webgl_postprocessing_ssr
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 { SSRPass } from "three/examples/jsm/postprocessing/SSRPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
import { ReflectorForSSRPass } from "three/examples/jsm/objects/ReflectorForSSRPass.js";
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_ssr",
useLoaders: [DRACOLoader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- SSRPass demo by"
},
{
tag: "a",
link: "https://github.com/gonnavis",
content: "Vis"
},
{
tag: "text",
content: "."
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame, DecoderPath }) => {
const params = {
enableSSR: true,
autoRotate: true,
otherMeshes: true,
groundReflector: true
};
let composer;
let ssrPass;
let gui;
let stats;
let controls;
let camera, scene, renderer;
const otherMeshes = [];
let groundReflector;
const selects = [];
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath(DecoderPath.STANDARD);
init();
function init() {
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.1, 15);
camera.position.set(0.13271600513224902, 0.3489546826045913, 0.43921296427927076);
scene = new THREE.Scene();
scene.background = new THREE.Color(4469555);
scene.fog = new THREE.Fog(4469555, 1, 4);
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(8, 8),
new THREE.MeshPhongMaterial({ color: 13355979 })
);
plane.rotation.x = -Math.PI / 2;
plane.position.y = -1e-4;
scene.add(plane);
const hemiLight = new THREE.HemisphereLight(9272444, 4802918, 3);
scene.add(hemiLight);
const spotLight = new THREE.SpotLight();
spotLight.intensity = 8;
spotLight.angle = Math.PI / 16;
spotLight.penumbra = 0.5;
spotLight.position.set(-1, 1, 1);
scene.add(spotLight);
dracoLoader.load("models/draco/bunny.drc", function(geometry2) {
geometry2.computeVertexNormals();
const material2 = new THREE.MeshStandardMaterial({ color: 10855845 });
const mesh2 = new THREE.Mesh(geometry2, material2);
mesh2.position.y = -0.0365;
scene.add(mesh2);
selects.push(mesh2);
dracoLoader.dispose();
});
let geometry, material, mesh;
geometry = new THREE.BoxGeometry(0.05, 0.05, 0.05);
material = new THREE.MeshStandardMaterial({ color: "green" });
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(-0.12, 0.025, 0.015);
scene.add(mesh);
otherMeshes.push(mesh);
selects.push(mesh);
geometry = new THREE.IcosahedronGeometry(0.025, 4);
material = new THREE.MeshStandardMaterial({ color: "cyan" });
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(-0.05, 0.025, 0.08);
scene.add(mesh);
otherMeshes.push(mesh);
selects.push(mesh);
geometry = new THREE.ConeGeometry(0.025, 0.05, 64);
material = new THREE.MeshStandardMaterial({ color: "yellow" });
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(-0.05, 0.025, -0.055);
scene.add(mesh);
otherMeshes.push(mesh);
selects.push(mesh);
geometry = new THREE.PlaneGeometry(1, 1);
groundReflector = new ReflectorForSSRPass(geometry, {
clipBias: 3e-4,
textureWidth: window.innerWidth,
textureHeight: window.innerHeight,
color: 8947848,
useDepthTexture: true
});
groundReflector.material.depthWrite = false;
groundReflector.rotation.x = -Math.PI / 2;
groundReflector.visible = false;
scene.add(groundReflector);
renderer = new THREE.WebGLRenderer({ antialias: false, canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.target.set(0, 0.0635, 0);
controls.update();
controls.enabled = !params.autoRotate;
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
composer = new EffectComposer(renderer);
ssrPass = new SSRPass({
renderer,
scene,
camera,
width: window.innerWidth,
height: window.innerHeight,
groundReflector: params.groundReflector ? groundReflector : null,
selects: params.groundReflector ? selects : null
});
composer.addPass(ssrPass);
composer.addPass(new OutputPass());
gui = new GUI({ width: 260 });
gui.add(params, "enableSSR").name("Enable SSR");
gui.add(params, "groundReflector").onChange(() => {
if (params.groundReflector) {
ssrPass.groundReflector = groundReflector, ssrPass.selects = selects;
} else {
ssrPass.groundReflector = null, ssrPass.selects = null;
}
});
ssrPass.thickness = 0.018;
gui.add(ssrPass, "thickness").min(0).max(0.1).step(1e-4);
ssrPass.infiniteThick = false;
gui.add(ssrPass, "infiniteThick");
gui.add(params, "autoRotate").onChange(() => {
controls.enabled = !params.autoRotate;
});
const folder = gui.addFolder("more settings");
folder.add(ssrPass, "fresnel").onChange(() => {
groundReflector.fresnel = ssrPass.fresnel;
});
folder.add(ssrPass, "distanceAttenuation").onChange(() => {
groundReflector.distanceAttenuation = ssrPass.distanceAttenuation;
});
ssrPass.maxDistance = 0.1;
groundReflector.maxDistance = ssrPass.maxDistance;
folder.add(ssrPass, "maxDistance").min(0).max(0.5).step(1e-3).onChange(() => {
groundReflector.maxDistance = ssrPass.maxDistance;
});
folder.add(params, "otherMeshes").onChange(() => {
if (params.otherMeshes) {
otherMeshes.forEach((mesh2) => mesh2.visible = true);
} else {
otherMeshes.forEach((mesh2) => mesh2.visible = false);
}
});
folder.add(ssrPass, "bouncing");
folder.add(ssrPass, "output", {
Default: SSRPass.OUTPUT.Default,
"SSR Only": SSRPass.OUTPUT.SSR,
Beauty: SSRPass.OUTPUT.Beauty,
Depth: SSRPass.OUTPUT.Depth,
Normal: SSRPass.OUTPUT.Normal,
Metalness: SSRPass.OUTPUT.Metalness
}).onChange(function(value) {
ssrPass.output = value;
});
ssrPass.opacity = 1;
groundReflector.opacity = ssrPass.opacity;
folder.add(ssrPass, "opacity").min(0).max(1).onChange(() => {
groundReflector.opacity = ssrPass.opacity;
});
folder.add(ssrPass, "blur");
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
groundReflector.getRenderTarget().setSize(window.innerWidth, window.innerHeight);
groundReflector.resolution.set(window.innerWidth, window.innerHeight);
}
function animate() {
stats.begin();
render();
stats.end();
stats.update();
}
function render() {
if (params.autoRotate) {
const timer = Date.now() * 3e-4;
camera.position.x = Math.sin(timer) * 0.5;
camera.position.y = 0.2135;
camera.position.z = Math.cos(timer) * 0.5;
camera.lookAt(0, 0.0635, 0);
} else {
controls.update();
}
if (params.enableSSR) {
composer.render();
} else {
renderer.render(scene, camera);
}
}
needToDispose(() => [renderer, dracoLoader, scene, controls, composer]);
}
};
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;