ThreeJS:Text Sprite在WebGL渲染器和Canvas渲染器之间的字体大小差异

时间:2013-10-27 12:56:36

标签: javascript html5-canvas three.js

我正在使用Three JS开发一个3d图形。我想将图表的单位显示为THREE.SPRITE。为了创建SPRITE,我首先创建了一个canvas元素并向其添加了文本。然后我使用之前创建的canvas元素创建了THREE.Texture。使用纹理作为地图创建THREE.SpriteMaterial,然后使用此精灵材质创建THREE.SPRITE。将此精灵素材添加到场景中。当渲染器是THREE.WebGLRenderer的实例时,文本的大小非常小,而当渲染器是THREE.CanvasRenderer的实例时,文本的大小非常大。

以下是我用来创建Sprite的代码。

var canvas = document.createElement('canvas'),
    context = canvas.getContext('2d'),
    metrics = null,
    textHeight = 100,
    textWidth = 0,
    actualFontSize = 20;

context.font = "normal " + textHeight + "px Arial";
metrics = context.measureText("Sample Text");
var textWidth = metrics.width;

canvas.width = textWidth;
canvas.height = textHeight;
context.font = "normal " + textHeight + "px Arial"; 
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "#ff0000";
context.fillText("Sample Text", textWidth / 2, textHeight / 2);

var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;

var material = new THREE.SpriteMaterial({ map: texture, useScreenCoordinates: false, alignment: THREE.SpriteAlignment.center });
material.transparent = true;
//var textObject = new THREE.Sprite(material);
var textObject = new THREE.Object3D();
var sprite = new THREE.Sprite(material);
textObject.textHeight = actualFontSize;
textObject.textWidth = (textWidth / textHeight) * textObject.textHeight;
//sprite.scale.set(textObject.textWidth / textWidth, textObject.textHeight / textHeight, 1);
textObject.add(sprite);

scene.add(textObject);

这是默认行为还是我做错了什么?请建议我在Canvas和WebGL渲染器中一致的任何修复。

提前致谢。

1 个答案:

答案 0 :(得分:6)

尝试了这么多组合之后,下面的代码就可以了。

var SCREEN_WIDTH = 400,
    SCREEN_HEIGHT = 300,
    VIEW_ANGLE = 45,
    ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT,
    NEAR = 0.1,
    FAR = 20000,
    webGLScene = new THREE.Scene(),
    canvasScene = new THREE.Scene(),
    webGLCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR),
    canvasCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR),
    webGLRenderer = new THREE.WebGLRenderer({ antialias: true }),
    canvasRenderer = new THREE.CanvasRenderer();

webGLScene.add(webGLCamera);
canvasScene.add(canvasCamera);

webGLCamera.position.set(0, 0, 20);
webGLCamera.lookAt(webGLScene.position);

canvasCamera.position.set(0, 0, 20);
canvasCamera.lookAt(canvasScene.position);

webGLRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
canvasRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);

container = document.body;
container.appendChild(webGLRenderer.domElement);
container.appendChild(canvasRenderer.domElement);

makeSprite(webGLScene, "webgl");
makeSprite(canvasScene, "2d");

function makeSprite(scene, rendererType) {
    var canvas = document.createElement('canvas'),
        context = canvas.getContext('2d'),
        metrics = null,
        textHeight = 100,
        textWidth = 0,
        actualFontSize = 2;

    context.font = "normal " + textHeight + "px Arial";
    metrics = context.measureText("Sample Text");
    var textWidth = metrics.width;

    canvas.width = textWidth;
    canvas.height = textHeight;
    context.font = "normal " + textHeight + "px Arial";
    context.textAlign = "center";
    context.textBaseline = "middle";
    context.fillStyle = "#ff0000";
    context.fillText("Sample Text", textWidth / 2, textHeight / 2);

    var texture = new THREE.Texture(canvas);
    texture.needsUpdate = true;

    var material = new THREE.SpriteMaterial({ map: texture, useScreenCoordinates: false, alignment: THREE.SpriteAlignment.center });
    material.transparent = true;
    //var textObject = new THREE.Sprite(material);
    var textObject = new THREE.Object3D();
    var sprite = new THREE.Sprite(material);
    textObject.textHeight = actualFontSize;
    textObject.textWidth = (textWidth / textHeight) * textObject.textHeight;
    if (rendererType == "2d") {
        sprite.scale.set(textObject.textWidth / textWidth, textObject.textHeight / textHeight, 1);
    } else {
        sprite.scale.set(textWidth / textHeight * actualFontSize, actualFontSize, 1);
    }

    textObject.add(sprite);

    scene.add(textObject);
}

canvasRenderer.render(canvasScene, canvasCamera);
webGLRenderer.render(webGLScene, webGLCamera);

添加三个JS(版本62)链接并使用以下脚本。

希望这有助于其他有类似问题的人。

更新:以下是上述代码的jsfiddle