Skip to content

webgl_multiple_rendertargets

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_multiple_rendertargets",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "threejs"
      },
      {
        tag: "text",
        content: "webgl - Multiple RenderTargets"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let camera, scene, renderer, controls;
    let renderTarget;
    let postScene, postCamera;
    const parameters = {
      samples: 4,
      wireframe: false
    };
    const gui = new GUI();
    gui.add(parameters, "samples", 0, 4).step(1);
    gui.add(parameters, "wireframe");
    gui.onChange(render);
    init();
    function init() {
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderTarget = new THREE.WebGLRenderTarget(
        window.innerWidth * window.devicePixelRatio,
        window.innerHeight * window.devicePixelRatio,
        {
          count: 2,
          minFilter: THREE.NearestFilter,
          magFilter: THREE.NearestFilter
        }
      );
      renderTarget.textures[0].name = "diffuse";
      renderTarget.textures[1].name = "normal";
      scene = new THREE.Scene();
      scene.background = new THREE.Color(2236962);
      camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 50);
      camera.position.z = 4;
      const loader = new THREE.TextureLoader();
      const diffuse = loader.load("textures/hardwood2_diffuse.jpg", render);
      diffuse.wrapS = THREE.RepeatWrapping;
      diffuse.wrapT = THREE.RepeatWrapping;
      diffuse.colorSpace = THREE.SRGBColorSpace;
      scene.add(
        new THREE.Mesh(
          new THREE.TorusKnotGeometry(1, 0.3, 128, 32),
          new THREE.RawShaderMaterial({
            name: "G-Buffer Shader",
            vertexShader: `
			in vec3 position;
			in vec3 normal;
			in vec2 uv;

			out vec3 vNormal;
			out vec2 vUv;

			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;
			uniform mat3 normalMatrix;

			void main() {

				vUv = uv;

				// get smooth normals
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

				vec3 transformedNormal = normalMatrix * normal;
				vNormal = normalize( transformedNormal );

				gl_Position = projectionMatrix * mvPosition;

			}
		`,
            fragmentShader: `
			precision highp float;
			precision highp int;

			layout(location = 0) out vec4 gColor;
			layout(location = 1) out vec4 gNormal;

			uniform sampler2D tDiffuse;
			uniform vec2 repeat;

			in vec3 vNormal;
			in vec2 vUv;

			void main() {

				// write color to G-Buffer
				gColor = texture( tDiffuse, vUv * repeat );

				// write normals to G-Buffer
				gNormal = vec4( normalize( vNormal ), 0.0 );

			}
		`,
            uniforms: {
              tDiffuse: { value: diffuse },
              repeat: { value: new THREE.Vector2(5, 0.5) }
            },
            glslVersion: THREE.GLSL3
          })
        )
      );
      postScene = new THREE.Scene();
      postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
      postScene.add(
        new THREE.Mesh(
          new THREE.PlaneGeometry(2, 2),
          new THREE.RawShaderMaterial({
            name: "Post-FX Shader",
            vertexShader: `
			in vec3 position;
			in vec2 uv;

			out vec2 vUv;

			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;

			void main() {

				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}
		`,
            fragmentShader: `
			precision highp float;
			precision highp int;

			vec4 LinearTosRGB( in vec4 value ) {
				return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
			}

			layout(location = 0) out vec4 pc_FragColor;

			in vec2 vUv;

			uniform sampler2D tDiffuse;
			uniform sampler2D tNormal;

			void main() {

				vec4 diffuse = texture( tDiffuse, vUv );
				vec4 normal = texture( tNormal, vUv );

				pc_FragColor = mix( diffuse, normal, step( 0.5, vUv.x ) );
				pc_FragColor.a = 1.0;

				pc_FragColor = LinearTosRGB( pc_FragColor );

			}
		`,
            uniforms: {
              tDiffuse: { value: renderTarget.textures[0] },
              tNormal: { value: renderTarget.textures[1] }
            },
            glslVersion: THREE.GLSL3
          })
        )
      );
      controls = new OrbitControls(camera, renderer.domElement);
      controls.addEventListener("change", render);
      canvas.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controls);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
      const dpr = renderer.getPixelRatio();
      renderTarget.setSize(window.innerWidth * dpr, window.innerHeight * dpr);
      render();
    }
    function render() {
      renderTarget.samples = parameters.samples;
      scene.traverse(function(child) {
        if (child.material !== void 0) {
          child.material.wireframe = parameters.wireframe;
        }
      });
      renderer.setRenderTarget(renderTarget);
      renderer.render(scene, camera);
      renderer.setRenderTarget(null);
      renderer.render(postScene, postCamera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;