webgl_postprocessing_unreal_bloom_selective
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 { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_unreal_bloom_selective",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "Click on a sphere to toggle bloom"
},
{
tag: "text",
content: "By"
},
{
tag: "a",
link: "http://github.com/Temdog007",
content: "Temdog007"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
const BLOOM_SCENE = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_SCENE);
const params = {
threshold: 0,
strength: 1,
radius: 0.5,
exposure: 1
};
const darkMaterial = new THREE.MeshBasicMaterial({ color: "black" });
const materials = {};
const renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ReinhardToneMapping;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 200);
camera.position.set(0, 0, 20);
camera.lookAt(0, 0, 0);
const controls = new OrbitControls(camera, renderer.domElement);
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 1;
controls.maxDistance = 100;
controls.addEventListener("change", render);
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85
);
bloomPass.threshold = params.threshold;
bloomPass.strength = params.strength;
bloomPass.radius = params.radius;
const bloomComposer = new EffectComposer(renderer);
bloomComposer.renderToScreen = false;
bloomComposer.addPass(renderScene);
bloomComposer.addPass(bloomPass);
const mixPass = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: bloomComposer.renderTarget2.texture }
},
vertexShader: `varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: `
uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
varying vec2 vUv;
void main() {
gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
}
`,
defines: {}
}),
"baseTexture"
);
mixPass.needsSwap = true;
const outputPass = new OutputPass();
const finalComposer = new EffectComposer(renderer);
finalComposer.addPass(renderScene);
finalComposer.addPass(mixPass);
finalComposer.addPass(outputPass);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
canvas.addEventListener("pointerdown", onPointerDown);
const gui = new GUI();
const bloomFolder = gui.addFolder("bloom");
bloomFolder.add(params, "threshold", 0, 1).onChange(function(value) {
bloomPass.threshold = Number(value);
render();
});
bloomFolder.add(params, "strength", 0, 3).onChange(function(value) {
bloomPass.strength = Number(value);
render();
});
bloomFolder.add(params, "radius", 0, 1).step(0.01).onChange(function(value) {
bloomPass.radius = Number(value);
render();
});
const toneMappingFolder = gui.addFolder("tone mapping");
toneMappingFolder.add(params, "exposure", 0.1, 2).onChange(function(value) {
renderer.toneMappingExposure = Math.pow(value, 4);
render();
});
setupScene();
function onPointerDown(event) {
mouse.x = event.clientX / window.innerWidth * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, false);
if (intersects.length > 0) {
const object = intersects[0].object;
object.layers.toggle(BLOOM_SCENE);
render();
}
}
window.onresize = function() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
bloomComposer.setSize(width, height);
finalComposer.setSize(width, height);
render();
};
function setupScene() {
scene.traverse(disposeMaterial);
scene.children.length = 0;
const geometry = new THREE.IcosahedronGeometry(1, 15);
for (let i = 0; i < 50; i++) {
const color = new THREE.Color();
color.setHSL(Math.random(), 0.7, Math.random() * 0.2 + 0.05);
const material = new THREE.MeshBasicMaterial({ color });
const sphere = new THREE.Mesh(geometry, material);
sphere.position.x = Math.random() * 10 - 5;
sphere.position.y = Math.random() * 10 - 5;
sphere.position.z = Math.random() * 10 - 5;
sphere.position.normalize().multiplyScalar(Math.random() * 4 + 2);
sphere.scale.setScalar(Math.random() * Math.random() + 0.5);
scene.add(sphere);
if (Math.random() < 0.25) sphere.layers.enable(BLOOM_SCENE);
}
render();
}
function disposeMaterial(obj) {
if (obj.material) {
obj.material.dispose();
}
}
function render() {
scene.traverse(darkenNonBloomed);
bloomComposer.render();
scene.traverse(restoreMaterial);
finalComposer.render();
}
function darkenNonBloomed(obj) {
if (obj.isMesh && bloomLayer.test(obj.layers) === false) {
materials[obj.uuid] = obj.material;
obj.material = darkMaterial;
}
}
function restoreMaterial(obj) {
if (materials[obj.uuid]) {
obj.material = materials[obj.uuid];
delete materials[obj.uuid];
}
}
needToDispose(() => [renderer, scene, controls, bloomComposer, finalComposer]);
}
};
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;