webgl_postprocessing_ssaa
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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { SSAARenderPass } from "three/examples/jsm/postprocessing/SSAARenderPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_ssaa",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by"
},
{
tag: "a",
link: "https://clara.io",
content: "Ben Houston"
}
],
[
{
tag: "text",
content: "This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer."
},
{
tag: "text",
content: 'Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.'
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let scene, renderer, composer;
let cameraP, ssaaRenderPassP;
let cameraO, ssaaRenderPassO;
let gui, stats;
const params = {
sampleLevel: 4,
unbiased: true,
camera: "perspective",
clearColor: "black",
clearAlpha: 1,
viewOffsetX: 0,
autoRotate: true
};
init();
clearGui();
function clearGui() {
if (gui) gui.destroy();
gui = new GUI();
gui.add(params, "unbiased");
gui.add(params, "sampleLevel", {
"Level 0: 1 Sample": 0,
"Level 1: 2 Samples": 1,
"Level 2: 4 Samples": 2,
"Level 3: 8 Samples": 3,
"Level 4: 16 Samples": 4,
"Level 5: 32 Samples": 5
});
gui.add(params, "camera", ["perspective", "orthographic"]);
gui.add(params, "clearColor", ["black", "white", "blue", "green", "red"]);
gui.add(params, "clearAlpha", 0, 1);
gui.add(params, "viewOffsetX", -100, 100);
gui.add(params, "autoRotate");
gui.open();
}
function init() {
const width = window.innerWidth || 1;
const height = window.innerHeight || 1;
const aspect = width / height;
const devicePixelRatio = window.devicePixelRatio || 1;
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(devicePixelRatio);
renderer.setSize(width, height);
renderer.setAnimationLoop(animate);
stats = new Stats(renderer);
cameraP = new THREE.PerspectiveCamera(65, aspect, 3, 10);
cameraP.position.z = 7;
cameraP.setViewOffset(width, height, params.viewOffsetX, 0, width, height);
cameraO = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 3, 10);
cameraO.position.z = 7;
const fov = THREE.MathUtils.degToRad(cameraP.fov);
const hyperfocus = (cameraP.near + cameraP.far) / 2;
const _height = 2 * Math.tan(fov / 2) * hyperfocus;
cameraO.zoom = height / _height;
scene = new THREE.Scene();
const group = new THREE.Group();
scene.add(group);
const light = new THREE.PointLight(15728623, 500);
light.position.z = 10;
light.position.y = -10;
light.position.x = -10;
scene.add(light);
const light2 = new THREE.PointLight(16773103, 500);
light2.position.z = 10;
light2.position.x = -10;
light2.position.y = 10;
scene.add(light2);
const light3 = new THREE.PointLight(15724543, 500);
light3.position.z = 10;
light3.position.x = 10;
light3.position.y = -10;
scene.add(light3);
const light4 = new THREE.AmbientLight(16777215, 0.2);
scene.add(light4);
const geometry = new THREE.SphereGeometry(3, 48, 24);
for (let i = 0; i < 120; i++) {
const material = new THREE.MeshStandardMaterial();
material.roughness = 0.5 * Math.random() + 0.25;
material.metalness = 0;
material.color.setHSL(Math.random(), 1, 0.3);
const mesh = new THREE.Mesh(geometry, material);
mesh.position.x = Math.random() * 4 - 2;
mesh.position.y = Math.random() * 4 - 2;
mesh.position.z = Math.random() * 4 - 2;
mesh.rotation.x = Math.random();
mesh.rotation.y = Math.random();
mesh.rotation.z = Math.random();
mesh.scale.setScalar(Math.random() * 0.2 + 0.05);
group.add(mesh);
}
composer = new EffectComposer(renderer);
composer.setPixelRatio(1);
ssaaRenderPassP = new SSAARenderPass(scene, cameraP);
composer.addPass(ssaaRenderPassP);
ssaaRenderPassO = new SSAARenderPass(scene, cameraO);
composer.addPass(ssaaRenderPassO);
const outputPass = new OutputPass();
composer.addPass(outputPass);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, composer);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
const aspect = width / height;
cameraP.aspect = aspect;
cameraP.setViewOffset(width, height, params.viewOffsetX, 0, width, height);
cameraO.updateProjectionMatrix();
cameraO.left = -height * aspect;
cameraO.right = height * aspect;
cameraO.top = height;
cameraO.bottom = -height;
cameraO.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
}
function animate() {
stats.begin();
if (params.autoRotate) {
for (let i = 0; i < scene.children.length; i++) {
const child = scene.children[i];
child.rotation.x += 5e-3;
child.rotation.y += 0.01;
}
}
let newColor = ssaaRenderPassP.clearColor;
switch (params.clearColor) {
case "blue":
newColor = 255;
break;
case "red":
newColor = 16711680;
break;
case "green":
newColor = 65280;
break;
case "white":
newColor = 16777215;
break;
case "black":
newColor = 0;
break;
}
ssaaRenderPassP.clearColor = ssaaRenderPassO.clearColor = newColor;
ssaaRenderPassP.clearAlpha = ssaaRenderPassO.clearAlpha = params.clearAlpha;
ssaaRenderPassP.sampleLevel = ssaaRenderPassO.sampleLevel = params.sampleLevel;
ssaaRenderPassP.unbiased = ssaaRenderPassO.unbiased = params.unbiased;
ssaaRenderPassP.enabled = params.camera === "perspective";
ssaaRenderPassO.enabled = params.camera === "orthographic";
cameraP.view.offsetX = params.viewOffsetX;
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;