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webgl_read_float_buffer

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";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_read_float_buffer",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "read linear-srgb float pixel data"
      }
    ],
    [
      {
        tag: "text",
        content: "$valueNode$"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame, bindInfoText }) => {
    let stats;
    let cameraRTT, sceneRTT, sceneScreen, renderer, zmesh1, zmesh2;
    let mouseX = 0, mouseY = 0;
    const valueNode = bindInfoText("$valueNode$");
    const windowHalfX = window.innerWidth / 2;
    const windowHalfY = window.innerHeight / 2;
    let rtTexture, material, quad;
    let delta = 0.01;
    init();
    function init() {
      cameraRTT = new THREE.OrthographicCamera(
        window.innerWidth / -2,
        window.innerWidth / 2,
        window.innerHeight / 2,
        window.innerHeight / -2,
        -1e4,
        1e4
      );
      cameraRTT.position.z = 100;
      sceneRTT = new THREE.Scene();
      sceneScreen = new THREE.Scene();
      let light = new THREE.DirectionalLight(16777215, 3);
      light.position.set(0, 0, 1).normalize();
      sceneRTT.add(light);
      light = new THREE.DirectionalLight(16766421, 4.5);
      light.position.set(0, 0, -1).normalize();
      sceneRTT.add(light);
      rtTexture = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
        minFilter: THREE.LinearFilter,
        magFilter: THREE.NearestFilter,
        format: THREE.RGBAFormat,
        type: THREE.FloatType
      });
      material = new THREE.ShaderMaterial({
        uniforms: { time: { value: 0 } },
        vertexShader: `

			varying vec2 vUv;

			void main() {

				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

		`,
        fragmentShader: `

			varying vec2 vUv;
			uniform float time;

			void main() {

				float r = vUv.x;
				if( vUv.y < 0.5 ) r = 0.0;
				float g = vUv.y;
				if( vUv.x < 0.5 ) g = 0.0;

				gl_FragColor = vec4( r, g, time, 1.0 );

			}

		`
      });
      const materialScreen = new THREE.ShaderMaterial({
        uniforms: { tDiffuse: { value: rtTexture.texture } },
        vertexShader: `

			varying vec2 vUv;

			void main() {

				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

		`,
        fragmentShader: `

			varying vec2 vUv;
			uniform sampler2D tDiffuse;

			void main() {

				gl_FragColor = texture2D( tDiffuse, vUv );
				#include <colorspace_fragment>

			}

		`,
        depthWrite: false
      });
      const plane = new THREE.PlaneGeometry(window.innerWidth, window.innerHeight);
      quad = new THREE.Mesh(plane, material);
      quad.position.z = -100;
      sceneRTT.add(quad);
      const geometry = new THREE.TorusGeometry(100, 25, 15, 30);
      const mat1 = new THREE.MeshPhongMaterial({
        color: 10263708,
        specular: 16755200,
        shininess: 5
      });
      const mat2 = new THREE.MeshPhongMaterial({
        color: 10223616,
        specular: 16720384,
        shininess: 5
      });
      zmesh1 = new THREE.Mesh(geometry, mat1);
      zmesh1.position.set(0, 0, 100);
      zmesh1.scale.set(1.5, 1.5, 1.5);
      sceneRTT.add(zmesh1);
      zmesh2 = new THREE.Mesh(geometry, mat2);
      zmesh2.position.set(0, 150, 100);
      zmesh2.scale.set(0.75, 0.75, 0.75);
      sceneRTT.add(zmesh2);
      quad = new THREE.Mesh(plane, materialScreen);
      quad.position.z = -100;
      sceneScreen.add(quad);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.autoClear = false;
      stats = new Stats(renderer);
      canvas.addEventListener("pointermove", onDocumentMouseMove);
      needToDispose(renderer, sceneRTT, sceneScreen);
    }
    function onDocumentMouseMove(event) {
      mouseX = event.clientX - windowHalfX;
      mouseY = event.clientY - windowHalfY;
    }
    function animate() {
      render();
      stats.update();
    }
    function render() {
      const time = Date.now() * 15e-4;
      if (zmesh1 && zmesh2) {
        zmesh1.rotation.y = -time;
        zmesh2.rotation.y = -time + Math.PI / 2;
      }
      if (material.uniforms["time"].value > 1 || material.uniforms["time"].value < 0) {
        delta *= -1;
      }
      material.uniforms["time"].value += delta;
      renderer.clear();
      renderer.setRenderTarget(rtTexture);
      renderer.clear();
      renderer.render(sceneRTT, cameraRTT);
      renderer.setRenderTarget(null);
      renderer.render(sceneScreen, cameraRTT);
      const read = new Float32Array(4);
      renderer.readRenderTargetPixels(
        rtTexture,
        windowHalfX + mouseX,
        windowHalfY - mouseY,
        1,
        1,
        read
      );
      valueNode.value = "r:" + read[0] + "<br/>g:" + read[1] + "<br/>b:" + read[2];
    }
  }
};
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;