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webgl_postprocessing_rgb_halftone

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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { HalftonePass } from "three/examples/jsm/postprocessing/HalftonePass.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_postprocessing_rgb_halftone",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- RGB Halftone post-processing by"
      },
      {
        tag: "a",
        link: "https://github.com/meatbags",
        content: "Xavier Burrow"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let renderer, clock, camera, stats;
    const rotationSpeed = Math.PI / 64;
    let composer, group;
    init();
    function init() {
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      clock = new THREE.Clock();
      camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1e3);
      camera.position.z = 12;
      stats = new Stats(renderer);
      const controls = new OrbitControls(camera, renderer.domElement);
      controls.target.set(0, 0, 0);
      controls.update();
      const scene = new THREE.Scene();
      scene.background = new THREE.Color(4473924);
      group = new THREE.Group();
      const floor = new THREE.Mesh(
        new THREE.BoxGeometry(100, 1, 100),
        new THREE.MeshPhongMaterial({})
      );
      floor.position.y = -10;
      const light = new THREE.PointLight(16777215, 250);
      light.position.y = 2;
      group.add(floor, light);
      scene.add(group);
      const mat = new THREE.ShaderMaterial({
        uniforms: {},
        vertexShader: [
          "varying vec2 vUV;",
          "varying vec3 vNormal;",
          "void main() {",
          "vUV = uv;",
          "vNormal = vec3( normal );",
          "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
          "}"
        ].join("\n"),
        fragmentShader: [
          "varying vec2 vUV;",
          "varying vec3 vNormal;",
          "void main() {",
          "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
          "gl_FragColor = c;",
          "}"
        ].join("\n")
      });
      for (let i = 0; i < 50; ++i) {
        const mesh = new THREE.Mesh(new THREE.BoxGeometry(2, 2, 2), mat);
        mesh.position.set(Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8);
        mesh.rotation.set(
          Math.random() * Math.PI * 2,
          Math.random() * Math.PI * 2,
          Math.random() * Math.PI * 2
        );
        group.add(mesh);
      }
      composer = new EffectComposer(renderer);
      const renderPass = new RenderPass(scene, camera);
      const params = {
        shape: 1,
        radius: 4,
        rotateR: Math.PI / 12,
        rotateB: Math.PI / 12 * 2,
        rotateG: Math.PI / 12 * 3,
        scatter: 0,
        blending: 1,
        blendingMode: 1,
        greyscale: false,
        disable: false
      };
      const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, params);
      composer.addPass(renderPass);
      composer.addPass(halftonePass);
      window.onresize = function() {
        renderer.setSize(window.innerWidth, window.innerHeight);
        composer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
      };
      const controller = {
        radius: halftonePass.uniforms["radius"].value,
        rotateR: halftonePass.uniforms["rotateR"].value / (Math.PI / 180),
        rotateG: halftonePass.uniforms["rotateG"].value / (Math.PI / 180),
        rotateB: halftonePass.uniforms["rotateB"].value / (Math.PI / 180),
        scatter: halftonePass.uniforms["scatter"].value,
        shape: halftonePass.uniforms["shape"].value,
        greyscale: halftonePass.uniforms["greyscale"].value,
        blending: halftonePass.uniforms["blending"].value,
        blendingMode: halftonePass.uniforms["blendingMode"].value,
        disable: halftonePass.uniforms["disable"].value
      };
      function onGUIChange() {
        halftonePass.uniforms["radius"].value = controller.radius;
        halftonePass.uniforms["rotateR"].value = controller.rotateR * (Math.PI / 180);
        halftonePass.uniforms["rotateG"].value = controller.rotateG * (Math.PI / 180);
        halftonePass.uniforms["rotateB"].value = controller.rotateB * (Math.PI / 180);
        halftonePass.uniforms["scatter"].value = controller.scatter;
        halftonePass.uniforms["shape"].value = controller.shape;
        halftonePass.uniforms["greyscale"].value = controller.greyscale;
        halftonePass.uniforms["blending"].value = controller.blending;
        halftonePass.uniforms["blendingMode"].value = controller.blendingMode;
        halftonePass.uniforms["disable"].value = controller.disable;
      }
      const gui = new GUI();
      gui.add(controller, "shape", { Dot: 1, Ellipse: 2, Line: 3, Square: 4 }).onChange(onGUIChange);
      gui.add(controller, "radius", 1, 25).onChange(onGUIChange);
      gui.add(controller, "rotateR", 0, 90).onChange(onGUIChange);
      gui.add(controller, "rotateG", 0, 90).onChange(onGUIChange);
      gui.add(controller, "rotateB", 0, 90).onChange(onGUIChange);
      gui.add(controller, "scatter", 0, 1, 0.01).onChange(onGUIChange);
      gui.add(controller, "greyscale").onChange(onGUIChange);
      gui.add(controller, "blending", 0, 1, 0.01).onChange(onGUIChange);
      gui.add(controller, "blendingMode", { Linear: 1, Multiply: 2, Add: 3, Lighter: 4, Darker: 5 }).onChange(onGUIChange);
      gui.add(controller, "disable").onChange(onGUIChange);
      needToDispose(renderer, controls, composer, scene);
    }
    function animate() {
      const delta = clock.getDelta();
      stats.update();
      group.rotation.y += delta * rotationSpeed;
      composer.render(delta);
    }
  }
};
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;