我正在使用three.js ocean scene和 3D canvas text。 3D文本假设替换球的位置,但文本不会出现。 当我检查元素时,我只注意到背景渲染的画布。两幅画布 - 背景和3D文字 - 如何出现?如何在另一个画布上叠加画布? 在不使用画布或canvasrenderer.js用于3D文本的情况下,在水上创建3D文本的另一种方法是什么?
Canvas 3D Text的原始代码:https://github.com/mrdoob/three.js/blob/master/examples/canvas_geometry_text.html
JavaScript组合两个元素:
var container, stats;
var camera, scene, renderer;
var parameters = {
width: 2000,
height: 2000,
widthSegments: 250,
heightSegments: 250,
depth: 1500,
param: 4,
filterparam: 1
};
var waterNormals;
var group;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
} );
init();
animate();
function init( font ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 150, 500 );
scene = new THREE.Scene();
// Get text from hash
var theText = "three.js";
var hash = document.location.hash.substr( 1 );
if ( hash.length !== 0 ) {
theText = hash;
}
var geometry0 = new THREE.TextGeometry( theText, {
font: font,
size: 80,
height: 20,
curveSegments: 2
});
geometry.computeBoundingBox();
var centerOffset = -0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
var material0 = new THREE.MultiMaterial( [
new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, overdraw: 0.5 } ),
new THREE.MeshBasicMaterial( { color: 0x000000, overdraw: 0.5 } )
] );
var mesh = new THREE.Mesh( geometry0, material0 );
mesh.position.x = centerOffset;
mesh.position.y = 100;
mesh.position.z = 50;
group = new THREE.Group();
group.add( mesh );
scene.add( group );
renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 0.5, 3000000 );
camera.position.set( 2000, 750, 2000 );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enablePan = false;
controls.minDistance = 1000.0;
controls.maxDistance = 5000.0;
controls.maxPolarAngle = Math.PI * 0.495;
controls.target.set( 0, 500, 0 );
scene.add( new THREE.AmbientLight( 0x444444 ) );
var light = new THREE.DirectionalLight( 0xffffbb, 1 );
light.position.set( - 1, 1, - 1 );
scene.add( light );
waterNormals = new THREE.TextureLoader().load( 'textures/waternormals.jpg' );
waterNormals.wrapS = waterNormals.wrapT = THREE.RepeatWrapping;
water = new THREE.Water( renderer, camera, scene, {
textureWidth: 512,
textureHeight: 512,
waterNormals: waterNormals,
alpha: 1.0,
sunDirection: light.position.clone().normalize(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 50.0,
} );
mirrorMesh = new THREE.Mesh(
new THREE.PlaneBufferGeometry( parameters.width * 500, parameters.height * 500 ),
water.material
);
mirrorMesh.add( water );
mirrorMesh.rotation.x = - Math.PI * 0.5;
scene.add( mirrorMesh );
// load skybox
var cubeMap = new THREE.CubeTexture( [] );
cubeMap.format = THREE.RGBFormat;
var loader = new THREE.ImageLoader();
loader.load( 'textures/skyboxsun25degtest.png', function ( image ) {
var getSide = function ( x, y ) {
var size = 1024;
var canvas = document.createElement( 'canvas' );
canvas.width = size;
canvas.height = size;
var context = canvas.getContext( '2d' );
context.drawImage( image, - x * size, - y * size );
return canvas;
};
cubeMap.images[ 0 ] = getSide( 2, 1 ); // px
cubeMap.images[ 1 ] = getSide( 0, 1 ); // nx
cubeMap.images[ 2 ] = getSide( 1, 0 ); // py
cubeMap.images[ 3 ] = getSide( 1, 2 ); // ny
cubeMap.images[ 4 ] = getSide( 1, 1 ); // pz
cubeMap.images[ 5 ] = getSide( 3, 1 ); // nz
cubeMap.needsUpdate = true;
} );
var cubeShader = THREE.ShaderLib[ 'cube' ];
cubeShader.uniforms[ 'tCube' ].value = cubeMap;
var skyBoxMaterial = new THREE.ShaderMaterial( {
fragmentShader: cubeShader.fragmentShader,
vertexShader: cubeShader.vertexShader,
uniforms: cubeShader.uniforms,
depthWrite: false,
side: THREE.BackSide
} );
var skyBox = new THREE.Mesh(
new THREE.BoxGeometry( 1000000, 1000000, 1000000 ),
skyBoxMaterial
);
scene.add( skyBox );
var geometry = new THREE.IcosahedronGeometry( 400, 4 );
for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
geometry.faces[ i ].color.setHex( Math.random() * 0xffffff );
}
var material = new THREE.MeshPhongMaterial( {
vertexColors: THREE.FaceColors,
shininess: 100,
envMap: cubeMap
} );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
water.material.uniforms.time.value += 1.0 / 60.0;
controls.update();
water.render();
renderer.render( scene, camera );
}
答案 0 :(得分:1)
我注意到的第一件事是你正在调用init();动画();在加载器有机会加载字体之前的函数(因为你没有将字体传递给init函数,如canvas_geometry_text示例)。
我已经粘贴了下面的海洋示例中的代码(注释我如何修改它以使用canvas_geometry_text示例中的代码)。我已经对此进行了测试,并且可以正常运行
var container, stats;
var camera, scene, renderer;
var sphere;
var parameters = {
width: 2000,
height: 2000,
widthSegments: 250,
heightSegments: 250,
depth: 1500,
param: 4,
filterparam: 1
};
var waterNormals;
// 1.
