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webgl_postprocessing_material_ao

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 { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
import { PLYLoader } from "three/examples/jsm/loaders/PLYLoader.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";
import { MeshPostProcessingMaterial } from "three/examples/jsm/materials/MeshPostProcessingMaterial.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_postprocessing_material_ao",
  useLoaders: [RGBELoader, PLYLoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Mesh Post Processing Material by"
      },
      {
        tag: "a",
        link: "https://github.com/Rabbid76",
        content: "Rabbid76"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let renderer, camera, scene, composer, controls, stats;
    const sceneParameters = {
      output: 0,
      envMapIntensity: 1,
      ambientLightIntensity: 0,
      lightIntensity: 50,
      shadow: true
    };
    const aoParameters = {
      radius: 0.5,
      distanceExponent: 2,
      thickness: 10,
      scale: 1,
      samples: 16,
      distanceFallOff: 1
    };
    init();
    function init() {
      stats = new Stats(renderer);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.shadowMap.enabled = sceneParameters.shadow;
      const plyLoader = new PLYLoader();
      const rgbeloader = new RGBELoader();
      camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 50);
      camera.position.set(0, 3, 5);
      controls = new OrbitControls(camera, renderer.domElement);
      controls.target.set(0, 1, 0);
      controls.update();
      controls.enablePan = false;
      controls.enableDamping = true;
      const width = window.innerWidth;
      const height = window.innerHeight;
      scene = new THREE.Scene();
      composer = new EffectComposer(renderer);
      const gtaoPass = new GTAOPass(scene, camera, width, height);
      gtaoPass.output = GTAOPass.OUTPUT.Off;
      const renderPasse = new RenderPass(scene, camera);
      const outputPass = new OutputPass();
      composer.addPass(gtaoPass);
      composer.addPass(renderPasse);
      composer.addPass(outputPass);
      rgbeloader.load("textures/equirectangular/royal_esplanade_1k.hdr", function(texture) {
        texture.mapping = THREE.EquirectangularReflectionMapping;
        scene.environment = texture;
      });
      const groundMaterial = new MeshPostProcessingMaterial({
        color: 8355711,
        envMapIntensity: sceneParameters.envMapIntensity,
        aoPassMap: gtaoPass.gtaoMap
      });
      const objectMaterial = new MeshPostProcessingMaterial({
        color: 16777215,
        roughness: 0.5,
        metalness: 0.5,
        envMapIntensity: sceneParameters.envMapIntensity,
        aoPassMap: gtaoPass.gtaoMap
      });
      const emissiveMaterial = new MeshPostProcessingMaterial({
        color: 0,
        emissive: 16777215,
        aoPassMap: gtaoPass.gtaoMap
      });
      plyLoader.load("models/ply/binary/Lucy100k.ply", (geometry) => {
        geometry.computeVertexNormals();
        const lucy = new THREE.Mesh(geometry, objectMaterial);
        lucy.receiveShadow = true;
        lucy.castShadow = true;
        lucy.scale.setScalar(1e-3);
        lucy.rotation.set(0, Math.PI, 0);
        lucy.position.set(0.04, 1.8, 0.02);
        scene.add(lucy);
      });
      const ambientLight = new THREE.AmbientLight(16777215, sceneParameters.ambientLightIntensity);
      const lightGroup = new THREE.Group();
      const planeGeometry = new THREE.PlaneGeometry(6, 6);
      const cylinderGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1, 64);
      const sphereGeometry = new THREE.SphereGeometry(0.5, 32, 32);
      const lightSphereGeometry = new THREE.SphereGeometry(0.1, 32, 32);
      scene.background = new THREE.Color(12575709);
      scene.add(ambientLight);
      scene.add(lightGroup);
      const targetObject = new THREE.Object3D();
      targetObject.position.set(0, 1, 0);
      scene.add(targetObject);
      const lightColors = [16728128, 4259648, 4210943];
      for (let j = 0; j < 3; ++j) {
        const light = new THREE.SpotLight(
          lightColors[j],
          sceneParameters.lightIntensity,
          0,
          Math.PI / 9
        );
        light.castShadow = true;
        light.shadow.camera.far = 15;
        light.position.set(
          5 * Math.cos(Math.PI * j * 2 / 3),
          2.5,
          5 * Math.sin(Math.PI * j * 2 / 3)
        );
        light.target = targetObject;
