Is there a way to access the pixel data of a scene in Three.js without having to render it on the canvas?

Is there a way to obtain the pixel data (in the form of an array buffer) that would be displayed on a canvas if I were to render a scene, without actually rendering it on the canvas? If so, how can this be achieved?

I have not written any code for this yet as I am uncertain about its feasibility. (I am also new to Three.js)

Answer №1

Indeed, the scene can be rendered into a THREE.WebGLRenderTarget. By utilizing

renderer.readRenderTargetPixels()
, it is possible to access the rendered data with some limitations such as the absence of antialiasing.

An example implementation would resemble this:

const renderTarget = new THREE.WebGLRenderTarget(rendererWidth, rendererHeight);
renderer.render(scene, camera, renderTarget);

// Define the width and height of the target region
// Specify the coordinates of the bottom-left area
const pixelBuffer = new Uint8Array(width * height * 4);
renderer.readRenderTargetPixels(renderTarget, x, y, width, height, pixelBuffer);

If you wish to focus on rendering only a specific section of the screen, you may opt for scissor-testing:

renderer.setScissor(x, y, width, height);
renderer.setScissorTest(true);

renderer.render(scene, camera, renderTarget);

renderer.setScissor(0, 0, rendererWidth, rendererHeight);
renderer.setScissorTest(false);

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