/examples/webgl_materials_texture_canvas.html

// template is blank 
// define your own Three.js World here 

AB.loadCSS ( '/uploads/threeport/main.css' );                             


// use JS to make HTML elements too:

	    AB.newDiv ( "container" );                                 


// template is blank 
// define your own Three.js World here 


import * as THREE from  '/api/threemodule/libs/three.module.js';

let camera, scene, renderer, mesh, material;
			const drawStartPos = new THREE.Vector2();

			init();
			setupCanvasDrawing();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.z = 500;

				scene = new THREE.Scene();

				material = new THREE.MeshBasicMaterial();

				mesh = new THREE.Mesh( new THREE.BoxGeometry( 200, 200, 200 ), material );
				scene.add( mesh );

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				window.addEventListener( 'resize', onWindowResize );

			}

			// Sets up the drawing canvas and adds it as the material map

			function setupCanvasDrawing() {

				// get canvas and context

				const drawingCanvas = document.getElementById( 'drawing-canvas' );
				const drawingContext = drawingCanvas.getContext( '2d' );

				// draw white background

				drawingContext.fillStyle = '#FFFFFF';
				drawingContext.fillRect( 0, 0, 128, 128 );

				// set canvas as material.map (this could be done to any map, bump, displacement etc.)

				material.map = new THREE.CanvasTexture( drawingCanvas );

				// set the variable to keep track of when to draw

				let paint = false;

				// add canvas event listeners
				drawingCanvas.addEventListener( 'pointerdown', function ( e ) {

					paint = true;
					drawStartPos.set( e.offsetX, e.offsetY );

				} );

				drawingCanvas.addEventListener( 'pointermove', function ( e ) {

					if ( paint ) draw( drawingContext, e.offsetX, e.offsetY );

				} );

				drawingCanvas.addEventListener( 'pointerup', function () {

					paint = false;

				} );

				drawingCanvas.addEventListener( 'pointerleave', function () {

					paint = false;

				} );

			}

			function draw( drawContext, x, y ) {

				drawContext.moveTo( drawStartPos.x, drawStartPos.y );
				drawContext.strokeStyle = '#000000';
				drawContext.lineTo( x, y );
				drawContext.stroke();
				// reset drawing start position to current position.
				drawStartPos.set( x, y );
				// need to flag the map as needing updating.
				material.map.needsUpdate = true;

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );

				mesh.rotation.x += 0.01;
				mesh.rotation.y += 0.01;

				renderer.render( scene, camera );

			}