THREE.js 中 canvas 来源的纹理上的透明绘图

Transparent drawing on canvas-sourced texture in THREE.js

我通过创建 PlaneGeometry/BasicMaterial 网格并使用 canvas:

支持它们的纹理,在我的 THREE.js 应用程序中创建二维表面
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
}));

这很好用 - 除非我想透明地绘制。然后,我需要创建另一个纹理以绑定为 alphaMap,并在两个 canvas 上下文之间复制所有绘图操作。性能很好,但代码看起来绝对可怕:

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;

我一直在计划编写一个小型实用程序库来自动处理此问题,但在我这样做之前,我想知道我是否只是在犯傻,是否有更简单的方法来执行此操作。

您可以编写拆分函数而不是渲染成两个 canvases。这种方法将允许您按预期使用 alpha 通道向一个 canvas 发出多个绘制操作。

完成后,只需 运行 它通过 returns 两个 canvas 分离器,一个用于颜色,一个用于 alpha 通道的灰度。

(您当然可以重用主要颜色,只是注意 alpha 通道会消失)。

实时分配器示例:

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>

我最终编写了一个代理上下文,在两个画布之间拆分绘图操作。需要 csscolorparser` 节点模块(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]);
}

该代码可能有一些错误,我还没有 运行 通过任何严格的测试,但它适用于简单的位。