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@@ -1,6 +1,6 @@
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<!DOCTYPE html><html lang="zh"><head>
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<meta charset="utf-8">
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- <title>Canvas Textures</title>
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+ <title>Canvas 纹理</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@threejs">
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@@ -27,13 +27,342 @@
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<body>
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<div class="container">
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<div class="lesson-title">
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- <h1>Canvas Textures</h1>
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+ <h1>Canvas 纹理</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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- <p>抱歉,还没有中文翻译哦。 <a href="https://github.com/mrdoob/three.js">欢迎加入翻译</a>! 😄</p>
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-<p><a href="/manual/en/canvas-textures.html">英文原文链接</a>.</p>
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+ <p>这篇文章是此篇 <a href="textures.html">关于纹理</a> 文章的延续,如果你还没有读过,你或许应当从那篇开始。</p>
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+ <p>在<a href="textures.html">上一篇讲解纹理的文章中</a>,我们主要使用图像文件来生成动态纹理,有时候我们想在运行时生成一个纹理。一种可行的方式是使用 <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a>。</p>
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+ <p>Canvas纹理 使用一个<code class="notranslate" translate="no"><canvas></code> 作为它的输入, 如果你还不知道如何使用2D Canvas API来在画布上绘制内容,<a href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial">MDN上有一篇很好的文章</a>。</p>
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+ <p>我们来写一段简单的Canvas代码,这是一个在随机位置上绘制随机颜色的点的程序。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const ctx = document.createElement('canvas').getContext('2d');
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+document.body.appendChild(ctx.canvas);
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+ctx.canvas.width = 256;
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+ctx.canvas.height = 256;
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+ctx.fillStyle = '#FFF';
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+ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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+
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+function randInt(min, max) {
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+ if (max === undefined) {
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+ max = min;
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+ min = 0;
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+ }
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+ return Math.random() * (max - min) + min | 0;
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+}
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+
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+function drawRandomDot() {
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+ ctx.fillStyle = `#${randInt(0x1000000).toString(16).padStart(6, '0')}`;
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+ ctx.beginPath();
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+
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+ const x = randInt(256);
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+ const y = randInt(256);
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+ const radius = randInt(10, 64);
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+ ctx.arc(x, y, radius, 0, Math.PI * 2);
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+ ctx.fill();
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+}
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+
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+function render() {
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+ drawRandomDot();
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+ requestAnimationFrame(render);
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+}
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+requestAnimationFrame(render);</pre>
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+ <p>这实在太简单了。</p>
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+ <p></p><div translate="no" class="threejs_example_container notranslate">
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+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-random-dots.html"></iframe></div>
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+ <a class="threejs_center" href="/manual/examples/canvas-random-dots.html" target="_blank">点击在新窗口打开</a>
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+ </div>
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+
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+ <p></p>
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+ <p>现在让我们用它来绘制纹理。我们会用从 <a href="textures.html">上一篇文章</a> 中绘制立方体纹理的例子开始。
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+ 我们将删除加载图像的代码,取而代之的是使用我们的Canvas,通过创建一个<a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a>,然后把我们创建好的Canvas对象传入。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cubes = []; // 我们使用这个数组来旋转这些立方体
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+-const loader = new THREE.TextureLoader();
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+-
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++const ctx = document.createElement('canvas').getContext('2d');
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++ctx.canvas.width = 256;
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++ctx.canvas.height = 256;
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++ctx.fillStyle = '#FFF';
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++ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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++const texture = new THREE.CanvasTexture(ctx.canvas);
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+
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+const material = new THREE.MeshBasicMaterial({
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+- map: loader.load('resources/images/wall.jpg'),
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++ map: 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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+cubes.push(cube); // 添加到cube list中方便旋转</pre>
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+ <p>然后调用代码,在我们的渲染循环中绘制一个随机点。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">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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+
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++ drawRandomDot();
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++ texture.needsUpdate = true;
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+
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+ cubes.forEach((cube, ndx) => {
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+ const speed = .2 + 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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+ renderer.render(scene, camera);
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+
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+ requestAnimationFrame(render);
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+}</pre>
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+ <p>我们只需要做额外的一件事,设置了 <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a> 的 <code class="notranslate" translate="no">needsUpdate</code>属性来告诉THREE.js来更新纹理画布的最新内容。</p>
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+ <p>这样,我们就有了一个用Canvas绘制纹理的立方体。</p>
