> 文章列表 > threejs-效果合成器(EffectComposer)

threejs-效果合成器(EffectComposer)

threejs-效果合成器(EffectComposer)

文章目录

  • 前言
  • EffectComposer 使用流程
    • 场景初始化:自转的地球
    • 创建THREE.EffectComposer
    • 添加后期处理通道并更新渲染
  • EffectComposer 使用示例
    • 示例一:FilmPass 添加电视效果
    • 示例二:OutlinePass 添加闪烁效果
  • 总结

前言

threejs中的效果合成器 EffectComposer 可以在场景渲染完毕后再增加一些特效,如:让场景再某些情况下变得更加模糊或者更加鲜艳,增加滤镜或者闪烁效果,使用扫描线添加老旧电视屏幕上的效果等等。本文介绍 EffectComposer的基本使用,并使用 OutlinePass 这个通道为地球添加闪烁效果


EffectComposer 使用流程

场景初始化:自转的地球

在正式使用效果合成器前,首先创建一个基本场景作为对比,在场景中通过贴图添加一个旋转的地球

在这里插入图片描述

import { useRef, useEffect, useCallback, useState } from 'react'
import * as THREE from 'three'
import OrbitControls from 'three-orbitcontrols';
import Earth from '../../assets/textures/earth/Earth.png'
import EarthNormal from '../../assets/textures/earth/EarthNormal.png'
import EarthSpec from '../../assets/textures/earth/EarthSpec.png'
import './index.scss'const View = () => {const page = useRef(); // useRef不会导致重新渲染/* 场景、相机、渲染器作为threejs的基本结构,需要在页面进入时渲染完毕*/const scene = useRef(new THREE.Scene()).current; //场景const camera = useRef(new THREE.PerspectiveCamera()).current; //摄像机(透视投影)const render = useRef(new THREE.WebGLRenderer()).current; //渲染器const controls = new OrbitControls(camera, render.domElement);//创建控件对象const timer = useRef(null) // 定义定时器const earthRef = useRef()useEffect(() => {page.current.appendChild(render.domElement);init();initLight();addEarth();renderScene();}, [])// 初始化场景const init = useCallback(() => {render.setSize(page.current.offsetWidth, page.current.offsetHeight); // 渲染器设置尺寸// 设置背景颜色render.setClearColor(new THREE.Color(0x000000)); // 设置背景颜色和透明度render.shadowMap.enabled = true; // 渲染器允许渲染阴影⭐/* 设置摄像机的属性*/camera.aspect = (page.current.offsetWidth / page.current.offsetHeight) // 摄像机设置屏幕宽高比camera.fov = 45; // 摄像机的视角camera.near = 0.01; // 近面距离camera.far = 1001; // 远面距离camera.position.set(30, 40, 30) // 设置摄像机在threejs坐标系中的位置camera.lookAt(0, 0, 0) // 摄像机的指向camera.updateProjectionMatrix(); // 更新摄像机投影矩阵,在任何参数被改变以后必须被调用}, [render, scene])// 初始化环境光const initLight = () => {const ambientLight = new THREE.AmbientLight(0x343434) // 基本光源const spotLight = new THREE.SpotLight(0xFFFFFF); // 聚光灯spotLight.position.set(-10, 30, 40);spotLight.castShadow = true; // 只有该属性为true时,该点光源允许产生阴影,并且下列属性可用spotLight.shadow.mapSize.width = 2048;spotLight.shadow.mapSize.height = 2048;spotLight.shadow.camera.fov = 15;spotLight.castShadow = true;spotLight.decay = 2;spotLight.penumbra = 0.05;scene.add(ambientLight, spotLight); // 向场景中添加光源}// 添加地球function addEarth() {const textureLoader = new THREE.TextureLoader();const planetMaterial = new THREE.MeshPhongMaterial({map: textureLoader.load(Earth),normalMap: textureLoader.load(EarthNormal),specularMap: textureLoader.load(EarthSpec),specular: new THREE.Color(0x4444aa),normalScale: new THREE.Vector2(6, 6),shininess: 0.5});earthRef.current = new THREE.Mesh(new THREE.SphereGeometry(15, 40, 40), planetMaterial);scene.add(earthRef.current);}// 渲染器执行渲染const renderScene = useCallback(() => {console.log('renderScene')timer.current = window.requestAnimationFrame(() => renderScene())controls.update();earthRef.current.rotation.y += 0.001; render.render(scene, camera);}, [render])return (<div className='page' ref={page} />)
};export default View

创建THREE.EffectComposer

首先要创建一个 THREE.EffectComposer 对象,传入的参数是WebGLRenderer:

EffectComposer( renderer : WebGLRenderer, renderTarget : WebGLRenderTarget )

  • renderer – 用于渲染场景的渲染器。
  • renderTarget – (可选)一个预先配置的渲染目标,内部由 EffectComposer 使用。
  const renderer = new THREE.WebGLRenderer();const composer = new THREE.EffectComposer(renderer);

