提交 d1ce80c9 编写于 作者: M Mugen87

WebGLRenderer: Added .copyFramebufferToTexture()

上级 440d85a6
......@@ -23764,6 +23764,18 @@
};
this.copyFramebufferToTexture = function ( x, y, texture, level ) {
var width = texture.image.width;
var height = texture.image.height;
var internalFormat = utils.convert( texture.format );
this.setTexture2D( texture, 0 );
_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, x, y, width, height, 0 );
};
}
/**
......@@ -52,7 +52,7 @@
[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared
or overwritten. Default is *false*.<br />
[page:String powerPreference] - Provides a hint to the user agent indicating what configuration
of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*.<br />
......@@ -324,6 +324,9 @@
<h3>[method:null compile]( [page:Scene scene], [page:Camera camera] )</h3>
<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
<h3>[method:null copyFramebufferToTexture]( [page:Number x], [page:Number y], [page:Texture texture], [page:Number level] )</h3>
<div>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/de/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</div>
<h3>[method:null dispose]( )</h3>
<div>Dispose of the current rendering context.</div>
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - framebuffer - texture</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#777;
padding:0;
margin:0;
overflow:hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
}
a {
color: #ffffff;
}
#overlay {
position: fixed;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: 100%;
width: 100%;
top: 0;
z-index: 999;
}
#overlay > div {
height: 256px;
width: 256px;
border: 1px solid white;
}
</style>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> framebuffer to texture <br/>
The area of the white square is copied from the framebuffer to a texture (shown in the top-left corner).
</div>
<div id="overlay">
<div>
</div>
</div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer;
var mesh, sprite, texture;
var cameraOrtho, sceneOrtho;
var dpr = window.devicePixelRatio;
var imageWidth = 256 * dpr;
var imageHeight = 256 * dpr;
init();
animate();
function init() {
//
var width = window.innerWidth;
var height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 70, width / height, 1, 1000 );
camera.position.z = 20;
cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
cameraOrtho.position.z = 10;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x20252f );
sceneOrtho = new THREE.Scene();
//
var geometry = new THREE.TorusKnotBufferGeometry( 3, 1, 256, 32 );
var material = new THREE.MeshStandardMaterial( { color: 0x6083c2 } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
//
texture = new THREE.Texture();
texture.image = new Image( imageWidth, imageHeight );
texture.format = THREE.RGBFormat;
texture.minFilter = texture.magFilter = THREE.NearestFilter;
//
var spriteMaterial = new THREE.SpriteMaterial( { map: texture } );
sprite = new THREE.Sprite( spriteMaterial );
sprite.scale.set( imageWidth, imageHeight, 1 );
sceneOrtho.add( sprite );
updateSpritePosition();
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
document.body.appendChild( renderer.domElement );
//
var overlay = document.getElementById( 'overlay' );
var controls = new THREE.OrbitControls( camera, overlay );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
cameraOrtho.left = - width / 2;
cameraOrtho.right = width / 2;
cameraOrtho.top = height / 2;
cameraOrtho.bottom = - height / 2;
cameraOrtho.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
updateSpritePosition();
}
function updateSpritePosition() {
var halfWidth = window.innerWidth / 2;
var halfHeight = window.innerHeight / 2;
var halfImageWidth = imageWidth / 2;
var halfImageHeight = imageHeight / 2;
sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.clear();
renderer.render( scene, camera );
// calculate start position for copying data
var x = ( window.innerWidth * dpr / 2 ) - ( imageWidth / 2 );
var y = ( window.innerHeight * dpr / 2 ) - ( imageHeight / 2 );
renderer.copyFramebufferToTexture( x, y, texture );
renderer.clearDepth();
renderer.render( sceneOrtho, cameraOrtho );
}
</script>
</body>
</html>
......@@ -2559,6 +2559,18 @@ function WebGLRenderer( parameters ) {
};
this.copyFramebufferToTexture = function ( x, y, texture, level ) {
var width = texture.image.width;
var height = texture.image.height;
var internalFormat = utils.convert( texture.format );
this.setTexture2D( texture, 0 );
_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, internalFormat, x, y, width, height, 0 );
};
}
......
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