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+ <p></p><div translate="no" class="threejs_example_container notranslate">
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+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-cube.html"></iframe></div>
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+ <a class="threejs_center" href="/manual/examples/canvas-textured-cube.html" target="_blank">点击在新窗口打开</a>
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+ </div>
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+ <p></p>
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+ <p>请注意,如果你想使用THREE.js绘制到Canvas中,你最好用 <code class="notranslate" translate="no">RenderTarget</code>,在 <a href="rendertargets.html">这篇文章</a> 中有提到。</p>
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+ <p>纹理画布的一个常见用法是在场景中绘制文本。例如,你想把一个人的名字放在他们角色上面作为一个徽标(Badge),你也许需要使用Canvas来绘制徽标纹理。</p>
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+ <p>让我们创建一个有3个人的场景,并给每个人绘制一个徽标或者标签(Label)。</p>
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+ <p>让我们用上面的例子,移除所有相关的立方体。然后设置背景为白色,然后添加两个<a href="lights.html">灯光</a>。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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++scene.background = new THREE.Color('white');
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++
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++function addLight(position) {
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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(...position);
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++ scene.add(light);
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++ scene.add(light.target);
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++}
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++addLight([-3, 1, 1]);
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++addLight([ 2, 1, .5]);</pre>
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+ <p>让我们写一些代码以使用2D Canvas绘制标签</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makeLabelCanvas(size, name) {
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++ const borderSize = 2;
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++ const ctx = document.createElement('canvas').getContext('2d');
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++ const font = `${size}px bold sans-serif`;
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++ ctx.font = font;
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++ // 测量一下name有多长
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++ const doubleBorderSize = borderSize * 2;
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++ const width = ctx.measureText(name).width + doubleBorderSize;
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++ const height = size + doubleBorderSize;
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++ ctx.canvas.width = width;
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++ ctx.canvas.height = height;
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++
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++ // 注意,调整画布后需要重新修改字体
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++ ctx.font = font;
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++ ctx.textBaseline = 'top';
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++
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++ ctx.fillStyle = 'blue';
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++ ctx.fillRect(0, 0, width, height);
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++ ctx.fillStyle = 'white';
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++ ctx.fillText(name, borderSize, borderSize);
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++
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++ return ctx.canvas;
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++}</pre>
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+ <p>然后我们将用一个圆柱体作为身体,一个球体作为头部,一个平面作为标签来制作一个简单的人。</p>
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+ <p>首先我们开始制作共享几何体。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const bodyRadiusTop = .4;
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++const bodyRadiusBottom = .2;
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++const bodyHeight = 2;
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++const bodyRadialSegments = 6;
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++const bodyGeometry = new THREE.CylinderGeometry(
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++ bodyRadiusTop, bodyRadiusBottom, bodyHeight, bodyRadialSegments);
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++
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++const headRadius = bodyRadiusTop * 0.8;
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++const headLonSegments = 12;
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++const headLatSegments = 5;
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++const headGeometry = new THREE.SphereGeometry(
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++ headRadius, headLonSegments, headLatSegments);
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++
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++const labelGeometry = new THREE.PlaneGeometry(1, 1);</pre>
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+ <p>然后我们写一个函数把这些部分组合成一个人。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makePerson(x, size, name, color) {
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++ const canvas = makeLabelCanvas(size, name);
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++ const texture = new THREE.CanvasTexture(canvas);
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++ // 因为我们的Canvas长宽都不太可能是2的倍数,所以将filtering设置合理一些
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++ texture.minFilter = THREE.LinearFilter;
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++ texture.wrapS = THREE.ClampToEdgeWrapping;
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++ texture.wrapT = THREE.ClampToEdgeWrapping;
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++
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++ const labelMaterial = new THREE.MeshBasicMaterial({
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++ map: texture,
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++ side: THREE.DoubleSide,
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++ transparent: true,
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++ });
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++ const bodyMaterial = new THREE.MeshPhongMaterial({
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++ color,
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++ flatShading: true,
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++ });
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++
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++ const root = new THREE.Object3D();
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++ root.position.x = x;
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++
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++ const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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++ root.add(body);
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++ body.position.y = bodyHeight / 2;
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++
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++ const head = new THREE.Mesh(headGeometry, bodyMaterial);
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++ root.add(head);
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++ head.position.y = bodyHeight + headRadius * 1.1;
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++
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++ const label = new THREE.Mesh(labelGeometry, labelMaterial);
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++ root.add(label);
