Three.js drawImage从多个视图画布WebGLRenderer到多个画布上

时间:2014-01-29 03:20:14

标签: javascript canvas three.js webgl

我的问题是我想只有一个WebGLRenderer,但有很多相机视图可以放在许多独特的画布中。在下面的示例中,我有9个视图位于1个画布中,每个视图都有独特的相机,场景和网格,然后使用ctx.drawImage方法将它们绘制到自己的画布上。这个方法有效,但是drawImage太慢了,甚至不能达到10 fps,更不用说60 + fps了。

有没有办法解决这个问题,不涉及使用慢速drawImage方法,还是有办法加速整个过程?

感谢您的帮助,示例代码放在下面。

http://jsfiddle.net/QD8M2/

<!doctype html>

<html lang="en">
<head>
    <meta charset="utf-8">

    <title>Three.js Test</title>

    <style>
        body {
            margin: 0;
            padding: 0;
            overflow: hidden;
        }
    </style>

    <!--[if lt IE 9]>
    <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script>
    <![endif]-->
</head>

<body>
    <script src="./three.min.js"></script>
    <script>
        var renderer;
        var windowWidth, windowHeight;
        var numberMeshes = 1;
        var dpr = window.devicePixelRatio || 1;

        var viewDemensions = {x: 3, y: 3};

        var views = [];

        init();
        animate();

        function init() {
            for (var i = 0; i < viewDemensions.x; i++) {
                for (var j = 0; j < viewDemensions.y; j++) {
                    var obj = {};

                    obj.left = i/viewDemensions.x;
                    obj.bottom = j/viewDemensions.y;
                    obj.width = 1/viewDemensions.x;
                    obj.height = 1/viewDemensions.y;

                    obj.canvas = document.createElement('canvas');
                    obj.context = obj.canvas.getContext('2d');

                    document.body.appendChild(obj.canvas);

                    var camera = new THREE.PerspectiveCamera(75, 100/100, 1, 10000);
                    camera.position.z = 1000;
                    obj.camera = camera;

                    var scene = new THREE.Scene();

                    var geometry = new THREE.SphereGeometry(100, 10, 10);

                    obj.meshes = [];

                    for (var k = 0; k < numberMeshes; k++) {
                        var material = new THREE.MeshBasicMaterial({ color: 0xffffff*Math.random(), wireframe: true });
                        var mesh = new THREE.Mesh(geometry, material);
                        var scale = 2*Math.random();
                        mesh.scale.set(scale, scale, scale);
                        scene.add(mesh);
                        obj.meshes.push(mesh);
                    }

                    obj.scene = scene;

                    views.push(obj);
                }
            }

            renderer = new THREE.WebGLRenderer({
                preserveDrawingBuffer: true
            });

            // document.body.appendChild(renderer.domElement);
        }

        function updateSize() {
            if (windowWidth != window.innerWidth || windowHeight != window.innerHeight) {
                windowWidth  = window.innerWidth;
                windowHeight = window.innerHeight;
                renderer.setSize (windowWidth, windowHeight);
            }
        }

        function animate() {

            updateSize();

            for (var i = 0; i < views.length; i++) {
                var view = views[i];
                var left   = Math.floor(view.left*windowWidth) * dpr;
                var bottom = Math.floor(view.bottom*windowHeight) * dpr;
                var width  = Math.floor(view.width*windowWidth) * dpr;
                var height = Math.floor(view.height*windowHeight) * dpr;
                view.canvas.width = width;
                view.canvas.height = height;
                view.canvas.style.width = Math.floor(view.width*windowWidth) + 'px';
                view.canvas.style.height = Math.floor(view.height*windowHeight) + 'px';
                view.context.scale(dpr, dpr);
                view.camera.aspect = width/height;
                view.camera.updateProjectionMatrix();
                renderer.setViewport(left, bottom, width, height);
                renderer.setScissor(left, bottom, width, height);
                renderer.enableScissorTest (true);
                renderer.setClearColor(new THREE.Color().setRGB(0.5, 0.5, 0.5));
                for (var j = 0; j < numberMeshes; j++) {
                    view.meshes[j].rotation.x += 0.03*Math.random();
                    view.meshes[j].rotation.y += 0.05*Math.random();
                }
                renderer.render(view.scene, view.camera);
                view.context.drawImage(renderer.domElement,left,bottom,width,height,0,0,view.width*windowWidth,view.height*windowHeight);
            }

