What is the best way to overlay a 2D text layer on top of a Three.js scene?

I have successfully created a basic 3D scene using JavaScript. The scene features a THREE.SphereGeometry paired with a THREE.MeshNormalMaterial. However, I am now faced with the challenge of adding a text layer on top of the Three.js scene.

Query: What is the best way to position 2D text over a rendered Three.js scene?

<html>
    <head>
        <title>First page.</title>
        <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
        <link href="/errordocs/style/general.css" rel="stylesheet" type="text/css">            
        <script src="https://threejs.org/build/three.js" crossorigin="anonymous"></script>    
 
        <style>
            body { margin: 0; }
            canvas { width: 100%; height: 100% }
        </style>
    </head>

    <body>
        <script>
            var scene, camera, renderer;
            var geometry, material, mesh;

            init();

            function init() {                    
                scene = new THREE.Scene();
                scene.background = new THREE.Color( 0x222222 );
                camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
                camera.position.z = 1;

                geometry = new THREE.SphereGeometry( 0.1, 20, 20 );
                material = new THREE.MeshNormalMaterial();
                mesh = new THREE.Mesh( geometry, material );
                scene.add( mesh );

                renderer = new THREE.WebGLRenderer( { antialias: true } );
                renderer.setSize( window.innerWidth, window.innerHeight );
                document.body.appendChild( renderer.domElement );
            }
        </script>
    </body>
</html>

https://i.sstatic.net/cHOJw.jpg

Answer №1

There are multiple pathways to reach the desired outcome.

  1. In most scenarios, utilizing THREE.CSS2DRenderer as a label or annotation renderer yields satisfactory results. The advantage lies in the ability to customize text styles using CSS. This renderer is exemplified in the following demo:

  2. Alternatively, one can create text on a canvas and then utilize it as a texture for a THREE.Sprite instance. The usage of sprites enables the blending or concealment of labels behind other 3D objects, a feature that is not viable with an HTML/CSS based solution.

  3. While the inquiry pertains to 2D text, for 3D text one could employ TextGeometry to produce a mesh.

Answer №2

After careful consideration, I have decided to implement the solution provided by THREE.TextSprite. The implementation is quite straightforward:

import TextSprite from '@seregpie/three.text-sprite';

let sprite = new THREE.TextSprite( {
                               text: 'Text should appear in this area...',
                          alignment: 'center',
                         fontFamily: 'Arial, Helvetica, sans-serif',
                           fontSize: 28,
                              color: '#ffffff' } );
 
scene.add(sprite);

Answer №3

If you're working with React, incorporating the Text element from @react-three/drei library can be quite beneficial.

import { Text } from '@react-three/drei'
<Text
  scale={[4, 4, 4]}
  color="black"
  anchorX="center" 
  anchorY="bottom" 
  position={[0, 0, 0]}
  rotation={[0, 0, 0]}
>
  Your custom text here
</Text>

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