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webgl_postprocessing_advanced

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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { BloomPass } from "three/examples/jsm/postprocessing/BloomPass.js";
import { FilmPass } from "three/examples/jsm/postprocessing/FilmPass.js";
import { DotScreenPass } from "three/examples/jsm/postprocessing/DotScreenPass.js";
import { ClearMaskPass, MaskPass } from "three/examples/jsm/postprocessing/MaskPass.js";
import { TexturePass } from "three/examples/jsm/postprocessing/TexturePass.js";
import { BleachBypassShader } from "three/examples/jsm/shaders/BleachBypassShader.js";
import { ColorifyShader } from "three/examples/jsm/shaders/ColorifyShader.js";
import { HorizontalBlurShader } from "three/examples/jsm/shaders/HorizontalBlurShader.js";
import { VerticalBlurShader } from "three/examples/jsm/shaders/VerticalBlurShader.js";
import { SepiaShader } from "three/examples/jsm/shaders/SepiaShader.js";
import { VignetteShader } from "three/examples/jsm/shaders/VignetteShader.js";
import { GammaCorrectionShader } from "three/examples/jsm/shaders/GammaCorrectionShader.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_postprocessing_advanced",
  useLoaders: [GLTFLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- webgl postprocessing example"
      }
    ],
    [
      {
        tag: "a",
        link: "https://casual-effects.com/data/",
        content: "Lee Perry-Smith"
      },
      {
        tag: "text",
        content: "head"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let composerScene, composer1, composer2, composer3, composer4;
    let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
    const width = window.innerWidth || 2;
    const height = window.innerHeight || 2;
    let halfWidth = width / 2;
    let halfHeight = height / 2;
    let quadBG, quadMask, renderScene;
    const delta = 0.01;
    init();
    function init() {
      cameraOrtho = new THREE.OrthographicCamera(
        -halfWidth,
        halfWidth,
        halfHeight,
        -halfHeight,
        -1e4,
        1e4
      );
      cameraOrtho.position.z = 100;
      cameraPerspective = new THREE.PerspectiveCamera(50, width / height, 1, 1e4);
      cameraPerspective.position.z = 900;
      sceneModel = new THREE.Scene();
      sceneBG = new THREE.Scene();
      directionalLight = new THREE.DirectionalLight(16777215, 3);
      directionalLight.position.set(0, -0.1, 1).normalize();
      sceneModel.add(directionalLight);
      const loader = new GLTFLoader();
      loader.load("models/gltf/LeePerrySmith/LeePerrySmith.glb", function(gltf) {
        createMesh(gltf.scene.children[0].geometry, sceneModel, 100);
      });
      const diffuseMap = new THREE.TextureLoader().load("textures/cube/SwedishRoyalCastle/pz.jpg");
      diffuseMap.colorSpace = THREE.SRGBColorSpace;
      const materialColor = new THREE.MeshBasicMaterial({
        map: diffuseMap,
        depthTest: false
      });
      quadBG = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), materialColor);
      quadBG.position.z = -500;
      quadBG.scale.set(width, height, 1);
      sceneBG.add(quadBG);
      const sceneMask = new THREE.Scene();
      quadMask = new THREE.Mesh(
        new THREE.PlaneGeometry(1, 1),
        new THREE.MeshBasicMaterial({ color: 16755200 })
      );
      quadMask.position.z = -300;
      quadMask.scale.set(width / 2, height / 2, 1);
      sceneMask.add(quadMask);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(width, height);
      renderer.setAnimationLoop(animate);
      renderer.autoClear = false;
      stats = new Stats(renderer);
      const shaderBleach = BleachBypassShader;
      const shaderSepia = SepiaShader;
      const shaderVignette = VignetteShader;
      const effectBleach = new ShaderPass(shaderBleach);
      const effectSepia = new ShaderPass(shaderSepia);
      const effectVignette = new ShaderPass(shaderVignette);
      const gammaCorrection = new ShaderPass(GammaCorrectionShader);
      effectBleach.uniforms["opacity"].value = 0.95;
      effectSepia.uniforms["amount"].value = 0.9;
      effectVignette.uniforms["offset"].value = 0.95;
      effectVignette.uniforms["darkness"].value = 1.6;
      const effectBloom = new BloomPass(0.5);
      const effectFilm = new FilmPass(0.35);
      const effectFilmBW = new FilmPass(0.35, true);
      const effectDotScreen = new DotScreenPass(new THREE.Vector2(0, 0), 0.5, 0.8);
      const effectHBlur = new ShaderPass(HorizontalBlurShader);
      const effectVBlur = new ShaderPass(VerticalBlurShader);
      effectHBlur.uniforms["h"].value = 2 / (width / 2);
      effectVBlur.uniforms["v"].value = 2 / (height / 2);
      const effectColorify1 = new ShaderPass(ColorifyShader);
      const effectColorify2 = new ShaderPass(ColorifyShader);
      effectColorify1.uniforms["color"] = new THREE.Uniform(new THREE.Color(1, 0.8, 0.8));
      effectColorify2.uniforms["color"] = new THREE.Uniform(new THREE.Color(1, 0.75, 0.5));
      const clearMask = new ClearMaskPass();
      const renderMask = new MaskPass(sceneModel, cameraPerspective);
