微信小游戏three.js离屏画布 微信小游戏中three.js离屏画布的代码实例
火星牛 人气:0想了解微信小游戏中three.js离屏画布的代码实例的相关内容吗,火星牛在本文为您仔细讲解微信小游戏three.js离屏画布的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:微信小游戏three.js离屏画布,微信小游戏three.js,下面大家一起来学习吧。
国庆8天长假,重庆之行因故未成,偶得闲,用three.js结合cannon.js写个3D小游戏耍耍。
在微信小游戏中,把three.js的3D内容在离屏画布处理,然后复制到在屏画布,方法是:
let c_toolbarHeight=140; let sysInfo=wx.getSystemInfoSync(); require('./js/libs/weapp-adapter.js'); var canvas_webGL=window.canvas; canvas_webGL.width = sysInfo.screenWidth * sysInfo.pixelRatio; canvas_webGL.height = (sysInfo.screenHeight-c_toolbarHeight) * sysInfo.pixelRatio; var ctx_webGL=canvas_webGL.getContext('webgl'); let options={context: ctx_webGL} let renderer = new THREE.WebGLRenderer(options); renderer.setSize(sysInfo.screenWidth, sysInfo.screenHeight-c_toolbarHeight); renderer.setPixelRatio(sysInfo.pixelRatio); function render(){ //清除canvas_bkg的3D区域 wx.tmGlobal.eraseZone(0, c_toolbarHeight, sysInfo.screenWidth, sysInfo.screenHeight); renderer.render(scene, camera); wx.tmGlobal.ctx_bkg.drawImage(canvas_webGL, 0,c_toolbarHeight*sysInfo.pixelRatio); //画一条横的红线 wx.tmGlobal.ctx_bkg.strokeStyle = '#FF8C00'; wx.tmGlobal.ctx_bkg.lineWidth = 2; wx.tmGlobal.ctx_bkg.beginPath(); wx.tmGlobal.ctx_bkg.moveTo(0, (c_toolbarHeight)*sysInfo.pixelRatio); wx.tmGlobal.ctx_bkg.lineTo( sysInfo.screenWidth*sysInfo.pixelRatio, (c_toolbarHeight)*sysInfo.pixelRatio); //画游戏结束临界线 wx.tmGlobal.ctx_bkg.moveTo(0, (c_toolbarHeight+c_yugaoHeight)*sysInfo.pixelRatio); wx.tmGlobal.ctx_bkg.lineTo( sysInfo.screenWidth*sysInfo.pixelRatio, (c_toolbarHeight+c_yugaoHeight)*sysInfo.pixelRatio); wx.tmGlobal.ctx_bkg.stroke(); //把canvas_bkg画到在屏画布 wx.tmGlobal.ctx_main.clearRect(0,0, wx.tmGlobal.canvas_main.width,wx.tmGlobal.canvas_main.height); wx.tmGlobal.ctx_main.drawImage(wx.tmGlobal.canvas_bkg,0,0); }
在vivo和iphone手机都表现正常,但是,华为手机显示不出来:
https://developers.weixin.qq.com/community/develop/doc/00026c3c1c8eb010de384a82d51000?jumpto=
其它用户也提了好久了,腾讯或华为都没有解决,试来试去,终于找到了另一种写法:
renderer = new THREE.WebGLRenderer(); let target = new THREE.WebGLRenderTarget( sysInfo.screenWidth*sysInfo.pixelRatio, (sysInfo.screenHeight-c_toolbarHeight)*sysInfo.pixelRatio); renderer.setRenderTarget(target); gl=renderer.getContext(); var canvas_huawei=wx.createCanvas(); canvas_huawei.width=sysInfo.screenWidth*sysInfo.pixelRatio; canvas_huawei.height=(sysInfo.screenHeight-c_toolbarHeight)*sysInfo.pixelRatio; var ctx_huawei=canvas_huawei.getContext('2d'); var canvas_huawei2=wx.createCanvas(); canvas_huawei2.width=sysInfo.screenWidth*sysInfo.pixelRatio; canvas_huawei2.height=(sysInfo.screenHeight-c_toolbarHeight)*sysInfo.pixelRatio; var ctx_huawei2=canvas_huawei2.getContext('2d'); var imageData = ctx_huawei.createImageData( sysInfo.screenWidth*sysInfo.pixelRatio, (sysInfo.screenHeight-c_toolbarHeight)*sysInfo.pixelRatio); var pixels = new Uint8Array(imageData.data.length); function render(){ //擦除背景画布的webGL区域(因为webGL是用的透明绘制) wx.tmGlobal.eraseZone(0, c_toolbarHeight, sysInfo.screenWidth, sysInfo.screenHeight); renderer.render(scene, camera); gl.readPixels( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA,gl.UNSIGNED_BYTE,pixels); imageData.data.set(pixels); ctx_huawei.putImageData(imageData,0,0); //清除 ctx_huawei2.clearRect(0,0,canvas_huawei2.width,canvas_huawei2.height); //上下镜像翻转 ctx_huawei2.translate(0,canvas_huawei2.height); ctx_huawei2.scale(1, -1); ctx_huawei2.drawImage(canvas_huawei,0,0); //恢复 ctx_huawei2.translate(0,canvas_huawei2.height); ctx_huawei2.scale(1, -1); wx.tmGlobal.ctx_bkg.drawImage(canvas_huawei2, 0,c_toolbarHeight*sysInfo.pixelRatio); ...... }
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