我目前正在使用CanvasRenderingContext2D.drawImage()
将来自RTC媒体流的视频绘制到画布上。不幸的是,这占用了相当多的CPU资源。
使用WebGLRenderingContext
执行此操作会更高效吗? (硬件加速?)如果是,一个人如何处理这个问题,最好不要创建一个中间的视频元素?
答案 0 :(得分:1)
如果您已经在3d空间中,则不需要2d Context使用WebGL来渲染视频。
"不幸的是,这占用了相当多的CPU资源和#34; - 我邀请您使用特殊画布接收rtc媒体流。如果画布在身体的某个地方可见,则需要双倍(cpu)作业。
视频纹理示例(此代码取自visual-js项目)您需要稍微调整一下......参见:
function VIDEO_TEXTURE (monitor_ ) {
var ROOT = this;
ROOT.LOADED = function() {};
ROOT.video = document.getElementById( monitor_ );
var DIV_CONTENT_STREAMS = document.getElementById( 'HOLDER_STREAMS' );
ROOT.videoImage = document.createElement('canvas');
ROOT.videoImage.id = monitor_ + "IMAGE_";
ROOT.videoImage.setAttribute('width', '640px' );
ROOT.videoImage.setAttribute('height', '480px' );
DIV_CONTENT_STREAMS.appendChild(ROOT.videoImage);
ROOT.videoImageContext = ROOT.videoImage.getContext( '2d' );
ROOT.videoImageContext.fillStyle = '#0000FF';
ROOT.videoImageContext.fillRect( 0, 0, ROOT.videoImage.width, ROOT.videoImage.height );
ROOT.videoTexture = new THREE.Texture( ROOT.videoImage );
ROOT.videoTexture.minFilter = THREE.LinearFilter;
ROOT.videoTexture.magFilter = THREE.LinearFilter;
ROOT.movieMaterial = new THREE.MeshBasicMaterial( {
map: ROOT.videoTexture,
overdraw: true,
side: THREE.DoubleSide
});
var movieGeometry = new THREE.PlaneGeometry( 1000, 1000, 1, 1 );
ROOT.movieScreen = new THREE.Mesh( movieGeometry, ROOT.movieMaterial );
ROOT.movieScreen.position.set(0, 500, 1000);
scene.add(ROOT.movieScreen);
ROOT.AUTO_UPDATE = function() {
//ROOT.video.play();
if ( ROOT.video.readyState === ROOT.video.HAVE_ENOUGH_DATA )
{
ROOT.videoImageContext.drawImage( ROOT.video, 0, 0, ROOT.videoImage.width, ROOT.videoImage.height );
if ( ROOT.videoTexture )
ROOT.videoTexture.needsUpdate = true;
}
};
console.log('Video 3d canvas texture created.');
PROGRAM.AUTO_UPDATE.push(ROOT);
}
// Usage :
VIDEO_MATERIAL = new VIDEO_TEXTURE(tag_element_video_rtc_remote)
试试看: https://maximumroulette.com/welcome/3d_slot/
webGL2开源git project