      const renderMaskInverse = new MaskPass(sceneModel, cameraPerspective);
      renderMaskInverse.inverse = true;
      const rtParameters = {
        stencilBuffer: true
      };
      const rtWidth = width / 2;
      const rtHeight = height / 2;
      const renderBackground = new RenderPass(sceneBG, cameraOrtho);
      const renderModel = new RenderPass(sceneModel, cameraPerspective);
      renderModel.clear = false;
      composerScene = new EffectComposer(
        renderer,
        new THREE.WebGLRenderTarget(rtWidth * 2, rtHeight * 2, rtParameters)
      );
      composerScene.addPass(renderBackground);
      composerScene.addPass(renderModel);
      composerScene.addPass(renderMaskInverse);
      composerScene.addPass(effectHBlur);
      composerScene.addPass(effectVBlur);
      composerScene.addPass(clearMask);
      renderScene = new TexturePass(composerScene.renderTarget2.texture);
      composer1 = new EffectComposer(
        renderer,
        new THREE.WebGLRenderTarget(rtWidth, rtHeight, rtParameters)
      );
      composer1.addPass(renderScene);
      composer1.addPass(gammaCorrection);
      composer1.addPass(effectFilmBW);
      composer1.addPass(effectVignette);
      composer2 = new EffectComposer(
        renderer,
        new THREE.WebGLRenderTarget(rtWidth, rtHeight, rtParameters)
      );
      composer2.addPass(renderScene);
      composer2.addPass(gammaCorrection);
      composer2.addPass(effectDotScreen);
      composer2.addPass(renderMask);
      composer2.addPass(effectColorify1);
      composer2.addPass(clearMask);
      composer2.addPass(renderMaskInverse);
      composer2.addPass(effectColorify2);
      composer2.addPass(clearMask);
      composer2.addPass(effectVignette);
      composer3 = new EffectComposer(
        renderer,
        new THREE.WebGLRenderTarget(rtWidth, rtHeight, rtParameters)
      );
      composer3.addPass(renderScene);
      composer3.addPass(gammaCorrection);
      composer3.addPass(effectSepia);
      composer3.addPass(effectFilm);
      composer3.addPass(effectVignette);
      composer4 = new EffectComposer(
        renderer,
        new THREE.WebGLRenderTarget(rtWidth, rtHeight, rtParameters)
      );
      composer4.addPass(renderScene);
      composer4.addPass(gammaCorrection);
      composer4.addPass(effectBloom);
      composer4.addPass(effectFilm);
      composer4.addPass(effectBleach);
      composer4.addPass(effectVignette);
      renderScene.uniforms["tDiffuse"].value = composerScene.renderTarget2.texture;
      window.addEventListener("resize", onWindowResize);
      needToDispose(
        renderer,
        sceneModel,
        sceneBG,
        sceneMask,
        loader,
        composerScene,
        composer1,
        composer2,
        composer3,
        composer4
      );
    }
    function onWindowResize() {
      halfWidth = window.innerWidth / 2;
      halfHeight = window.innerHeight / 2;
      cameraPerspective.aspect = window.innerWidth / window.innerHeight;
      cameraPerspective.updateProjectionMatrix();
      cameraOrtho.left = -halfWidth;
      cameraOrtho.right = halfWidth;
      cameraOrtho.top = halfHeight;
      cameraOrtho.bottom = -halfHeight;
      cameraOrtho.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
      composerScene.setSize(halfWidth * 2, halfHeight * 2);
      composer1.setSize(halfWidth, halfHeight);
      composer2.setSize(halfWidth, halfHeight);
      composer3.setSize(halfWidth, halfHeight);
      composer4.setSize(halfWidth, halfHeight);
      renderScene.uniforms["tDiffuse"].value = composerScene.renderTarget2.texture;
      quadBG.scale.set(window.innerWidth, window.innerHeight, 1);
      quadMask.scale.set(window.innerWidth / 2, window.innerHeight / 2, 1);
    }
    function createMesh(geometry, scene, scale) {
      const diffuseMap = new THREE.TextureLoader().load("models/gltf/LeePerrySmith/Map-COL.jpg");
      diffuseMap.colorSpace = THREE.SRGBColorSpace;
      const mat2 = new THREE.MeshPhongMaterial({
        color: 13355979,
        specular: 526344,
        shininess: 20,
        map: diffuseMap,
        normalMap: new THREE.TextureLoader().load(
          "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg"
        ),
        normalScale: new THREE.Vector2(0.75, 0.75)
      });
      mesh = new THREE.Mesh(geometry, mat2);
      mesh.position.set(0, -50, 0);
      mesh.scale.set(scale, scale, scale);
      scene.add(mesh);
    }
    function animate() {
      stats.begin();
      render();
      stats.end();
      stats.update();
    }
    function render() {
      const time = Date.now() * 4e-4;
      if (mesh) mesh.rotation.y = -time;
      renderer.setViewport(0, 0, halfWidth, halfHeight);
      composerScene.render(delta);
      renderer.setViewport(0, 0, halfWidth, halfHeight);
      composer1.render(delta);
      renderer.setViewport(halfWidth, 0, halfWidth, halfHeight);
      composer2.render(delta);
      renderer.setViewport(0, halfHeight, halfWidth, halfHeight);
      composer3.render(delta);
      renderer.setViewport(halfWidth, halfHeight, halfWidth, halfHeight);
      composer4.render(delta);
    }
  }
};
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;