我正在寻求有关使用OffscreenCanvas实现A帧场景的建议。我正在使用https://github.com/spite/ccapture.js来记录我的VR场景,当FPS高于30时,结果非常混乱且缓慢。
下面Google链接中的视频和代码示例提供了修改Three.js以利用OffscreenCanvas的示例。因此,我相信可以修改A框架以包含OffscreenCanvas选项。
https://developers.google.com/web/updates/2018/08/offscreen-canvas https://developer.mozilla.org/en-US/docs/Web/API/OffscreenCanvas
我已经尝试过修改A帧a场景setupRenderer函数以在rendererConfig中使用OffscreenCanvas,但是我遇到了getContext问题。
我不确定最好的方法是将渲染(以及获取Blob /位图图像)卸载到Web Worker。
我想利用Worker中的呈现功能而又不与A-Frame的内置requestAnimationFrame功能冲突。
任何建议都将不胜感激。谢谢。
https://github.com/aframevr/aframe/blob/master/src/core/scene/a-scene.js#L561
setupRenderer: {
value: function () {
var self = this;
var renderer;
var rendererAttr;
var rendererAttrString;
var rendererConfig;
const offscreenCanvas = this.canvas.transferControlToOffscreen();
const worker = new Worker('./canvasworker.js');
worker.postMessage({ msg: 'init', canvas: offscreenCanvas }, [offscreenCanvas]);
rendererConfig = {
alpha: true,
antialias: !isMobile,
canvas: offscreenCanvas,
logarithmicDepthBuffer: false
};
this.maxCanvasSize = {height: 1920, width: 1920};
if (this.hasAttribute('renderer')) {
rendererAttrString = this.getAttribute('renderer');
rendererAttr = utils.styleParser.parse(rendererAttrString);
if (rendererAttr.precision) {
rendererConfig.precision = rendererAttr.precision + 'p';
}
if (rendererAttr.antialias && rendererAttr.antialias !== 'auto') {
rendererConfig.antialias = rendererAttr.antialias === 'true';
}
if (rendererAttr.logarithmicDepthBuffer && rendererAttr.logarithmicDepthBuffer !== 'auto') {
rendererConfig.logarithmicDepthBuffer = rendererAttr.logarithmicDepthBuffer === 'true';
}
this.maxCanvasSize = {
width: rendererAttr.maxCanvasWidth
? parseInt(rendererAttr.maxCanvasWidth)
: this.maxCanvasSize.width,
height: rendererAttr.maxCanvasHeight
? parseInt(rendererAttr.maxCanvasHeight)
: this.maxCanvasSize.height
};
}
renderer = this.renderer = new THREE.WebGLRenderer(rendererConfig);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.sortObjects = false;
if (this.camera) { renderer.vr.setPoseTarget(this.camera.el.object3D); }
this.addEventListener('camera-set-active', function () {
renderer.vr.setPoseTarget(self.camera.el.object3D);
});
loadingScreen.setup(this, getCanvasSize);
},
writable: window.debug
},
我想利用OffscreenCanvas和Web Worker上的渲染来保持稳定的60 fps。