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++ label.position.y = bodyHeight * 4 / 5;
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++ label.position.z = bodyRadiusTop * 1.01;
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++
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++ // 如果单位是米, 那这里0.01就是将标签的尺寸转化为厘米
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++ const labelBaseScale = 0.01;
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++ label.scale.x = canvas.width * labelBaseScale;
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++ label.scale.y = canvas.height * labelBaseScale;
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++
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++ scene.add(root);
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++ return root;
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++}</pre>
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+ <p>在上面你可以看到,我们把身体、头部、标签放在了一个根<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> 上并且调整了他们的位置。这样如果我们想移动人的话直接移动根对象就可以了。身体是2个单位的高度,如果1个单位等于1米,那么上面的代码会尝试用厘米为单位制作标签,它们使用厘米作为宽高,以更好的适合文本。</p>
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+ <p>然后我们可以制作带标签的人</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+makePerson(-3, 32, 'Purple People Eater', 'purple');
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++makePerson(-0, 32, 'Green Machine', 'green');
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++makePerson(+3, 32, 'Red Menace', 'red');</pre>
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+ <p>剩下的就是添加 <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> 这样我们就可以移动相机了。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from '/build/three.module.js';
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++import {OrbitControls} from '/examples/jsm/controls/OrbitControls.js';</pre>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
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+const aspect = 2; // Canvas默认值
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+const near = 0.1;
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+-const far = 5;
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++const far = 50;
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+const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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+-camera.position.z = 2;
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++camera.position.set(0, 2, 5);
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+
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++const controls = new OrbitControls(camera, canvas);
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++controls.target.set(0, 2, 0);
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++controls.update();</pre>
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+ <p>然后我们得到了一些简单的标签。</p>
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+ <p></p><div translate="no" class="threejs_example_container notranslate">
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+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels.html"></iframe></div>
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+ <a class="threejs_center" href="/manual/examples/canvas-textured-labels.html" target="_blank">点击在新窗口打开</a>
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+ </div>
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+ <p></p>
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+ <p>注意事项:</p>
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+ <ul>
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+ <li>如果你过度放大,标签的分辨率会降低。</li>
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+ </ul>
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+ <p>没有简单的解决方案,还有更复杂的字体渲染技术,据我所知没有插件可以解决这个问题。另外,还需要用户下载字体数据文件,这会变得很慢。</p>
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+ <p>一种方案是增加标签的分辨率,尝试让尺寸变成现在的2倍,然后设置 <code class="notranslate" translate="no">labelBaseScale</code> 是现在的一半。</p>
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+
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+ <ul>
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+ <li>名字越长,标签越长。</li>
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+ </ul>
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+ <p>如果你想解决这个问题,你需要指定标签的固定大小,然后挤压文本。</p>
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+ <p>这很容易做到。传入一个基本宽度并缩放文本以适应。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makeLabelCanvas(size, name) {
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++function makeLabelCanvas(baseWidth, size, name) {
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+ const borderSize = 2;
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+ const ctx = document.createElement('canvas').getContext('2d');
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+ const font = `${size}px bold sans-serif`;
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+ ctx.font = font;
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+ // 测量一下name有多长
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++ const textWidth = ctx.measureText(name).width;
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+
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+ const doubleBorderSize = borderSize * 2;
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+- const width = ctx.measureText(name).width + doubleBorderSize;
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++ const width = baseWidth + doubleBorderSize;
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+ const height = size + doubleBorderSize;
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+ ctx.canvas.width = width;
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+ ctx.canvas.height = height;
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+
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+ // 注意,调整画布后需要重新修改字体
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+ ctx.font = font;
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+- ctx.textBaseline = 'top';
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++ ctx.textBaseline = 'middle';
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++ ctx.textAlign = 'center';
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+
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+ ctx.fillStyle = 'blue';
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+ ctx.fillRect(0, 0, width, height);
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+
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++ // 缩放以适应,但是不要拉伸
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++ const scaleFactor = Math.min(1, baseWidth / textWidth);
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++ ctx.translate(width / 2, height / 2);
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++ ctx.scale(scaleFactor, 1);
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+ ctx.fillStyle = 'white';
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+ ctx.fillText(name, borderSize, borderSize);
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+
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+ return ctx.canvas;
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+}</pre>
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+ <p>然后我们可以传入预期标签的长度</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makePerson(x, size, name, color) {
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+- const canvas = makeLabelCanvas(size, name);
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++function makePerson(x, labelWidth, size, name, color) {
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++ const canvas = makeLabelCanvas(labelWidth, size, name);
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+
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+...