            requestAnimationFrame(animate);
        }
    </script>
</body>
</html>

2 个答案:

答案 0 :(得分:1)

在作为评论进行一些讨论之后,使用具有不同视图的FBO,然后使用这些纹理作为输入来定位在不同的视图中,可能适合您的情况。请检查。请注意,这会not涉及绘制到缓冲区,然后再读取像素,然后将其应用到画布。

EDIT1:使用Three.js添加了伪代码

Create offscreen target

rtTexture = new THREE.WebGLRenderTarget(window.innerWidth,window.innerHeight,..);

Create screen, material, and mesh

mtlScreen = new THREE.ShaderMaterial({uniforms:{tDiffuse:{type:“t”,value:rtTexture}},

mtl = new THREE.MeshBasicMaterial({map:rtTexture});

mesh = new THREE.Mesh(plane,function(rtTexture));

scene.add(mesh);

Now render to offscreen first, then to display

renderer.render(sceneRTT,cameraRTT,rtTexture,..);

renderer.render(场景,相机);

请参阅标准三示例以获取完整代码 - https://github.com/prabindh/three.js/blob/master/examples/webgl_rtt.html,并在http://www.slideshare.net/prabindh/render-to-texture-with-threejs

上发布了一个简短的幻灯片

Approach With GLES2:

使用GLES2快速设置FBO(对WebGL进行微不足道的更改):

  •  glGenFramebuffers(NUM_FBO, fboId);
     glGenTextures(NUM_FBO, fboTextureId);
     glGenTextures(1, &regularTextureId);
    

然后设置绘制到屏幕外缓冲区:

  •       GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
            GL_CHECK(glBindTexture(GL_TEXTURE_2D, fboTextureId[i]));
            GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, globals->inTextureWidth, globals->inTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
    
            GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, fboId[i]));
            GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextureId[i], 0));
    

然后绘制到屏幕外缓冲区:

  •         //Bind regular texture
            GL_CHECK(glBindTexture(GL_TEXTURE_2D, 0));
            GL_CHECK(glBindTexture(GL_TEXTURE_2D, regularTextureId));
            add_texture(globals->inTextureWidth, globals->inTextureHeight, globals->textureData, globals->inPixelFormat);
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
             //Draw with regular draw calls to FBO
            GL_CHECK(_test17(globals, numObjectsPerSide, 1));
    

现在将其用作纹理输入,并绘制为常规显示:

  •         GL_CHECK(glBindTexture(GL_TEXTURE_2D, fboTextureId[i]));
    
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
            GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
            //draw to display buffer
    
           //Now get back display framebuffer and unbind the FBO
            GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
    

https://github.com/prabindh/sgxperf/blob/master/sgxperf_test17.cpp

答案 1 :(得分:0)

这是我提出的解决方案。不像prabindh的答案那么专业,但这是我能想出如何解决问题的唯一方法。

基本上我使用WebGLRenderTarget将每个不同的视图/场景渲染到渲染器上,然后使用readPixels将像素复制到画布上。我试图让网络工作者努力提高性能,但却无法让他们在图像编写方面发挥出色。我的代码如下。

