我正在尝试使用第二台摄像机来显示 AFrame 场景的“从天空” View 。我已经学会了如何使用 2D Canvas 进行渲染,遵循 this example :
但我想知道这是否可以在不使用外部 <div>
的情况下完成,比如直接渲染到某些 Assets ,或者可能直接渲染到纹理......
我当前的代码是:
<html>
<head>
<script src="//aframe.io/releases/0.8.2/aframe.min.js"></script>
<script>
// Original code:
// https://wirewhiz.com/how-to-use-a-cameras-output-as-a-texture-in-aframe/
//
AFRAME.registerComponent('view',{
'schema': {
canvas: {
type: 'string',
default: ''
},
// desired FPS
fps: {
type: 'number',
default: 90.0
}
},
'init': function() {
var targetEl = document.querySelector(this.data.canvas);
this.counter = 0;
this.renderer = new THREE.WebGLRenderer( { antialias: true } );
this.renderer.setPixelRatio( window.devicePixelRatio );
this.renderer.setSize( targetEl.offsetWidth, targetEl.offsetHeight );
// creates spectator canvas
targetEl.appendChild(this.renderer.domElement);
this.renderer.domElement.id = "canvas";
this.renderer.domElement.crossorigin="anonymous"
this.renderer.domElement.height=300;
this.renderer.domElement.width=400;
this.el.removeAttribute('look-controls');
this.el.removeAttribute('wasd-controls');
console.log(this.renderer.domElement);
console.log(document.querySelector('a-scene'))
},
'tick': function(time, timeDelta) {
var loopFPS = 1000.0 / timeDelta;
var hmdIsXFasterThanDesiredFPS = loopFPS / this.data.fps;
var renderEveryNthFrame = Math.round(hmdIsXFasterThanDesiredFPS);
if(this.counter % renderEveryNthFrame === 0){
this.render(timeDelta);
}
this.counter += 1;
},
'render': function(){
this.renderer.render( this.el.sceneEl.object3D , this.el.object3DMap.camera );
}
});
</script>
<body>
<a-scene physics="debug: true">
<a-plane static-body position="0 0 -4" rotation="-90 0 0" width="30" height="40"
color="yellow"></a-plane>
<a-box color="red" position="0 2 0" depth="8" width="8"></a-box>
<a-entity id="secondaryCamera" position="0 40 0" rotation="-90 0 0">
<a-camera view="canvas:#spectatorDiv;" active="false">
</a-camera>
</a-entity>
<a-entity position="0 0 10" look-controls>
<a-entity camera position="0 1.6 0" wasd-controls>
<a-entity geometry="primitive:plane; width:.2; height:.2" material="src:#canvas; opacity: .6"
position="0.2 -0.3 -0.7" rotation="0 -10 0"></a-entity>
<a-cylinder radius="2" color="green"></a-box>
</a-entity>
</a-entity>
</a-scene>
<div style="height:300px; width:400px;" id='spectatorDiv'></div>
</body>
</html>
最佳答案
查看 screenshot component implementation 。渲染到渲染目标,然后对像素数据执行任何您想要的操作(将其用作 WebGL 内的纹理,复制到 Canvas ...)
关于three.js - AFrame:如何将相机渲染到纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53905525/