Open wanghepu opened 4 months ago
function init(canvas): void { clock = new Clock() fbxLoader = new FBXLoader() platform = new WechatPlatform(canvas) // webgl canvas platform.enableDeviceOrientation('game') // 开启DeviceOrientation PLATFORM.set(platform) renderer = new WebGLRenderer({ canvas, // context: canvas.getContext('webgl'), // alpha: true, antialias: true }) // renderer.setClearAlpha(.6) console.log('renderer', renderer.getClearAlpha(), renderer.getClearColor(new THREE.Color())) // renderer.setClearColor(new THREE.Color(0,0,0),0) const sizeVec2 = new THREE.Vector2() renderer.getDrawingBufferSize(sizeVec2) // 创建一个纹理,用于存储视频帧数据 dataTexture = new THREE.DataTexture(null, sizeVec2.x, sizeVec2.y) dataTexture.format = THREE.RGBAFormat dataTexture.type = THREE.UnsignedByteType dataTexture.needsUpdate = true
console.log(canvas.requestAnimationFrame) // renderer.setPixelRatio(devicePixelRatio) renderer.outputEncoding = sRGBEncoding const width = canvas.width const height = canvas.height scene = new Scene() // scene.background = new Color(0xbfe3dd) const aspectRatio = width / height camera = new PerspectiveCamera(75, aspectRatio, 0.001, 1000) camera.position.z = 10 controlls = new OrbitControls(camera, renderer.domElement) // controlls.autoRotate = true controlls.enableDamping = true // controlls.maxZoom = 3 addLight(scene) const size = 10 const divisions = 10 const gridHelper = new GridHelper(size, divisions) gridHelper.name = 'GridHelper' scene.add(gridHelper) clock.start() const renderScene = new RenderPass(scene, camera) finalComposer = new FinalComposer(dataTexture, renderer) finalComposer.addPass(renderScene) finalComposer.addPass(finalComposer.finalPass) euler.set(0,Math.PI/ 2,0) // camera.quaternion.setFromEuler(euler) // camera.rotation.setFromQuaternion(camera.quaternion) camera.rotation.y = 1.2 camera.lookAt(new THREE.Vector3(0,200,0)) startGyroscope()
} function animate() { if (!canvas) return renderId = canvas.requestAnimationFrame(animate) controlls.update() renderer.render(scene, camera) // finalComposer.render() } 设置的相机旋转不生效
function init(canvas): void { clock = new Clock() fbxLoader = new FBXLoader() platform = new WechatPlatform(canvas) // webgl canvas platform.enableDeviceOrientation('game') // 开启DeviceOrientation PLATFORM.set(platform) renderer = new WebGLRenderer({ canvas, // context: canvas.getContext('webgl'), // alpha: true, antialias: true }) // renderer.setClearAlpha(.6) console.log('renderer', renderer.getClearAlpha(), renderer.getClearColor(new THREE.Color())) // renderer.setClearColor(new THREE.Color(0,0,0),0) const sizeVec2 = new THREE.Vector2() renderer.getDrawingBufferSize(sizeVec2) // 创建一个纹理,用于存储视频帧数据 dataTexture = new THREE.DataTexture(null, sizeVec2.x, sizeVec2.y) dataTexture.format = THREE.RGBAFormat dataTexture.type = THREE.UnsignedByteType dataTexture.needsUpdate = true
} function animate() { if (!canvas) return renderId = canvas.requestAnimationFrame(animate) controlls.update() renderer.render(scene, camera) // finalComposer.render() } 设置的相机旋转不生效