如果你的意思是完全不同的prabindh,我会很乐意帮助你如何更好地和/或更好地使用当前的用例。

var renderer;
var gl;
var times = [];
var windowWidth, windowHeight;
var numberMeshes = 10;
var dpr = window.devicePixelRatio || 1;

var viewDemensions = {x: 2, y: 2};

var views = [];

init();
animate();

function init() {
    renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
    renderer.autoClear = false;

    gl = renderer.getContext();

    for (var i = 0; i < viewDemensions.x; i++) {
        for (var j = 0; j < viewDemensions.y; j++) {
            var obj = {};

            obj.left = i/viewDemensions.x;
            obj.bottom = j/viewDemensions.y;
            obj.width = 1/viewDemensions.x;
            obj.height = 1/viewDemensions.y;

            obj.canvas = document.createElement('canvas');
            obj.context = obj.canvas.getContext('2d');

            document.body.appendChild(obj.canvas);

            var camera = new THREE.PerspectiveCamera(75, 100/100, 1, 10000);
            camera.position.z = 1000;
            obj.camera = camera;

            var scene = new THREE.Scene();

            var geometry = new THREE.SphereGeometry(100, 10, 10);

            obj.meshes = [];

            for (var k = 0; k < numberMeshes; k++) {
                var material = new THREE.MeshBasicMaterial({ color: 0xffffff*Math.random(), wireframe: true });
                var mesh = new THREE.Mesh(geometry, material);
                var scale = 2*Math.random();
                mesh.scale.set(scale, scale, scale);
                scene.add(mesh);
                obj.meshes.push(mesh);
            }

            obj.scene = scene;

            obj.widthVal = 100;
            obj.heightVal = 100;

            obj.imageData = obj.context.getImageData(0,0,obj.widthVal,obj.heightVal);

            obj.pixels = new Uint8Array(obj.imageData.data.length);

            // obj.ww = new Worker("ww.js");

            // obj.frames = [];
            // obj.prevFrame = 0;

            // obj.ww.onmessage = function (event) {
            //     var i = event.data.i;
            //     var imageData = event.data.imageData;
            //     views[i].context.putImageData(imageData,0,0);
            // };

            obj.target = new THREE.WebGLRenderTarget( 100, 100, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );

            views.push(obj);
        }
    }
}

function updateSize() {
    if (windowWidth != window.innerWidth || windowHeight != window.innerHeight) {
        windowWidth  = window.innerWidth;
        windowHeight = window.innerHeight;
    }
}

function animate() {

    updateSize();

    var i, j;
    var view, width, height;
    var sWidth, sHeight;
    var mesh;

    for (i = 0; i < views.length; i++) {
        view = views[i];
        // if (!view.lock) {
        for (j = 0; j < view.meshes.length; j++) {
            mesh = view.meshes[j];
            mesh.rotation.x += 0.03;
            mesh.rotation.y += 0.05;
        }

        sWidth = Math.floor(view.width*windowWidth);
        sHeight = Math.floor(view.height*windowHeight);

        width  = sWidth * dpr;
        height = sHeight * dpr;

        var same = true;

        if (view.widthVal != width || view.heightVal != height) {
            same = false;
            view.widthVal = width;
            view.heightVal = height;
        }

        view.canvas.width = width;
        view.canvas.height = height;
        view.canvas.style.width = sWidth + 'px';
        view.canvas.style.height = sHeight + 'px';
        view.context.scale(dpr, dpr);

        view.camera.aspect = width/height;
        view.camera.updateProjectionMatrix();
        renderer.setSize(sWidth, sHeight);
        view.target.width = width;
        view.target.height = height;
        renderer.render(view.scene, view.camera, view.target, true);

        if (!same) {
            view.imageData = view.context.createImageData(width,height);
            view.pixels = new Uint8Array(view.imageData.data.length);
        }

        gl.readPixels(0,0,width,height,gl.RGBA,gl.UNSIGNED_BYTE,view.pixels);

        // view.ww.postMessage({imageData: imageData, pixels: pixels, i:i});

        view.imageData.data.set(view.pixels);

        view.context.putImageData(view.imageData,0,0);
    }

    requestAnimationFrame(animate);

}
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