webgl_postprocessing_godrays
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 { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader } from "three/examples/jsm/shaders/GodRaysShader.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_godrays",
useLoaders: [OBJLoader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- webgl god-rays example - tree by"
},
{
tag: "a",
link: "http://www.turbosquid.com/3d-models/free-tree-3d-model/592617",
content: "stanloshka"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats;
let camera, scene, renderer, materialDepth;
let sphereMesh;
const sunPosition = new THREE.Vector3(0, 1e3, -1e3);
const clipPosition = new THREE.Vector4();
const screenSpacePosition = new THREE.Vector3();
const postprocessing = { enabled: true };
const orbitRadius = 200;
const bgColor = 1297;
const sunColor = 16772608;
const godrayRenderTargetResolutionMultiplier = 1 / 4;
init();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 3e3);
camera.position.z = 200;
scene = new THREE.Scene();
materialDepth = new THREE.MeshDepthMaterial();
const loader = new OBJLoader();
loader.load("models/obj/tree.obj", function(object) {
object.position.set(0, -150, -150);
object.scale.multiplyScalar(400);
scene.add(object);
});
const geo = new THREE.SphereGeometry(1, 20, 10);
sphereMesh = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({ color: 0 }));
sphereMesh.scale.multiplyScalar(20);
scene.add(sphereMesh);
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setClearColor(16777215);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
renderer.setAnimationLoop(animate);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 50;
controls.maxDistance = 500;
stats = new Stats(renderer);
const gui = new GUI();
gui.add(postprocessing, "enabled");
window.addEventListener("resize", onWindowResize);
initPostprocessing(window.innerWidth, window.innerHeight);
needToDispose(renderer, scene, controls, loader);
}
function onWindowResize() {
const renderTargetWidth = window.innerWidth;
const renderTargetHeight = window.innerHeight;
camera.aspect = renderTargetWidth / renderTargetHeight;
camera.updateProjectionMatrix();
renderer.setSize(renderTargetWidth, renderTargetHeight);
postprocessing.rtTextureColors.setSize(renderTargetWidth, renderTargetHeight);
postprocessing.rtTextureDepth.setSize(renderTargetWidth, renderTargetHeight);
postprocessing.rtTextureDepthMask.setSize(renderTargetWidth, renderTargetHeight);
const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
postprocessing.rtTextureGodRays1.setSize(adjustedWidth, adjustedHeight);
postprocessing.rtTextureGodRays2.setSize(adjustedWidth, adjustedHeight);
}
function initPostprocessing(renderTargetWidth, renderTargetHeight) {
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.OrthographicCamera(-0.5, 0.5, 0.5, -0.5, -1e4, 1e4);
postprocessing.camera.position.z = 100;
postprocessing.scene.add(postprocessing.camera);
postprocessing.rtTextureColors = new THREE.WebGLRenderTarget(
renderTargetWidth,
renderTargetHeight,
{ type: THREE.HalfFloatType }
);
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(
renderTargetWidth,
renderTargetHeight,
{ type: THREE.HalfFloatType }
);
postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget(
renderTargetWidth,
renderTargetHeight,
{ type: THREE.HalfFloatType }
);
const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget(
adjustedWidth,
adjustedHeight,
{
type: THREE.HalfFloatType
}
);
postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget(
adjustedWidth,
adjustedHeight,
{
type: THREE.HalfFloatType
}
);
const godraysMaskShader = GodRaysDepthMaskShader;
postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone(godraysMaskShader.uniforms);
postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial({
uniforms: postprocessing.godrayMaskUniforms,
vertexShader: godraysMaskShader.vertexShader,
fragmentShader: godraysMaskShader.fragmentShader
});
const godraysGenShader = GodRaysGenerateShader;
postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms);
postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial({
uniforms: postprocessing.godrayGenUniforms,
vertexShader: godraysGenShader.vertexShader,
fragmentShader: godraysGenShader.fragmentShader
});
const godraysCombineShader = GodRaysCombineShader;
postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone(
godraysCombineShader.uniforms
);
postprocessing.materialGodraysCombine = new THREE.ShaderMaterial({
