下载当前时刻的渲染画布
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});//将每一帧缓存到renderer.domElement中
//获取画布
var canvas=window.renderer.domElement;
//下载
let url = canvas.toDataURL("image/png"); //得到图片的base64编码数据
let a = document.createElement("a"); // 生成一个a元素
let event = new MouseEvent("click"); // 创建一个单击事件
a.download ="IMG"; // 设置图片名称
a.href = url; // 将生成的URL设置为a.href属性
a.dispatchEvent(event); // 触发a的单击事件
获取画布上的某个像素值
function getPixel(renderer,i,j){
var canvas=renderer.domElement;
var newCanvas = document.createElement('canvas');
var context = newCanvas.getContext('2d');
newCanvas.width = canvas.width;
newCanvas.height = canvas.height;
context.drawImage(canvas, 0, 0);
return context.getImageData( i, j, 1, 1);
}
获取资源列表
//关闭抗锯齿、存储渲染结果
renderer = new WebGLRendererEx({
antialias: false,//抗锯齿
preserveDrawingBuffer: true,//每帧进行缓存
alpha:false//透明渲染
});
//设置材质标签
var newMaterial=[]
for(i=0;i<myMeshEx2.material.length;i++){
var material=new MeshBasicMaterial({color:meshIndex})
material.color.convertSRGBToLinear();
newMaterial.push(material)
}
myMeshEx2.material=newMaterial
//分析渲染结果
function analysis(){
var canvas=renderer.domElement;
var newCanvas = document.createElement('canvas');
var context = newCanvas.getContext('2d');
newCanvas.width = canvas.width;
newCanvas.height = canvas.height;
context.drawImage(canvas, 0, 0);
var data=context.getImageData( 0, 0, canvas.width, canvas.height).data
var result={}
for(var i=0;i<data.length/4;i++){
var r=data[4*i]
var g=data[4*i+1]
var b=data[4*i+2]
var id=(r*256+g)*256+b
if(result[id])result[id]++
else result[id]=1
}
return result;
}