import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
大家都知道three.js WebGL渲染器执行渲染方法.render()会得到一张图像,如果你需要对一个webgl渲染器的渲染结果进行后期处理,就把它作为EffectComposer的参数。
// 创建后处理对象EffectComposer,WebGL渲染器作为参数
const composer = new EffectComposer(renderer);
// 引入渲染器通道RenderPass
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
通过EffectComposer(renderer)指定了需要后处理的渲染器WebGLRenderer,渲染器通道RenderPass的作用是指定后处理对应的相机camera和场景scene。
// 创建一个渲染器通道,场景和相机作为参数
const renderPass = new RenderPass(scene, camera);
给EffectComposer添加一个渲染器通道RenderPass。
// 设置renderPass通道
composer.addPass(renderPass);
// 引入OutlinePass通道
import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js';
// OutlinePass第一个参数v2的尺寸和canvas画布保持一致
const v2 = new THREE.Vector2(window.innerWidth, window.innerHeight);
const outlinePass = new OutlinePass(v2, scene, camera);
three.js场景中有多个模型的话,你希望给哪个模型对象设置发光描边效果,就可以通过OutlinePass的选择对象属性.selectedObjects设置。
// 一个模型对象
outlinePass.selectedObjects = [mesh];
// 多个模型对象
outlinePass.selectedObjects = [mesh1,mesh2,group];
最后把创建好的OutlinePass通道添加到后处理composer中。
// 设置OutlinePass通道
composer.addPass(outlinePass);
// 渲染循环
function render() {
composer.render();
// renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
<template>
<div class="app">
<div class="btns">
<button @click="changeColor">改变颜色</button>
</div>
<div ref="canvesRef" class="canvas-wrap"></div>
</div>
</template>
<script setup>
import { ref, onMounted } from "vue";
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { GUI } from "three/addons/libs/lil-gui.module.min.js";
import Stats from "three/addons/libs/stats.module.js";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
// 高光
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js";
const canvesRef = ref(null);
const canvasWidth = window.innerWidth;
const canvasHeight = window.innerHeight;
let model = null;
// 场景
const scene = new THREE.Scene();
// 模型
const loader = new GLTFLoader();
loader.load(
"../src/model/factory/工厂.gltf",
function (gltf) {
console.log("控制台查看加载gltf文件返回的对象结构", gltf);
model = gltf;
// console.log('gltf对象场景属性',gltf.scene);
// 返回的场景对象gltf.scene插入到threejs场景中
scene.add(gltf.scene);
},
function (val) {
// 加载一部分,就调用函数,可做模型加载进度条
// console.log(val);
},
function (err) {
console.log(err);
}
);
// 相机
const camera = new THREE.PerspectiveCamera(
75,
canvasWidth / canvasHeight,
0.1,
3000
);
camera.position.set(-84, 78, 1.3);
camera.lookAt(0, 0, 0);
// 点光源
const pointLight = new THREE.PointLight(0xffffff, 1.0);
pointLight.decay = 0.0; //光源光照强度不随距离改变衰减
pointLight.position.set(-100, 190, 110);
scene.add(pointLight);
// console.log(pointLight);
// 坐标辅助对象
const axesHelper = new THREE.AxesHelper(200);
scene.add(axesHelper);
// 渲染帧率
const stats = new Stats();
document.body.appendChild(stats.domElement);
// 渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(canvasWidth, canvasHeight);
// 高光
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
const outlinePass = new OutlinePass(
new THREE.Vector2(canvasWidth, canvasHeight),
scene,
camera
);
composer.addPass(renderPass);
composer.addPass(outlinePass);
// 动画渲染循环
function animate() {
stats.update();
// renderer.render(scene, camera);
composer.render();
requestAnimationFrame(animate);
}
animate();
// 相机轨道控制器
const cameraControls = new OrbitControls(camera, renderer.domElement);
cameraControls.addEventListener("change", function () {
// renderer.render(scene, camera); //执行渲染操作
});
cameraControls.target.set(0, 0, 0);
cameraControls.maxPolarAngle = Math.PI / 2; // 相机不能进入地下
// 可视化控制器
const gui = new GUI();
const lightFolder = gui.addFolder("点光源");
lightFolder
.add(pointLight.position, "x", -200, 200)
.name("x轴")
.onChange((value) => {
pointLight.position.x = value;
});
lightFolder
.add(pointLight.position, "y", -200, 200)
.name("y轴")
.onChange((value) => {
pointLight.position.y = value;
});
lightFolder
.add(pointLight.position, "z", -200, 200)
.name("z轴")
.onChange((value) => {
pointLight.position.z = value;
});
lightFolder
.addColor(pointLight, "color")
.name("颜色")
.onChange((value) => {
console.log(value);
});
onMounted(() => {
canvesRef.value.appendChild(renderer.domElement);
});
function changeColor() {
console.log(model);
const mesh1 = model.scene.getObjectByName("低模铁皮");
//1. 改变1号楼Mesh材质颜色
mesh1.material.color.set(0xff0000);
outlinePass.selectedObjects = [mesh1];
}
</script>
<style lang="scss" scoped>
.app {
position: relative;
.canvas-wrap {
}
.btns {
position: absolute;
top: 0;
left: 50%;
}
}
</style>