你可以使用带有three.js的原始WebGL纹理吗?

时间:2015-03-29 05:22:00

标签: three.js webgl

我有一个相当复杂的架构,我在Three.JS中做了我的大部分工作,但我也有一个特殊的渲染器直接渲染到原始的WebGL纹理。是否可以在three.js"纹理"?中使用此WebGL纹理?看起来Three.JS纹理类只是图像或视频或画布的容器,而在三个.js的内部深处,它会将其上传到真正的webgl纹理。我怎样才能让Three.js将我的WebGL纹理渲染到网格上?

2 个答案:

答案 0 :(得分:3)

@Brendan的答案不再有效。

不知道它何时更改并且懒得去查找它,但是从r102开始

const texture = new THREE.Texture();
renderer.setTexture2D(texture, 0);  // force three.js to init the texture
const texProps = renderer.properties.get(texture);
texProps.__webglTexture = glTex;
从r103 setTexture2D开始的

不再存在。您可以改用它

  const forceTextureInitialization = function() {
    const material = new THREE.MeshBasicMaterial();
    const geometry = new THREE.PlaneBufferGeometry();
    const scene = new THREE.Scene();
    scene.add(new THREE.Mesh(geometry, material));
    const camera = new THREE.Camera();

    return function forceTextureInitialization(texture) {
      material.map = texture;
      renderer.render(scene, camera);
    };
  }();

  const texture = new THREE.Texture();
  forceTextureInitialization(texture);  // force three.js to init the texture
  const texProps = renderer.properties.get(texture);
  texProps.__webglTexture = glTex;

'use strict';

/* global THREE */

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({
    canvas: canvas
  });
  
  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 boxWidth = 1;
  const boxHeight = 1;
  const boxDepth = 1;
  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  
  const forceTextureInitialization = function() {
    const material = new THREE.MeshBasicMaterial();
    const geometry = new THREE.PlaneBufferGeometry();
    const scene = new THREE.Scene();
    scene.add(new THREE.Mesh(geometry, material));
    const camera = new THREE.Camera();

    return function forceTextureInitialization(texture) {
      material.map = texture;
      renderer.render(scene, camera);
    };
  }();

  const cubes = []; // just an array we can use to rotate the cubes

  {
    const gl = renderer.getContext();
    const glTex = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, glTex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0,
        gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([
          255, 0, 0, 255,
          0, 255, 0, 255,
          0, 0, 255, 255,
          255, 255, 0, 255,
        ]));
    gl.generateMipmap(gl.TEXTURE_2D);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  
    const texture = new THREE.Texture();
    forceTextureInitialization(texture);
    const texProps = renderer.properties.get(texture);
    texProps.__webglTexture = glTex;
    
    const material = new THREE.MeshBasicMaterial({
      map: texture,
    });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);
    cubes.push(cube); // add to our list of cubes to rotate
  }

  function render(time) {
    time *= 0.001;

    cubes.forEach((cube, ndx) => {
      const speed = .2 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
      cube.rotation.y = rot;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
<canvas id="c"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/103/three.min.js"></script>

注意:Three.js中没有“不支持的行为”之类的东西。 Three.js不保证您今天所做的任何事情明天都能工作。 Three.js breaks whatever it wants to whenever it wants to

答案 1 :(得分:1)

这是完全不支持的行为,但您可以模仿WebGLRenderer并直接在Texture上设置__webglTexture属性。 e.g。

var texure = new THREE.Texture();
var rawTexture = gl.createTexture();
texture.__webglTexture = rawTexture;
texture.__webglInit = true;
// ... use texture as a normal three.js texture ...

同样,这是完全不受支持和未定义的行为,并且可能在将来版本的three.js中中断,但如果你在速度之后,它可能暂时有用。

我建议您尽可能查看WebGLRenderTarget,或提交功能请求以正确启用该功能。