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webgl_postprocessing_backgrounds

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 { TexturePass } from "three/examples/jsm/postprocessing/TexturePass.js";
import { CubeTexturePass } from "three/examples/jsm/postprocessing/CubeTexturePass.js";
import { ClearPass } from "three/examples/jsm/postprocessing/ClearPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_postprocessing_backgrounds",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Backgrounds: ClearPass, TexturePass and CubeTexturePass"
      }
    ],
    [
      {
        tag: "text",
        content: "by"
      },
      {
        tag: "a",
        link: "https://clara.io",
        content: "Ben Houston"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let scene, renderer, composer;
    let clearPass, texturePass, renderPass;
    let cameraP, cubeTexturePassP;
    let gui, stats;
    const params = {
      clearPass: true,
      clearColor: "white",
      clearAlpha: 1,
      texturePass: true,
      texturePassOpacity: 1,
      cubeTexturePass: true,
      cubeTexturePassOpacity: 1,
      renderPass: true
    };
    init();
    clearGui();
    function clearGui() {
      if (gui) gui.destroy();
      gui = new GUI();
      gui.add(params, "clearPass");
      gui.add(params, "clearColor", ["black", "white", "blue", "green", "red"]);
      gui.add(params, "clearAlpha", 0, 1);
      gui.add(params, "texturePass");
      gui.add(params, "texturePassOpacity", 0, 1);
      gui.add(params, "cubeTexturePass");
      gui.add(params, "cubeTexturePassOpacity", 0, 1);
      gui.add(params, "renderPass");
      gui.open();
    }
    function init() {
      const width = window.innerWidth || 1;
      const height = window.innerHeight || 1;
      const aspect = width / height;
      const devicePixelRatio = window.devicePixelRatio || 1;
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(devicePixelRatio);
      renderer.setSize(width, height);
      renderer.setAnimationLoop(animate);
      stats = new Stats(renderer);
      cameraP = new THREE.PerspectiveCamera(65, aspect, 1, 10);
      cameraP.position.z = 7;
      scene = new THREE.Scene();
      const group = new THREE.Group();
      scene.add(group);
      const light = new THREE.PointLight(15728623, 500);
      light.position.z = 10;
      light.position.y = -10;
      light.position.x = -10;
      scene.add(light);
      const light2 = new THREE.PointLight(16773103, 500);
      light2.position.z = 10;
      light2.position.x = -10;
      light2.position.y = 10;
      scene.add(light2);
      const light3 = new THREE.PointLight(15724543, 500);
      light3.position.z = 10;
      light3.position.x = 10;
      light3.position.y = -10;
      scene.add(light3);
      const geometry = new THREE.SphereGeometry(1, 48, 24);
      const material = new THREE.MeshStandardMaterial();
      material.roughness = 0.5 * Math.random() + 0.25;
      material.metalness = 0;
      material.color.setHSL(Math.random(), 1, 0.3);
      const mesh = new THREE.Mesh(geometry, material);
      group.add(mesh);
      const genCubeUrls = function(prefix, postfix) {
        return [
          prefix + "px" + postfix,
          prefix + "nx" + postfix,
          prefix + "py" + postfix,
          prefix + "ny" + postfix,
          prefix + "pz" + postfix,
          prefix + "nz" + postfix
        ];
      };
      composer = new EffectComposer(renderer);
      clearPass = new ClearPass(params.clearColor, params.clearAlpha);
      composer.addPass(clearPass);
      texturePass = new TexturePass();
      composer.addPass(texturePass);
      const textureLoader = new THREE.TextureLoader();
      textureLoader.load("textures/hardwood2_diffuse.jpg", function(map) {
        map.colorSpace = THREE.SRGBColorSpace;
        texturePass.map = map;
      });
      cubeTexturePassP = null;
      const ldrUrls = genCubeUrls("textures/cube/pisa/", ".png");
      new THREE.CubeTextureLoader().load(ldrUrls, function(ldrCubeMap) {
        cubeTexturePassP = new CubeTexturePass(cameraP, ldrCubeMap);
        composer.insertPass(cubeTexturePassP, 2);
      });
      renderPass = new RenderPass(scene, cameraP);
      renderPass.clear = false;
      composer.addPass(renderPass);
      const outputPass = new OutputPass();
      composer.addPass(outputPass);
      const controls = new OrbitControls(cameraP, renderer.domElement);
      controls.enableZoom = false;
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controls, composer, textureLoader);
    }
    function onWindowResize() {
      const width = window.innerWidth;
      const height = window.innerHeight;
      const aspect = width / height;
      cameraP.aspect = aspect;
      cameraP.updateProjectionMatrix();
      renderer.setSize(width, height);
      composer.setSize(width, height);
    }
    function animate() {
      stats.begin();
      cameraP.updateMatrixWorld(true);
      let newColor = clearPass.clearColor;
      switch (params.clearColor) {
        case "blue":
          newColor = 255;
          break;
        case "red":
          newColor = 16711680;
          break;
        case "green":
          newColor = 65280;
          break;
        case "white":
          newColor = 16777215;
          break;
        case "black":
          newColor = 0;
          break;
      }
      clearPass.enabled = params.clearPass;
      clearPass.clearColor = newColor;
      clearPass.clearAlpha = params.clearAlpha;
      texturePass.enabled = params.texturePass;
      texturePass.opacity = params.texturePassOpacity;
      if (cubeTexturePassP !== null) {
        cubeTexturePassP.enabled = params.cubeTexturePass;
        cubeTexturePassP.opacity = params.cubeTexturePassOpacity;
      }
      renderPass.enabled = params.renderPass;
      composer.render();
      stats.end();
      stats.update();
    }
  }
};
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 {
  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: Record<string, 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;