        lightGroup.add(light);
      }
      const groundPlane = new THREE.Mesh(planeGeometry, groundMaterial);
      groundPlane.rotation.x = -Math.PI / 2;
      groundPlane.position.set(0, 0, 0);
      groundPlane.receiveShadow = true;
      scene.add(groundPlane);
      const pedestal = new THREE.Mesh(cylinderGeometry, groundMaterial);
      pedestal.position.set(0, 0.5, 0);
      pedestal.receiveShadow = true;
      pedestal.castShadow = true;
      scene.add(pedestal);
      const sphereMesh = new THREE.InstancedMesh(sphereGeometry, objectMaterial, 6);
      sphereMesh.receiveShadow = true;
      sphereMesh.castShadow = true;
      scene.add(sphereMesh);
      [...Array(6).keys()].forEach(
        (i) => sphereMesh.setMatrixAt(
          i,
          new THREE.Matrix4().makeTranslation(
            Math.cos(Math.PI * i / 3),
            0.5,
            Math.sin(Math.PI * i / 3)
          )
        )
      );
      const lightSphereMesh = new THREE.InstancedMesh(lightSphereGeometry, emissiveMaterial, 4);
      scene.add(lightSphereMesh);
      [...Array(4).keys()].forEach(
        (i) => lightSphereMesh.setMatrixAt(
          i,
          new THREE.Matrix4().makeTranslation(
            0.4 * Math.cos(Math.PI * (i + 0.5) / 2),
            1.1,
            0.45 * Math.sin(Math.PI * (i + 0.5) / 2)
          )
        )
      );
      const updateGtaoMaterial = () => gtaoPass.updateGtaoMaterial(aoParameters);
      const updateOutput = () => {
        composer.removePass(gtaoPass);
        composer.insertPass(gtaoPass, sceneParameters.output == 1 ? 1 : 0);
        switch (sceneParameters.output) {
          default:
          case 0:
            gtaoPass.output = GTAOPass.OUTPUT.Off;
            gtaoPass.enabled = true;
            renderPasse.enabled = true;
            break;
          case 1:
            gtaoPass.output = GTAOPass.OUTPUT.Default;
            gtaoPass.enabled = true;
            renderPasse.enabled = true;
            break;
          case 2:
            gtaoPass.output = GTAOPass.OUTPUT.Diffuse;
            gtaoPass.enabled = false;
            renderPasse.enabled = true;
            break;
          case 3:
            gtaoPass.output = GTAOPass.OUTPUT.Denoise;
            gtaoPass.enabled = true;
            renderPasse.enabled = false;
            break;
        }
        groundMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
        objectMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
      };
      updateOutput();
      updateGtaoMaterial();
      const gui = new GUI();
      gui.add(sceneParameters, "output", {
        "material AO": 0,
        "post blended AO": 1,
        "only diffuse": 2,
        "only AO": 3
      }).onChange(() => updateOutput());
      gui.add(sceneParameters, "envMapIntensity").min(0).max(1).step(0.01).onChange(() => {
        groundMaterial.envMapIntensity = sceneParameters.envMapIntensity;
        objectMaterial.envMapIntensity = sceneParameters.envMapIntensity;
      });
      gui.add(sceneParameters, "ambientLightIntensity").min(0).max(1).step(0.01).onChange(() => {
        ambientLight.intensity = sceneParameters.ambientLightIntensity;
      });
      gui.add(sceneParameters, "lightIntensity").min(0).max(100).step(1).onChange(() => {
        lightGroup.children.forEach(
          (light) => light.intensity = sceneParameters.lightIntensity
        );
      });
      gui.add(sceneParameters, "shadow").onChange((value) => {
        renderer.shadowMap.enabled = value;
        lightGroup.children.forEach((light) => light.castShadow = value);
      });
      gui.add(aoParameters, "radius").min(0.01).max(2).step(0.01).onChange(() => updateGtaoMaterial());
      gui.add(aoParameters, "distanceExponent").min(1).max(4).step(0.01).onChange(() => updateGtaoMaterial());
      gui.add(aoParameters, "thickness").min(0.01).max(10).step(0.01).onChange(() => updateGtaoMaterial());
      gui.add(aoParameters, "distanceFallOff").min(0).max(1).step(0.01).onChange(() => updateGtaoMaterial());
      gui.add(aoParameters, "scale").min(0.01).max(2).step(0.01).onChange(() => updateGtaoMaterial());
      gui.add(aoParameters, "samples").min(2).max(32).step(1).onChange(() => updateGtaoMaterial());
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controls, composer, controls, rgbeloader, plyLoader);
    }
    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() {
      controls.update();
      stats.begin();
      composer.render();
      stats.end();
    }
  }
};
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;