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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;