我有一个全景视图,并希望模糊它,以便在模糊视图前呈现用户界面。模糊的图像必须在客户端上计算,所以我决定使用基于片段着色器的实现来做到这一点。
只要我只使用常规渲染器,这个效果非常好。
但是,当使用THREE.StereoEffect
渲染场景时,模糊图像不会出现在屏幕上。
你可以在附件中看到这个(jsfiddle here https://jsfiddle.net/n988sg96/3/):如果按“切换模糊”,一切看起来都应该如此。但是如果按“切换立体声”然后激活模糊,屏幕就会变黑(基本上,模糊图像不会渲染)。
模糊图像的生成在createBlurredTexture()
中使用相同的渲染器实现,渲染器也用于场景,两个渲染目标用于模糊的垂直和水平传递。
我已经验证了(通过renderer.readRenderTargetPixels()
将帧缓冲区导出为图像),两个渲染目标在两种情况下都包含正确的图像(因此无论立体模式是否打开都是如此)。
所以我的问题是:
const panoUrl = 'https://farm9.staticflickr.com/8652/29593302665_9e747048f7_k_d.jpg';
const panoTexture = new THREE.Texture();
const image = new Image();
image.crossOrigin = 'Anonymous';
image.onload = () => {
panoTexture.image = image;
panoTexture.format = THREE.RGBFormat;
panoTexture.needsUpdate = true;
};
image.src = panoUrl;
const blurButton = document.querySelector('.blur-btn');
const stereoButton = document.querySelector('.stereo-btn');
// creates meshes
function initScene(scene, renderer) {
const panoSphere = new THREE.Mesh(
new THREE.SphereGeometry(100, 36, 18),
new THREE.MeshBasicMaterial({
depthWrite: false,
map: panoTexture
}));
const blurSphere = new THREE.Mesh(
new THREE.SphereGeometry(80, 36, 18),
new THREE.MeshBasicMaterial({
color: 0x666666
})
);
// flip normals
blurSphere.scale.x = panoSphere.scale.x = -1;
blurSphere.visible = false;
scene.add(panoSphere, blurSphere);
blurButton.addEventListener('click', ev => {
if (blurSphere.visible) {
blurSphere.visible = false;
} else {
blurSphere.material.map = createBlurredTexture(
renderer, panoSphere.material.map.image);
blurSphere.material.needsUpdate = true;
blurSphere.visible = true;
}
});
}
// creates a blurred image-texture from the given image
function createBlurredTexture(renderer, img, prescale = 0.25) {
const width = img.width * prescale;
const height = img.height * prescale;
const material = blurPassMaterial;
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const scene = new THREE.Scene()
.add(new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), material));
const renderTargetOpts = {
depthBuffer: false,
stencilBuffer: false
};
const rt1 = new THREE.WebGLRenderTarget(width, height, renderTargetOpts);
const rt2 = new THREE.WebGLRenderTarget(width, height, renderTargetOpts);
material.uniforms.resolution.value.set(width, height);
// prepare: downscale source-image
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.getContext('2d').drawImage(img, 0, 0, width, height);
const texture = new THREE.CanvasTexture(canvas);
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
// pass 1: vertical blur, texture -> rt1
material.uniforms.image.value = texture;
material.uniforms.direction.value.set(0, 1);
renderer.render(scene, camera, rt1);
// pass 2: horizontal blur, rt1 -> rt2
material.uniforms.image.value = rt1.texture;
material.uniforms.direction.value.set(1, 0);
renderer.render(scene, camera, rt2);
// cleanup
texture.dispose();
rt1.texture.dispose();
rt1.dispose();
return rt2.texture;
}
// simple material for a fast 5px blur pass
const blurPassMaterial = new THREE.ShaderMaterial({
uniforms: {
image: {type: 't', value: null},
resolution: {type: 'v2', value: new THREE.Vector2()},
direction: {type: 'v2', value: new THREE.Vector2(1, 0)}
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform vec2 direction;
uniform vec2 resolution;
uniform sampler2D image;
// based on https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur5(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec2 offset = (vec2(1.3333333333333333) * direction) / resolution;
return texture2D(image, uv) * 0.29411764705882354
+ texture2D(image, uv + offset) * 0.35294117647058826
+ texture2D(image, uv - offset) * 0.35294117647058826;
}
void main() {
gl_FragColor = blur5(image, vUv, resolution, direction);
}
`
});
// ---- boilerplate-code
// .... setup renderer and stereo-effect
let isStereoMode = false;
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
const effect = new THREE.StereoEffect(renderer);
// .... setup scene
const scene = window.scene = new THREE.Scene();
// .... setup camera and controls
const camera = new THREE.PerspectiveCamera(
70, window.innerWidth / window.innerHeight, 1, 1000);
const controls = new THREE.OrbitControls(camera);
controls.enableZoom = false;
controls.enableDamping = true;
controls.dampingFactor = .15;
camera.position.set(0, 0, .1);
camera.lookAt(new THREE.Vector3(0, 0, 0));
// .... setup and run
initScene(scene, renderer);
requestAnimationFrame(function loop(time) {
controls.update();
if (isStereoMode) {
effect.render(scene, camera);
} else {
renderer.render(scene, camera);
}
requestAnimationFrame(loop);
});
// .... bind events
stereoButton.addEventListener('click', ev => {
isStereoMode = !isStereoMode;
if (!isStereoMode) {
renderer.setViewport(0, 0, window.innerWidth, window.innerHeight);
}
});
window.addEventListener('resize', ev => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
document.body.appendChild(renderer.domElement);
body {
margin: 0;
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
}
.buttons {
position: absolute;
top: 10px;
left: 0;
right: 0;
text-align: center;
}
button {
display: inline-block;
}
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/effects/StereoEffect.js"></script>
<div class="buttons">
<button class="blur-btn">toggle blur</button>
<button class="stereo-btn">toggle stereo</button>
</div>
答案 0 :(得分:1)
找到解决此问题的解决方案:three.js - THREE.StereoEffect / webVR-boilerplate + THREE.Mirror
我只需要在createBlurredTexture()
- 函数中添加一行。
清理时,需要通过调用
renderer.setRenderTarget(null);
原因是立体效果的渲染将调用renderer.clear()
,这将在不取消设置渲染目标的情况下清除renderTarget而不是屏幕帧缓冲。
非常感谢stackoverflow&lt; 3