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+Title: Three.js 渲染目标
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+Description: 如何渲染到纹理
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+TOC: 渲染目标
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+
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+在three.js中,渲染目标大体上指的是可以被渲染的纹理。当它被渲染之后,你可以像使用其他纹理一样使用它。
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+
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+让我们举个简单的例子。我们将从[the article on responsiveness](threejs-responsive.html)开始。
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+
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+渲染到渲染目标基本上跟通常的渲染一样。首先我们创建一个 `WebGLRenderTarget`。
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+
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+```js
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+const rtWidth = 512;
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+const rtHeight = 512;
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+const renderTarget = new THREE.WebGLRenderTarget(rtWidth, rtHeight);
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+```
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+
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+然后我们需要一个 `Camera` 和一个 `Scene`
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+
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+```js
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+const rtFov = 75;
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+const rtAspect = rtWidth / rtHeight;
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+const rtNear = 0.1;
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+const rtFar = 5;
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+const rtCamera = new THREE.PerspectiveCamera(rtFov, rtAspect, rtNear, rtFar);
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+rtCamera.position.z = 2;
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+
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+const rtScene = new THREE.Scene();
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+rtScene.background = new THREE.Color('red');
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+```
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+
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+注意我们设置长宽比(aspect)是相对渲染目标而言的,不是画布(canvas)。
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+正确的长宽比取决于我们要渲染的对象。在本例,我们要将渲染目标的纹理用在方块的一个面,基于方块的面我们设置长宽比为1.0。
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+
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+我们将需要的东西添加到场景中。在本例我们使用灯光和三个方块[from the previous article](threejs-responsive.html)。
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+
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+```js
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+{
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+ const color = 0xFFFFFF;
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+ const intensity = 1;
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+ const light = new THREE.DirectionalLight(color, intensity);
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+ light.position.set(-1, 2, 4);
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+* rtScene.add(light);
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+}
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+
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+const boxWidth = 1;
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+const boxHeight = 1;
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+const boxDepth = 1;
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+const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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+
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+function makeInstance(geometry, color, x) {
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+ const material = new THREE.MeshPhongMaterial({color});
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+
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+ const cube = new THREE.Mesh(geometry, material);
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+* rtScene.add(cube);
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+
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+ cube.position.x = x;
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+
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+ return cube;
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+}
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+
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+*const rtCubes = [
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+ makeInstance(geometry, 0x44aa88, 0),
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+ makeInstance(geometry, 0x8844aa, -2),
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+ makeInstance(geometry, 0xaa8844, 2),
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+];
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+```
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+
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+在上个例子中的 `Scene` 和 `Camera` 保持不变,我们将在画布中继续使用它们,只需要添加渲染的物体。
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+
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+让我们添加使用了渲染目标纹理的方块。
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+
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+```js
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+const material = new THREE.MeshPhongMaterial({
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+ map: renderTarget.texture,
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+});
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+const cube = new THREE.Mesh(geometry, material);
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+scene.add(cube);
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+```
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+
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+现在在渲染的时候,我们首先将渲染目标的场景(rtScene),渲染到渲染目标(注:这里有点绕,需要结合代码理解)。
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+
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+```js
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+function render(time) {
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+ time *= 0.001;
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+
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+ ...
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+
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+ // rotate all the cubes in the render target scene
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+ rtCubes.forEach((cube, ndx) => {
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+ const speed = 1 + ndx * .1;
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+ const rot = time * speed;
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+ cube.rotation.x = rot;
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+ cube.rotation.y = rot;
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+ });
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+
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+ // draw render target scene to render target
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+ renderer.setRenderTarget(renderTarget);
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+ renderer.render(rtScene, rtCamera);
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+ renderer.setRenderTarget(null);
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+```
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+
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+然后我们在画布中,渲染使用了渲染目标纹理的方块的场景。
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+
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+```js
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+ // rotate the cube in the scene
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+ cube.rotation.x = time;
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+ cube.rotation.y = time * 1.1;
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+
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+ // render the scene to the canvas
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+ renderer.render(scene, camera);
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+```
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+
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+就是这样啦
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+
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+{{{example url="../threejs-render-target.html" }}}
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+
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+方块是红色的,这是因为我们设置了 `rtScene` 的 `background` 为红色,所以渲染目标的纹理所处的背景为红色。
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+
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+渲染目标可以用在各种各样的物体上。[Shadows](threejs-shadows.html)用了渲染目标,[Picking can use a render target](threejs-picking.html),多种效果[post processing effects](threejs-post-processing.html)需要用到渲染目标。
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+渲染汽车的后视镜,或者3D场景中的监控实时画面,都可能用到渲染目标。
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+
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+关于 `WebGLRenderTarget` 的笔记。
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+
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+* 默认情况下 `WebGLRenderTarget` 会创建两个纹理。 颜色纹理和深度/模版纹理。如果你不需要深度或者模版纹理,你可以通过可选设置取消创建。例如:
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+
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+ ```js
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+ const rt = new THREE.WebGLRenderTarget(width, height, {
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+ depthBuffer: false,
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+ stencilBuffer: false,
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+ });
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+ ```
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+
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+* 你可能需要改变渲染目标的尺寸
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+
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+ 在上面的例子,我们创建了固定尺寸512X512的渲染目标。对于像后处理,你通常需要创建跟画布一样尺寸的渲染目标。在我们的代码中意味着,当我们改变画布的尺寸,会同时更新渲染目标尺寸,和渲染目标中正在使用的摄像机。例如:
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+
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+ function render(time) {
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+ time *= 0.001;
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+
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+ if (resizeRendererToDisplaySize(renderer)) {
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+ const canvas = renderer.domElement;
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+ camera.aspect = canvas.clientWidth / canvas.clientHeight;
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+ camera.updateProjectionMatrix();
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+
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+ + renderTarget.setSize(canvas.width, canvas.height);
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+ + rtCamera.aspect = camera.aspect;
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+ + rtCamera.updateProjectionMatrix();
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+ }
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