#canvas #three.js #glsl #textures
#canvas #three.js #glsl #Текстуры
Вопрос:
Я пытаюсь использовать холст в качестве однородной текстуры:
uniforms = {
canvasTexture: { type: "t", value: new THREE.Texture(canvas) }
};
тоже пробовали:
uniforms = {
canvasTexture: { type: "t", value: new THREE.CanvasTexture(canvas) }
};
Но я не вижу ничего, кроме черного экрана.
Я также пытаюсь обновить форму в animate ():
mesh.material.uniforms.canvasTexture.needsUpdate = true;
Без какого-либо успеха. Есть какие-либо изменения?
var renderer, scene, camera, canvas, ctx, mesh, canvasTexture;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
renderer.setSize( window.innerWidth, window.innerHeight );
camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
scene = new THREE.Scene();
var canvas = document.createElement("canvas");
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
ctx = canvas.getContext("2d");
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
canvasTexture: { type: "t", value: new THREE.Texture(canvas) }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( "vs-canvasTest" ).textContent,
fragmentShader: document.getElementById( "fs-canvasTest" ).textContent,
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
window.addEventListener("resize", onWindowResize, false);
animate();
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#FF0000";
ctx.fill();
mesh.material.uniforms.canvasTexture.needsUpdate = true;
}
body { margin: 0; }
<!DOCTYPE html>
<html lang="en">
<head>
<title>Test</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="https://unpkg.com/three@0.106.0/build/three.min.js"></script>
</head>
<body>
<script id="vs-canvasTest" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fs-canvasTest" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D canvasTexture;
void main() {
gl_FragColor = texture2D(canvasTexture, vUv);
}
</script>
</body>
</html>
Ответ №1:
Это крошечная ошибка, я тоже делаю это постоянно. Вот что у вас есть сейчас:
mesh.material.uniforms.canvasTexture.needsUpdate = true;
Вот что вам нужно:
mesh.material.uniforms.canvasTexture.value.needsUpdate = true;
Вам просто нужно .value
before .needsUpdate
, поэтому вы ориентируетесь на текстуру, а не на форму, которая содержит текстуру.
var renderer, scene, camera, canvas, ctx, mesh, tex;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
renderer.setSize( window.innerWidth, window.innerHeight );
camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
scene = new THREE.Scene();
var canvas = document.createElement("canvas");
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
ctx = canvas.getContext("2d");
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
canvasTexture: { value: new THREE.Texture(canvas) }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( "vs-canvasTest" ).textContent,
fragmentShader: document.getElementById( "fs-canvasTest" ).textContent,
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
window.addEventListener("resize", onWindowResize, false);
animate();
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#FF0000";
ctx.fill();
mesh.material.uniforms.canvasTexture.value.needsUpdate = true;
}
body { margin: 0; }
<!DOCTYPE html>
<html lang="en">
<head>
<title>Test</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="https://unpkg.com/three@0.106.0/build/three.min.js"></script>
</head>
<body>
<script id="vs-canvasTest" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fs-canvasTest" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D canvasTexture;
void main() {
gl_FragColor = texture2D(canvasTexture, vUv);
}
</script>
</body>
</html>
Комментарии:
1. Глупая ошибка. Приветствия.