// copy+paste this code from the canvas_geometry_text file
var loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
init( font );
animate();
} );
// 2.
// comment out these calls to init() and animate()
// these will be called in the loader's callback above instead
// init();
// animate();
// add 'font' parameter to init
function init( font ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 0.5, 3000000 );
camera.position.set( 2000, 750, 2000 );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enablePan = false;
controls.minDistance = 1000.0;
controls.maxDistance = 5000.0;
controls.maxPolarAngle = Math.PI * 0.495;
controls.target.set( 0, 500, 0 );
scene.add( new THREE.AmbientLight( 0x444444 ) );
var light = new THREE.DirectionalLight( 0xffffbb, 1 );
light.position.set( - 1, 1, - 1 );
scene.add( light );
waterNormals = new THREE.TextureLoader().load( 'textures/waternormals.jpg' );
waterNormals.wrapS = waterNormals.wrapT = THREE.RepeatWrapping;
water = new THREE.Water( renderer, camera, scene, {
textureWidth: 512,
textureHeight: 512,
waterNormals: waterNormals,
alpha: 1.0,
sunDirection: light.position.clone().normalize(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 50.0,
} );
mirrorMesh = new THREE.Mesh(
new THREE.PlaneBufferGeometry( parameters.width * 500, parameters.height * 500 ),
water.material
);
mirrorMesh.add( water );
mirrorMesh.rotation.x = - Math.PI * 0.5;
scene.add( mirrorMesh );
// load skybox
var cubeMap = new THREE.CubeTexture( [] );
cubeMap.format = THREE.RGBFormat;
var loader = new THREE.ImageLoader();
loader.load( 'textures/skyboxsun25degtest.png', function ( image ) {
var getSide = function ( x, y ) {
var size = 1024;
var canvas = document.createElement( 'canvas' );
canvas.width = size;
canvas.height = size;
var context = canvas.getContext( '2d' );
context.drawImage( image, - x * size, - y * size );
return canvas;
};
cubeMap.images[ 0 ] = getSide( 2, 1 ); // px
cubeMap.images[ 1 ] = getSide( 0, 1 ); // nx
cubeMap.images[ 2 ] = getSide( 1, 0 ); // py
cubeMap.images[ 3 ] = getSide( 1, 2 ); // ny
cubeMap.images[ 4 ] = getSide( 1, 1 ); // pz
cubeMap.images[ 5 ] = getSide( 3, 1 ); // nz
cubeMap.needsUpdate = true;
} );
var cubeShader = THREE.ShaderLib[ 'cube' ];
cubeShader.uniforms[ 'tCube' ].value = cubeMap;
var skyBoxMaterial = new THREE.ShaderMaterial( {
fragmentShader: cubeShader.fragmentShader,
vertexShader: cubeShader.vertexShader,
uniforms: cubeShader.uniforms,
depthWrite: false,
side: THREE.BackSide
} );
var skyBox = new THREE.Mesh(
new THREE.BoxGeometry( 1000000, 1000000, 1000000 ),
skyBoxMaterial
);
scene.add( skyBox );
// 3.
// comment out all the sphere mesh code
// var geometry = new THREE.IcosahedronGeometry( 400, 4 );
// for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) {
// geometry.faces[ i ].color.setHex( Math.random() * 0xffffff );
// }
// var material = new THREE.MeshPhongMaterial( {
// vertexColors: THREE.FaceColors,
// shininess: 100,
// envMap: cubeMap
// } );
// sphere = new THREE.Mesh( geometry, material );
// scene.add( sphere );
// 4.
// copy+paste the text mesh code from canvas_geometry_text
var theText = "Hello three.js! :)";
var hash = document.location.hash.substr( 1 );
if ( hash.length !== 0 ) {
theText = hash;
}
var geometry = new THREE.TextGeometry( theText, {
font: font,
size: 80,
height: 20,
curveSegments: 2
});
geometry.computeBoundingBox();
var centerOffset = -0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
var material = new THREE.MultiMaterial( [
new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, overdraw: 0.5 } ),
new THREE.MeshBasicMaterial( { color: 0x000000, overdraw: 0.5 } )
] );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = centerOffset;
mesh.position.y = 100;
mesh.position.z = 0;
mesh.rotation.x = 0;
mesh.rotation.y = Math.PI * 2;
group = new THREE.Group();
group.add( mesh );
scene.add( group );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = performance.now() * 0.001;
// 6.
// comment out the sphere animation code
// sphere.position.y = Math.sin( time ) * 500 + 250;
// sphere.rotation.x = time * 0.5;
// sphere.rotation.z = time * 0.51;
// 7.
// copy+paste the sphere animation code above
// but replace 'sphere' with 'group'
group.position.y = Math.sin( time ) * 500 + 250;
group.rotation.x = time * 0.5;
group.rotation.z = time * 0.51;
water.material.uniforms.time.value += 1.0 / 60.0;
controls.update();
water.render();
renderer.render( scene, camera );
}