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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;