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webgl_tonemapping

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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_tonemapping",
  useLoaders: [GLTFLoader, RGBELoader],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Tone Mapping"
      }
    ],
    [
      {
        tag: "text",
        content: "Battle Damaged Sci-fi Helmet by"
      },
      {
        tag: "a",
        link: "https://sketchfab.com/theblueturtle_",
        content: "theblueturtle_"
      },
      {
        tag: "a",
        link: "https://hdrihaven.com/hdri/?h=venice_sunset",
        content: "Venice Sunset"
      },
      {
        tag: "text",
        content: "from"
      },
      {
        tag: "a",
        link: "https://hdrihaven.com/",
        content: "HDRI Haven"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let mesh, renderer, scene, camera, controls;
    let gui, guiExposure = null;
    const params = {
      exposure: 1,
      toneMapping: "AgX",
      blurriness: 0.3,
      intensity: 1
    };
    const toneMappingOptions = {
      None: THREE.NoToneMapping,
      Linear: THREE.LinearToneMapping,
      Reinhard: THREE.ReinhardToneMapping,
      Cineon: THREE.CineonToneMapping,
      ACESFilmic: THREE.ACESFilmicToneMapping,
      AgX: THREE.AgXToneMapping,
      Neutral: THREE.NeutralToneMapping,
      Custom: THREE.CustomToneMapping
    };
    init().catch(function(err) {
      console.error(err);
    });
    async function init() {
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.toneMapping = toneMappingOptions[params.toneMapping];
      renderer.toneMappingExposure = params.exposure;
      THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
        "vec3 CustomToneMapping( vec3 color ) { return color; }",
        `#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )

					float toneMappingWhitePoint = 1.0;

					vec3 CustomToneMapping( vec3 color ) {
						color *= toneMappingExposure;
						return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );

					}`
      );
      scene = new THREE.Scene();
      scene.backgroundBlurriness = params.blurriness;
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.25, 20);
      camera.position.set(-1.8, 0.6, 2.7);
      controls = new OrbitControls(camera, renderer.domElement);
      controls.addEventListener("change", render);
      controls.enableZoom = false;
      controls.enablePan = false;
      controls.target.set(0, 0, -0.2);
      controls.update();
      const rgbeLoader = new RGBELoader().setPath("textures/equirectangular/");
      const gltfLoader = new GLTFLoader().setPath("models/gltf/DamagedHelmet/glTF/");
      const [texture, gltf] = await Promise.all([
        rgbeLoader.loadAsync("venice_sunset_1k.hdr"),
        gltfLoader.loadAsync("DamagedHelmet.gltf")
      ]);
      texture.mapping = THREE.EquirectangularReflectionMapping;
      scene.background = texture;
      scene.environment = texture;
      mesh = gltf.scene.getObjectByName("node_damagedHelmet_-6514");
      scene.add(mesh);
      render();
      window.addEventListener("resize", onWindowResize);
      gui = new GUI();
      const toneMappingFolder = gui.addFolder("tone mapping");
      toneMappingFolder.add(params, "toneMapping", Object.keys(toneMappingOptions)).onChange(function() {
        updateGUI(toneMappingFolder);
        renderer.toneMapping = toneMappingOptions[params.toneMapping];
        render();
      });
      const backgroundFolder = gui.addFolder("background");
      backgroundFolder.add(params, "blurriness", 0, 1).onChange(function(value) {
        scene.backgroundBlurriness = value;
        render();
      });
      backgroundFolder.add(params, "intensity", 0, 1).onChange(function(value) {
        scene.backgroundIntensity = value;
        render();
      });
      updateGUI(toneMappingFolder);
      gui.open();
      needToDispose(renderer, scene, controls);
    }
    function updateGUI(folder) {
      if (guiExposure !== null) {
        guiExposure.destroy();
        guiExposure = null;
      }
      if (params.toneMapping !== "None") {
        guiExposure = folder.add(params, "exposure", 0, 2).onChange(function() {
          renderer.toneMappingExposure = params.exposure;
          render();
        });
      }
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
      render();
    }
    function render() {
      renderer.render(scene, camera);
    }
  }
};
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;