rendertargets.html 7.7 KB

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  1. <!DOCTYPE html><html lang="zh"><head>
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  3. <title>渲染目标</title>
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  25. <h1>渲染目标</h1>
  26. </div>
  27. <div class="lesson">
  28. <div class="lesson-main">
  29. <p>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。</p>
  30. <p>让我们举个简单的例子。我们将从<a href="responsive.html">the article on responsiveness</a>开始。</p>
  31. <p>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 <a href="/docs/#api/zh/renderers/WebGLRenderTarget"><code class="notranslate" translate="no">WebGLRenderTarget</code></a>。</p>
  32. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const rtWidth = 512;
  33. const rtHeight = 512;
  34. const renderTarget = new THREE.WebGLRenderTarget(rtWidth, rtHeight);
  35. </pre>
  36. <p>然后我们需要一个 <a href="/docs/#api/zh/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> 和一个 <a href="/docs/#api/zh/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a></p>
  37. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const rtFov = 75;
  38. const rtAspect = rtWidth / rtHeight;
  39. const rtNear = 0.1;
  40. const rtFar = 5;
  41. const rtCamera = new THREE.PerspectiveCamera(rtFov, rtAspect, rtNear, rtFar);
  42. rtCamera.position.z = 2;
  43. const rtScene = new THREE.Scene();
  44. rtScene.background = new THREE.Color('red');
  45. </pre>
  46. <p>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)。
  47. 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。</p>
  48. <p>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<a href="responsive.html">from the previous article</a>。</p>
  49. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  50. const color = 0xFFFFFF;
  51. const intensity = 1;
  52. const light = new THREE.DirectionalLight(color, intensity);
  53. light.position.set(-1, 2, 4);
  54. * rtScene.add(light);
  55. }
  56. const boxWidth = 1;
  57. const boxHeight = 1;
  58. const boxDepth = 1;
  59. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  60. function makeInstance(geometry, color, x) {
  61. const material = new THREE.MeshPhongMaterial({color});
  62. const cube = new THREE.Mesh(geometry, material);
  63. * rtScene.add(cube);
  64. cube.position.x = x;
  65. return cube;
  66. }
  67. *const rtCubes = [
  68. makeInstance(geometry, 0x44aa88, 0),
  69. makeInstance(geometry, 0x8844aa, -2),
  70. makeInstance(geometry, 0xaa8844, 2),
  71. ];
  72. </pre>
  73. <p>在上个例子中的 <a href="/docs/#api/zh/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a> 和 <a href="/docs/#api/zh/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> 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。</p>
  74. <p>让我们添加使用了渲染目标纹理的方块。</p>
  75. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = new THREE.MeshPhongMaterial({
  76. map: renderTarget.texture,
  77. });
  78. const cube = new THREE.Mesh(geometry, material);
  79. scene.add(cube);
  80. </pre>
  81. <p>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)。</p>
  82. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  83. time *= 0.001;
  84. ...
  85. // rotate all the cubes in the render target scene
  86. rtCubes.forEach((cube, ndx) =&gt; {
  87. const speed = 1 + ndx * .1;
  88. const rot = time * speed;
  89. cube.rotation.x = rot;
  90. cube.rotation.y = rot;
  91. });
  92. // draw render target scene to render target
  93. renderer.setRenderTarget(renderTarget);
  94. renderer.render(rtScene, rtCamera);
  95. renderer.setRenderTarget(null);
  96. </pre>
  97. <p>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。</p>
  98. <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> // rotate the cube in the scene
  99. cube.rotation.x = time;
  100. cube.rotation.y = time * 1.1;
  101. // render the scene to the canvas
  102. renderer.render(scene, camera);
  103. </pre>
  104. <p>就是这样啦</p>
  105. <p></p><div translate="no" class="threejs_example_container notranslate">
  106. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/render-target.html"></iframe></div>
  107. <a class="threejs_center" href="/manual/examples/render-target.html" target="_blank">点击此处在新标签页中打开</a>
  108. </div>
  109. <p></p>
  110. <p>方块是红色的,这是因为我们设置了 <code class="notranslate" translate="no">rtScene</code> 的 <code class="notranslate" translate="no">background</code> 为红色,所以渲染目标的纹理所处的背景为红色。</p>
  111. <p>渲染目标可以用在各种各样的物体上。<a href="shadows.html">Shadows</a>用了渲染目标,<a href="picking.html">Picking can use a render target</a>,多种效果<a href="post-processing.html">post processing effects</a>需要用到渲染目标。
  112. 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。</p>
  113. <p>关于 <a href="/docs/#api/zh/renderers/WebGLRenderTarget"><code class="notranslate" translate="no">WebGLRenderTarget</code></a> 的笔记。</p>
  114. <ul>
  115. <li><p>默认情况下 <a href="/docs/#api/zh/renderers/WebGLRenderTarget"><code class="notranslate" translate="no">WebGLRenderTarget</code></a> 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:</p>
  116. <pre class="prettyprint showlinemods notranslate lang-js" translate="no"> const rt = new THREE.WebGLRenderTarget(width, height, {
  117. depthBuffer: false,
  118. stencilBuffer: false,
  119. });
  120. </pre>
  121. </li>
  122. <li><p>你可能需要改变渲染目标的尺寸</p>
  123. <p>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:</p>
  124. <pre class="prettyprint showlinemods notranslate notranslate" translate="no">function render(time) {
  125. time *= 0.001;
  126. if (resizeRendererToDisplaySize(renderer)) {
  127. const canvas = renderer.domElement;
  128. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  129. camera.updateProjectionMatrix();
  130. + renderTarget.setSize(canvas.width, canvas.height);
  131. + rtCamera.aspect = camera.aspect;
  132. + rtCamera.updateProjectionMatrix();
  133. }
  134. </pre></li>
  135. </ul>
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