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THREE.js中基於畫布的紋理上的透明繪圖

[英]Transparent drawing on canvas-sourced texture in THREE.js

我在THREE.js應用程序中通過創建PlaneGeometry / BasicMaterial網格並使用畫布支持其紋理來創建2d曲面:

this.canvas = makeCanvas(canvasWidth, canvasHeight);
this.ctx = this.canvas.getContext('2d');

this.texture = new THREE.Texture(this.canvas);
this.texture.minFilter = THREE.LinearFilter;
this.texture.magFilter = THREE.LinearFilter;
this.texture.anisotropy = 16;

this.mesh = new THREE.Mesh(new THREE.PlaneGeometry(width, height), new THREE.MeshBasicMaterial({
    map: this.texture,
    overdraw: true,
    side: THREE.DoubleSide,
    transparent: true
}));

正常工作-除非我想透明繪制。 然后,我需要創建另一個紋理作為alphaMap進行綁定,並在兩個畫布上下文之間復制所有繪制操作。 性能很好,但是代碼看起來絕對可怕:

var circleAlpha = 'rgb(100, 100, 100);',
    segmentAlpha = 'rgb(200, 200, 200);';
ctx.fillStyle = 'rgb(0, 255, 255);';
if (this.segment === -1) {
    circleAlpha = segmentAlpha;
}
ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.alphaCtx.clearRect(0, 0, this.canvas.width, this.canvas.height);
var drawArc = function (c, w, h, piece) {
    var angw = 2 * Math.PI / 6;
    c.beginPath();
    c.arc(w / 2, h / 2, 512, angw * piece, angw * (piece + 1), false);
    c.arc(w / 2, h / 2, 300, angw * (piece + 1), angw * piece, true);
    c.closePath();
    c.fill();
};
for (var i = 0; i < 6; i++) {
    this.alphaCtx.fillStyle = i == this.segment ? segmentAlpha : circleAlpha;
    drawArc(ctx, this.canvas.width, this.canvas.height, i);
    drawArc(this.alphaCtx, this.canvas.width, this.canvas.height, i);
}
this.updateTexture();
this.alphaTexture.needsUpdate = true;

我一直在計划編寫一個小的實用程序庫來自動處理此問題,但是在我這樣做之前,我想知道是否我只是愚蠢的人,並且有一種更簡單的方法可以做到這一點。

您可以編寫一個split函數,而不是渲染到兩個畫布。 這種方法將允許您按預期使用Alpha通道對一個畫布發出多個繪制操作。

完成后,只需在拆分器上運行它即可,該拆分器將返回兩個畫布,一個畫布用於顏色,一個灰度用於Alpha通道。

(您當然可以將主色用於顏色,只要注意alpha通道將消失)。

實時拆分器示例:

 var ctx = document.querySelector("canvas").getContext("2d"), gr = ctx.createLinearGradient(0, 0, 300, 0); // draw something with alpha channel to main canvas gr.addColorStop(0, "rgba(255,140,0,1)"); gr.addColorStop(1, "rgba(255,0,0,0)"); ctx.fillStyle = gr; ctx.fillRect(0, 0, 300, 150); // split the canvas to two new canvas, one for color, one for alpha var maps = splitTexture(ctx); document.body.appendChild(maps.color); // show in DOM for demo document.body.appendChild(maps.alpha); // Split texture: function splitTexture(ctx) { var w = ctx.canvas.width, h = ctx.canvas.height, canvasColor = document.createElement("canvas"), canvasAlpha = document.createElement("canvas"), ctxc = canvasColor.getContext("2d"), ctxa = canvasAlpha.getContext("2d"), idata = ctx.getImageData(0, 0, w, h), data32 = new Uint32Array(idata.data.buffer), // use uint-32 buffer (faster!) len = data32.length, i = 0, p, a, g, adata, adata32, cdata, cdata32; // destinations canvasColor.width = canvasAlpha.width = w; // set same size as source canvasColor.height = canvasAlpha.height = h; cdata = ctxc.createImageData(w, h); // create buffers and uint32 views cdata32 = new Uint32Array(cdata.data.buffer); adata = ctxa.createImageData(w, h); adata32 = new Uint32Array(adata.data.buffer); // splitter loop while(i < len) { p = data32[i]; // source pixel as 32-bit ABGR a = p & 0xff000000; // mask out alpha g = 0xff000000 | (a >>> 8) | (a >>> 16) | (a >>> 24); // grey value adata32[i] = g; // set gray value cdata32[i++] = 0xff000000 | (p & 0xffffff); // set color value } ctxc.putImageData(cdata, 0, 0); // update destinations ctxa.putImageData(adata, 0, 0); return { color: canvasColor, alpha: canvasAlpha } } 
 body {background:#79c} 
 <canvas></canvas> 

我最終編寫了一個代理上下文,該上下文在兩個畫布之間拆分了繪圖操作。 需要csscolorparser`節點模塊(在NPM上)。

var FakeCtx = function (canvasA, canvasB) {
    this.ctxA = canvasA.getContext('2d');
    this.ctxB = canvasB.getContext('2d');

    this.colorStore = {};
};

var assignContextProperty = function (property, propertyType) {
    if (propertyType === 'function') {
        FakeCtx.prototype[property] = function () {
            var argArray = Array.prototype.slice.call(arguments),
                ra = this.ctxA[property].apply(this.ctxA, argArray),
                rb = this.ctxB[property].apply(this.ctxB, argArray);
            if (ra !== rb) {
                var argString = argArray.join(', ');
                debug.warn('Console proxy got two different results for calling ' + property + ':');
                debug.warn('    Canvas A: ' + property + '(' + argString + ') = ' + ra);
                debug.warn('    Canvas B: ' + property + '(' + argString + ') = ' + rb);
            }
            return ra;
        };
    } else {
        if (property != 'fillStyle' && property != 'strokeStyle') {
            FakeCtx.prototype.__defineGetter__(property, function () {
                return this.ctxA[property];
            });
            FakeCtx.prototype.__defineSetter__(property, function (value) {
                this.ctxA[property] = this.ctxB[property] = value;
            });
        } else {
            FakeCtx.prototype.__defineGetter__(property, function () {
                return this.colorStore[property] || this.ctxA[property];
            });
            FakeCtx.prototype.__defineSetter__(property, function (value) {
                var color = csscolor.parseCSSColor(value);
                if (color === null || color.length < 3) {
                    throw new Error('Invalid color ' + value + ': ' + color);
                } else {
                    this.colorStore[property] = value;
                    if (color.length === 3 || color[3] === 1) { // no alpha
                        this.ctxA[property] = value;
                        this.ctxB[property] = 'rgb(255, 255, 255)'; // white = full alpha
                    } else {
                        this.ctxA[property] = 'rgb(' + color.slice(0, 3).join(', ') + ')';
                        var alphaValue = Math.round(255 * color[3]);
                        this.ctxB[property] = 'rgb(' + [ alphaValue, alphaValue, alphaValue ].join(', ') + ')';
                        // console.log('got color with alpha ' + value + ', splitting to ' + 'rgb(' + color.slice(0, 3).join(', ') + ');' + ' and ' + 'rgb(' + [ alphaValue, alphaValue, alphaValue ].join(', ') + ');');
                    }
                }
            });
        }
    }
}

var _ctx = makeCanvas(0, 0).getContext('2d');
for (var property in _ctx) {
    assignContextProperty(property, typeof _ctx[property]);
}

該代碼可能有幾個錯誤,我還沒有通過任何嚴格的測試來運行它,但是它只適用於簡單的代碼。

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