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+
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+}
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+
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+-makePerson(-3, 32, 'Purple People Eater', 'purple');
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+-makePerson(-0, 32, 'Green Machine', 'green');
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+-makePerson(+3, 32, 'Red Menace', 'red');
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++makePerson(-3, 150, 32, 'Purple People Eater', 'purple');
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++makePerson(-0, 150, 32, 'Green Machine', 'green');
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++makePerson(+3, 150, 32, 'Red Menace', 'red');</pre>
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+ <p>我们将文本居中并缩放以适应标签的尺寸。</p>
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+ <p></p><div translate="no" class="threejs_example_container notranslate">
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+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-scale-to-fit.html"></iframe></div>
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+ <a class="threejs_center" href="/manual/examples/canvas-textured-labels-scale-to-fit.html" target="_blank">点击在新窗口打开</a>
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+ </div>
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+ <p></p>
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+ <p>上面我们为每一个纹理使用了单独的Canvas,是否为每个纹理使用单独的Canvas取决于你。如果你需要经常单独更新它们,每个纹理一个Canvas是一个比较好的选择。如果它们很少或者从不更新,那么你可以用一个Canvas,通过THREE.js来生成多个纹理。让我们更改上面的代码来完成这一点。</p>
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const ctx = document.createElement('canvas').getContext('2d');
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+function makeLabelCanvas(baseWidth, size, name) {
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+ const borderSize = 2;
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+- const ctx = document.createElement('canvas').getContext('2d');
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+ const font = `${size}px bold sans-serif`;
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+
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+ ...
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+
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+}
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+
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++const forceTextureInitialization = function() {
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++ const material = new THREE.MeshBasicMaterial();
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++ const geometry = new THREE.PlaneGeometry();
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++ const scene = new THREE.Scene();
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++ scene.add(new THREE.Mesh(geometry, material));
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++ const camera = new THREE.Camera();
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++
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++ return function forceTextureInitialization(texture) {
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++ material.map = texture;
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++ renderer.render(scene, camera);
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++ };
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++}();
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+
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+function makePerson(x, labelWidth, size, name, color) {
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+ const canvas = makeLabelCanvas(labelWidth, size, name);
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+ const texture = new THREE.CanvasTexture(canvas);
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+ // 因为我们的Canvas长宽都不太可能是2的倍数,所以将filtering设置合理一些
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+ texture.minFilter = THREE.LinearFilter;
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|
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+ texture.wrapS = THREE.ClampToEdgeWrapping;
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+ texture.wrapT = THREE.ClampToEdgeWrapping;
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|
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++ forceTextureInitialization(texture);
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|
+
|
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|
+ ...</pre>
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|
|
+ <p></p><div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-one-canvas.html"></iframe></div>
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|
|
+ <a class="threejs_center" href="/manual/examples/canvas-textured-labels-one-canvas.html" target="_blank">点击在新窗口打开</a>
|
|
|
+ </div>
|
|
|
+ <p></p>
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|
+ <p>另一个问题是标签并不总是面向相机,如果你使用标签作为徽标,这可能是一件好事。
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+ 如果你使用标签来放置3D游戏中玩家的名字,也许你希望标签总是面对相机。
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+ 具体内容在 <a href="billboards.html">广告牌(Billboards)文章</a> 有覆盖到。</p>
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|
|
+ <p>特别是对于标签,<a href="align-html-elements-to-3d.html">另一种解决方案是使用HTML</a>,
|
|
|
+ 本文中的标签是 <em>位于3D场景中</em> ,如果你想要他们被其他对象遮挡是很好的,因为 <a href="align-html-elements-to-3d.html">HTML 标签</a> 总是在最上层。
|
|
|
+ </p>
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|
|
</div>
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|
</div>
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|
</div>
|