Three.js 和 HTML5 Canvas toDataURL

问题描述 投票:0回答:4

我尝试使用 Three.js 库将 WebGL 图像渲染到画布上,然后在渲染后在该画布上使用 toDataURL() 方法。 当我检查 toDataURL 中的字符串时,我得到的只是一个微小的球体,它是我的场景中的光源,并且渲染的 3D 模型不会出现。 该代码主要取自 Three.js 网站上的示例之一。 有没有办法在整个渲染完成后使用 toDataURL ?

    <script type="text/javascript">
            var canvas = document.getElementById("drawing");
            var hash;

            var SCREEN_WIDTH = canvas.width;
            var SCREEN_HEIGHT = canvas.height;

            var container, stats;

            var camera, scene, canvasRenderer, webglRenderer;

            var loader;

            var mesh, zmesh, lightMesh;

            var directionalLight, pointLight;

            var render_canvas = 1, render_gl = 1;
            var has_gl = 0;

            render_canvas = !has_gl;

            function addMesh(geometry, scale, x, y, z, rx, ry, rz, material) {
                    mesh = new THREE.Mesh(geometry, material);

                    mesh.scale.set(scale, scale, scale);
                    mesh.position.set(x, y, z);
                    mesh.rotation.set(rx, ry, rz);

                    scene.add(mesh);
            }

            function init() {
                    camera = new THREE.PerspectiveCamera(50, SCREEN_WIDTH
                                    / SCREEN_HEIGHT, 1, 100000);
                    camera.position.z = 1500;

                    scene = new THREE.Scene();

                    // LIGHTS

                    var ambient = new THREE.AmbientLight(0x101010);
                    scene.add(ambient);

                    directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
                    directionalLight.position.set(1, 1, 2).normalize();
                    scene.add(directionalLight);

                    pointLight = new THREE.PointLight(0xffaa00);
                    pointLight.position.set(0, 0, 0);
                    scene.add(pointLight);

                    // light representation

                    sphere = new THREE.SphereGeometry(100, 16, 8, 1);
                    lightMesh = new THREE.Mesh(sphere, new THREE.MeshBasicMaterial({
                            color : 0xffaa00
                    }));
                    lightMesh.scale.set(0.05, 0.05, 0.05);
                    lightMesh.position = pointLight.position;
                    scene.add(lightMesh);

                    if (render_gl) {
                            try {
                                    webglRenderer = new THREE.WebGLRenderer({
                                            canvas : canvas,
                                            antialias : true,
                                            alpha : true
                                    });
                                    webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
                                    has_gl = 1;

                            } catch (e) {
                                    alert("browser Doesn't support webGL");
                                    return;
                            }
                    }

                    loader = new THREE.BinaryLoader(true);

                    loader.load('/static/lucy/Lucy100k_bin.js', function(geometry,
                                    materials) {

                            addMesh(geometry, 0.75, 900, 0, 0, 0, 0, 0,
                                            new THREE.MeshPhongMaterial({
                                                    ambient : 0x030303,
                                                    color : 0x030303,
                                                    specular : 0x990000,
                                                    shininess : 30
                                            }));
                            addMesh(geometry, 0.75, 300, 0, 0, 0, 0, 0,
                                            new THREE.MeshFaceMaterial(materials));
                            addMesh(geometry, 0.75, -300, 0, 0, 0, 0, 0,
                                            new THREE.MeshPhongMaterial({
                                                    ambient : 0x030303,
                                                    color : 0x111111,
                                                    specular : 0xffaa00,
                                                    shininess : 10
                                            }));
                            addMesh(geometry, 0.75, -900, 0, 0, 0, 0, 0,
                                            new THREE.MeshPhongMaterial({
                                                    ambient : 0x030303,
                                                    color : 0x555555,
                                                    specular : 0x666666,
                                                    shininess : 10
                                            }));

                    });

            }

            function animate() {
                    requestAnimationFrame(animate);
                    webglRenderer.render(scene, camera);
            }

            init();
            animate();

            var dataurl = canvas.toDataURL();
    </script>
canvas three.js webgl
4个回答
3
投票

嗯,我认为将 toDataURL() 放在 renderer.render(scene,cam); 之后工作正常,但您可以在渲染器参数中设置preserverDrawingBuffer:true,并且它可以完美地工作,尽管preserverDrawingBuffer会对资源或性能产生负面影响。 请参阅此处:http://learningthirdjs.com/blog/2011/09/03/screenshot-in-javascript/


0
投票

好的,我明白了。我需要添加“preserveDrawingBuffer : true”以将我的屏幕截图代码放在加载器回调函数的末尾。


0
投票

使用preserveDrawingBuffer选项创建WebGL上下文。

var gl = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
var pixelData = new Uint8Array(width * height * 4);
gl.readPixels(left, top, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixelData);
console.log(pixelData);

参见这个问题


0
投票

创建如下所示的渲染器

var renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer({alpha: true,preserveDrawingBuffer: true })

不要忘记添加 {alpha: true,preserveDrawingBuffer: true } 作为参数

创建下载功能

public downloadPattern() {
  let canvasImage = renderer.domElement.toDataURL('image/png');
  let a = document.createElement('a');
  a.setAttribute('href', downloadPattern);
  a.setAttribute('download', new Date().getTime() + '.png');
  a.click();
  a.remove();
}
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