webgl_postprocessing_gtao
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";
import { RoomEnvironment } from "three/examples/jsm/environments/RoomEnvironment.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { GTAOPass } from "three/examples/jsm/postprocessing/GTAOPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_gtao",
useLoaders: [GLTFLoader, DRACOLoader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- Ground Truth Ambient Occlusion (GTAO) by"
},
{
tag: "a",
link: "https://github.com/Rabbid76",
content: "Rabbid76"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame, DecoderPath }) => {
let camera, scene, renderer, composer, controls, clock, stats, mixer;
init();
function init() {
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath(DecoderPath.STANDARD);
const loader = new GLTFLoader();
loader.setDRACOLoader(dracoLoader);
loader.setPath("models/gltf/");
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
stats = new Stats(renderer);
const pmremGenerator = new THREE.PMREMGenerator(renderer);
scene = new THREE.Scene();
scene.background = new THREE.Color(12575709);
scene.environment = pmremGenerator.fromScene(new RoomEnvironment(), 0.04).texture;
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(5, 2, 8);
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.5, 0);
controls.update();
controls.enablePan = false;
controls.enableDamping = true;
const width = window.innerWidth;
const height = window.innerHeight;
composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const gtaoPass = new GTAOPass(scene, camera, width, height);
gtaoPass.output = GTAOPass.OUTPUT.Denoise;
composer.addPass(gtaoPass);
const outputPass = new OutputPass();
composer.addPass(outputPass);
loader.load(
"LittlestTokyo.glb",
(gltf) => {
const model = gltf.scene;
model.position.set(1, 1, 0);
model.scale.set(0.01, 0.01, 0.01);
scene.add(model);
mixer = new THREE.AnimationMixer(model);
mixer.clipAction(gltf.animations[0]).play();
const box = new THREE.Box3().setFromObject(scene);
gtaoPass.setSceneClipBox(box);
},
void 0,
(e) => console.error(e)
);
const gui = new GUI();
gui.add(gtaoPass, "output", {
Default: GTAOPass.OUTPUT.Default,
Diffuse: GTAOPass.OUTPUT.Diffuse,
"AO Only": GTAOPass.OUTPUT.AO,
"AO Only + Denoise": GTAOPass.OUTPUT.Denoise,
Depth: GTAOPass.OUTPUT.Depth,
Normal: GTAOPass.OUTPUT.Normal
}).onChange(function(value) {
gtaoPass.output = value;
});
const aoParameters = {
radius: 0.25,
distanceExponent: 1,
thickness: 1,
scale: 1,
samples: 16,
distanceFallOff: 1,
screenSpaceRadius: false
};
const pdParameters = {
lumaPhi: 10,
depthPhi: 2,
normalPhi: 3,
radius: 4,
radiusExponent: 1,
rings: 2,
samples: 16
};
gtaoPass.updateGtaoMaterial(aoParameters);
gtaoPass.updatePdMaterial(pdParameters);
gui.add(gtaoPass, "blendIntensity").min(0).max(1).step(0.01);
gui.add(aoParameters, "radius").min(0.01).max(1).step(0.01).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "distanceExponent").min(1).max(4).step(0.01).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "thickness").min(0.01).max(10).step(0.01).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "distanceFallOff").min(0).max(1).step(0.01).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "scale").min(0.01).max(2).step(0.01).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "samples").min(2).max(32).step(1).onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(aoParameters, "screenSpaceRadius").onChange(() => gtaoPass.updateGtaoMaterial(aoParameters));
gui.add(pdParameters, "lumaPhi").min(0).max(20).step(0.01).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "depthPhi").min(0.01).max(20).step(0.01).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "normalPhi").min(0.01).max(20).step(0.01).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "radius").min(0).max(32).step(1).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "radiusExponent").min(0.1).max(4).step(0.1).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "rings").min(1).max(16).step(0.125).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
gui.add(pdParameters, "samples").min(2).max(32).step(1).onChange(() => gtaoPass.updatePdMaterial(pdParameters));
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls, loader, dracoLoader, composer);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
}
function animate() {
const delta = clock.getDelta();
if (mixer) {
mixer.update(delta);
}
controls.update();
stats.begin();
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 {
//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;