我是Three.js的新手。
在我的工作中,我必须制作3d图形网站。
因此在Google中搜索后,我发现three.js适合方便地操作WebGL。
在three.js文档(https://threejs.org/docs/#api/en/geometries/TextGeometry)中,
TextGeometry是用于在场景中绘制文本的API。
[src.js]
init = () => {
window.addEventListener('resize', resizeWindow);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
var controls = new THREE.OrbitControls( camera );
controls.update();
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xdd3b56);
renderer.setSize(window.innerWidth, window.innerHeight);
// Set shadow
renderer.shadowMap.enabled = true;
// Show Axis
var axes = new THREE.AxisHelper(5);
scene.add(axes);
// Text
var loader = new THREE.FontLoader();
loader.load( './helvetiker_regular.typeface.json', function ( font ) {
var geometry = new THREE.TextGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
} );
} );
var textMaterial = new THREE.MeshPhongMaterial({color: 0xFE98A0});
var text = new THREE.Mesh(geometry, textMaterial);
text.position.x = 0;
text.position.y = 10;
text.position.z = 10;
scene.add(text);
// Light
var spotLight = new THREE.SpotLight(0xFFFFFF);
spotLight.position.set(-40, 60, 30);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 5120;
spotLight.shadow.mapSize.height = 5120;
scene.add(spotLight);
// Camera Setting
camera.position.x = 0;
camera.position.y = 30;
camera.position.z = 30;
camera.lookAt(scene.position);
document.getElementById("threejs_scene").appendChild(renderer.domElement);
renderScene();
function renderScene() {
requestAnimationFrame(renderScene);
controls.update();
renderer.render(scene, camera);
}
}
window.onload = init();
[index.html]
<html>
<head>
<script src="three.js"></script>
<script src="OrbitControls.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
</head>
<body>
<div id="threejs_scene"></div>
<script src="src.js"></script>
</body>
</html>
执行代码时,它会引发[.WebGL-0x7fb612852000]RENDER WARNING: Render count or primcount is 0.
和WebGL: too many errors, no more errors will be reported to the console for this context.
错误。
所以我在google上搜索了它,它发生在Three.js尝试呈现尚不存在的对象时。
但是在我的代码中,我已经定义了它。
var textMaterial = new THREE.MeshPhongMaterial({color: 0xFE98A0});
var text = new THREE.Mesh(geometry, textMaterial);
text.position.x = 0;
text.position.y = 10;
text.position.z = 10;
我该如何解决这个问题?
我的最后一个目标是在场景中显示文字。
谢谢。
答案 0 :(得分:1)
window.onload = function(params) {
/*
*
* SET UP THE WORLD
*
*/
//set up the ratio
var gWidth = window.innerWidth;
var gHeight = window.innerHeight;
var ratio = gWidth / gHeight;
var borders = [40, 24] //indicate where the ball needs to move in mirror position
var light = new THREE.AmbientLight(0xffffff, 0.5);
var light1 = new THREE.PointLight(0xffffff, 0.5);
light1.position.set(0, 5, 0);
light1.castShadow = true;
// set the renderer
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera();
camera.position.set(10, 10, 10);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//properties for casting shadow
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(gWidth, gHeight);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
scene.add(light);
scene.add(light1);
var ground = new THREE.Mesh(new THREE.BoxGeometry(10, 0.5, 10), new THREE.MeshLambertMaterial())
ground.receiveShadow = true;
scene.add(ground)
var geometry;
var loader = new THREE.FontLoader();
var mesh;
requestAnimationFrame(render);
function render() {
if (mesh) {
mesh.rotation.y += 0.01;
mesh.rotation.z += 0.007;
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
loader.load('https://cdn.rawgit.com/mrdoob/three.js/master/examples/fonts/helvetiker_regular.typeface.json', function(font) {
var geometry = new THREE.TextGeometry('Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
});
var material = new THREE.MeshLambertMaterial({
color: 0xF3FFE2
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 2, 0);
mesh.scale.multiplyScalar(0.01)
mesh.castShadow = true;
scene.add(mesh);
var canv = document.createElement('canvas')
canv.width = canv.height = 256;
var ctx = canv.getContext('2d')
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, canv.width, canv.height);
ctx.fillStyle = 'black'
ctx.fillText("HERE IS SOME 2D TEXT", 20, 20);
var tex = new THREE.Texture(canv);
tex.needsUpdate = true;
var mat = new THREE.MeshBasicMaterial({
map: tex
});
var plane = new THREE.Mesh(new THREE.PlaneGeometry(10, 10), mat);
scene.add(plane)
});
}
body {
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
<html>
<head>
</head>
<body>
</body>
</html>