uniforms: postprocessing.godrayCombineUniforms,
vertexShader: godraysCombineShader.vertexShader,
fragmentShader: godraysCombineShader.fragmentShader
});
const godraysFakeSunShader = GodRaysFakeSunShader;
postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone(
godraysFakeSunShader.uniforms
);
postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial({
uniforms: postprocessing.godraysFakeSunUniforms,
vertexShader: godraysFakeSunShader.vertexShader,
fragmentShader: godraysFakeSunShader.fragmentShader
});
postprocessing.godraysFakeSunUniforms.bgColor.value.setHex(bgColor);
postprocessing.godraysFakeSunUniforms.sunColor.value.setHex(sunColor);
postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
postprocessing.quad = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1),
postprocessing.materialGodraysGenerate
);
postprocessing.quad.position.z = -9900;
postprocessing.scene.add(postprocessing.quad);
}
function animate() {
stats.begin();
render();
stats.end();
stats.update();
}
function getStepSize(filterLen, tapsPerPass, pass) {
return filterLen * Math.pow(tapsPerPass, -pass);
}
function filterGodRays(inputTex, renderTarget, stepSize) {
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
postprocessing.godrayGenUniforms["fStepSize"].value = stepSize;
postprocessing.godrayGenUniforms["tInput"].value = inputTex;
renderer.setRenderTarget(renderTarget);
renderer.render(postprocessing.scene, postprocessing.camera);
postprocessing.scene.overrideMaterial = null;
}
function render() {
const time = Date.now() / 4e3;
sphereMesh.position.x = orbitRadius * Math.cos(time);
sphereMesh.position.z = orbitRadius * Math.sin(time) - 100;
if (postprocessing.enabled) {
renderer.clearDepth();
clipPosition.x = sunPosition.x;
clipPosition.y = sunPosition.y;
clipPosition.z = sunPosition.z;
clipPosition.w = 1;
clipPosition.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
clipPosition.x /= clipPosition.w;
clipPosition.y /= clipPosition.w;
screenSpacePosition.x = (clipPosition.x + 1) / 2;
screenSpacePosition.y = (clipPosition.y + 1) / 2;
screenSpacePosition.z = clipPosition.z;
postprocessing.godrayGenUniforms["vSunPositionScreenSpace"].value.copy(screenSpacePosition);
postprocessing.godraysFakeSunUniforms["vSunPositionScreenSpace"].value.copy(
screenSpacePosition
);
renderer.setRenderTarget(postprocessing.rtTextureColors);
renderer.clear(true, true, false);
const sunsqH = 0.74 * window.innerHeight;
const sunsqW = 0.74 * window.innerHeight;
screenSpacePosition.x *= window.innerWidth;
screenSpacePosition.y *= window.innerHeight;
renderer.setScissor(
screenSpacePosition.x - sunsqW / 2,
screenSpacePosition.y - sunsqH / 2,
sunsqW,
sunsqH
);
renderer.setScissorTest(true);
postprocessing.godraysFakeSunUniforms["fAspect"].value = window.innerWidth / window.innerHeight;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
renderer.setRenderTarget(postprocessing.rtTextureColors);
renderer.render(postprocessing.scene, postprocessing.camera);
renderer.setScissorTest(false);
scene.overrideMaterial = null;
renderer.setRenderTarget(postprocessing.rtTextureColors);
renderer.render(scene, camera);
scene.overrideMaterial = materialDepth;
renderer.setRenderTarget(postprocessing.rtTextureDepth);
renderer.clear();
renderer.render(scene, camera);
postprocessing.godrayMaskUniforms["tInput"].value = postprocessing.rtTextureDepth.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
renderer.setRenderTarget(postprocessing.rtTextureDepthMask);
renderer.render(postprocessing.scene, postprocessing.camera);
const filterLen = 1;
const TAPS_PER_PASS = 6;
filterGodRays(
postprocessing.rtTextureDepthMask.texture,
postprocessing.rtTextureGodRays2,
getStepSize(filterLen, TAPS_PER_PASS, 1)
);
filterGodRays(
postprocessing.rtTextureGodRays2.texture,
postprocessing.rtTextureGodRays1,
getStepSize(filterLen, TAPS_PER_PASS, 2)
);
filterGodRays(
postprocessing.rtTextureGodRays1.texture,
postprocessing.rtTextureGodRays2,
getStepSize(filterLen, TAPS_PER_PASS, 3)
);
postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors.texture;
postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
renderer.setRenderTarget(null);
renderer.render(postprocessing.scene, postprocessing.camera);
postprocessing.scene.overrideMaterial = null;
} else {
renderer.setRenderTarget(null);
renderer.clear();
renderer.render(scene, camera);
}
}
}
};
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;