Is there a way to incorporate an image, logo, and text into a 3D canvas?

https://i.sstatic.net/X7snd.png Recently diving into Three.js, I am faced with a challenge. I am attempting to display a 3D model in the canvas along with a logo and text message. However, when I try to capture the canvas using

renderer.domElement.toDataURL('image/jpeg')
, only the model image is captured, excluding the logo and text elements.

Attached is an example image for reference. How can I successfully capture the 3D model along with the logo and text elements included?

<canvas height="1024" id="stageCanvas" width="1024" style="cursor: pointer"></canvas>
<div ng-class="{'preview-gif-option1': gifImageType.type == 'Option 1'}" ng-if="gifImageType.type == 'Option 1'">
  <img ng-src="{{watermarkImage}}" ng-show="watermarkImage != null" alt="" style="height:100px;width:100px" />
  <pre>{{addressInfo.value}}</pre>
</div>
  $scope.captureJpg = function() {
  renderer.render(scene, camera);
  renderer.setSize(WIDTH / 2, HEIGHT / 2);
  rotateAngle = 0;
  rotateObject(rotateAngle);
  animate();
  $scope.captureClicked = false;
  console.log(renderer.domElement.toDataURL('image/jpeg')); 
};

Answer №1

Here are three different methods you can use:

  1. First option is to incorporate the logo into a texture, then apply it to a material on a plane which is added to your scene

    const loader = new THREE.TextureLoader();
    const tex = loader.load('path/to/logo');
    const material = new THREE.MeshBasicMaterial({map: tex});
    const geo = new THREE.PlaneBufferMaterial(width, height);
    const mesh = new THREE.Mesh(geo, material);
    scene.add(mesh);
    mesh.position.set(x, y, z); // choose an appropriate position
    
  2. Alternatively, you can create a 2D canvas, draw the three.js canvas and logo image onto it, then call toDataURL on the canvas

    const ctx = document.createElement('canvas').getContext('2d');
    ctx.canvas.width = widthYouWant;
    ctx.canvas.height = heightYouWant;
    ctx.drawImage(renderer.domElement, 0, 0);
    ctx.drawImage(logoImgYouAlreadyLoaded, 300, 150); // set the appropriate position
    const dataURL = ctx.canvas.toDataURL();
    
  3. Lastly, you can utilize a library designed for capturing HTML elements.

    Remember to include preserveDrawingBuffer: true when setting up the THREE.WebGLRenderer

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