添加后期处理通道并更新渲染

  • RenderPass: 渲染场景,但是不会添加至屏幕上
  • FilmPass:添加扫描线。可以设置添加到屏幕
  • addPass():将通道添加至组合器中
  const renderPass = new THREE.RenderPass(scene, camera);const effectFilm = new THREE.FilmPass(0.8, 0.325, 256, false);effectFilm.renderToScreen = true;const composer = new THREE.EffectComposer(renderer);composer.addPass(renderPass);composer.addPass(effectFilm);

在场景进行render时,使用 composer 而不是 renderer 进行渲染:

  const renderScene = useCallback(() => {console.log('renderScene')const delta = clock.current.getDelta();window.requestAnimationFrame(() => renderScene())controls.update();earthRef.current.rotation.y += 0.001; // render.render(scene,camera);composer.current.render(delta);}, [render])

EffectComposer 使用示例

示例一:FilmPass 添加电视效果

threejs-效果合成器(EffectComposer)

修改后代码如下👇

import { useRef, useEffect, useCallback, useState } from 'react'
import * as THREE from 'three'
import OrbitControls from 'three-orbitcontrols';
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";//后处理通道包
import {RenderPass} from "three/examples/jsm/postprocessing/RenderPass.js";
import {FilmPass} from "three/examples/jsm/postprocessing/FilmPass.js";import Earth from '../../assets/textures/earth/Earth.png'
import EarthNormal from '../../assets/textures/earth/EarthNormal.png'
import EarthSpec from '../../assets/textures/earth/EarthSpec.png'
import './index.scss'const View = () => {const page = useRef(); // useRef不会导致重新渲染/* 场景、相机、渲染器作为threejs的基本结构,需要在页面进入时渲染完毕*/const scene = useRef(new THREE.Scene()).current; //场景const camera = useRef(new THREE.PerspectiveCamera()).current; //摄像机(透视投影)const render = useRef(new THREE.WebGLRenderer()).current; //渲染器const composer = useRef(); //渲染器const controls = new OrbitControls(camera, render.domElement);//创建控件对象const clock = useRef(new THREE.Clock());const earthRef = useRef()useEffect(() => {page.current.appendChild(render.domElement);init();initLight();addEarth();renderScene();}, [])// 初始化场景const init = useCallback(() => {render.setSize(page.current.offsetWidth, page.current.offsetHeight); // 渲染器设置尺寸// 设置背景颜色render.shadowMap.enabled = true;render.shadowMapSoft = true;render.shadowMap.type = THREE.PCFSoftShadowMap;render.setClearColor(new THREE.Color(0x000000)); // 设置背景颜色和透明度render.shadowMap.enabled = true; // 渲染器允许渲染阴影⭐// 配置通道const renderPass = new RenderPass(scene, camera);const effectFilm = new FilmPass(0.8, 0.325, 256, false);effectFilm.renderToScreen = true;composer.current = new EffectComposer(render);composer.current.addPass(renderPass);composer.current.addPass(effectFilm);/* 设置摄像机的属性*/camera.aspect = (page.current.offsetWidth / page.current.offsetHeight) // 摄像机设置屏幕宽高比camera.fov = 45; // 摄像机的视角camera.near = 0.1; // 近面距离camera.far = 1001; // 远面距离camera.position.set(-30, 40, 30) // 设置摄像机在threejs坐标系中的位置camera.lookAt(0, 0, 0) // 摄像机的指向camera.updateProjectionMatrix(); // 更新摄像机投影矩阵,在任何参数被改变以后必须被调用}, [render, scene])// 初始化环境光const initLight = () => {const ambientLight = new THREE.AmbientLight(0x343434) // 基本光源const spotLight = new THREE.SpotLight(0xFFFFFF); // 聚光灯spotLight.position.set(-10, 30, 40);spotLight.castShadow = true; // 只有该属性为true时,该点光源允许产生阴影,并且下列属性可用spotLight.shadow.mapSize.width = 2048;spotLight.shadow.mapSize.height = 2048;spotLight.shadow.camera.fov = 15;spotLight.castShadow = true;spotLight.decay = 2;spotLight.penumbra = 0.05;scene.add(ambientLight, spotLight); // 向场景中添加光源}// 添加地球function addEarth() {const textureLoader = new THREE.TextureLoader();const planetMaterial = new THREE.MeshPhongMaterial({map: textureLoader.load(Earth),normalMap: textureLoader.load(EarthNormal),specularMap: textureLoader.load(EarthSpec),specular: new THREE.Color(0x4444aa),normalScale: new THREE.Vector2(6, 6),shininess: 0.5});earthRef.current = new THREE.Mesh(new THREE.SphereGeometry(15, 40, 40), planetMaterial);scene.add(earthRef.current);}// 渲染器执行渲染const renderScene = useCallback(() => {console.log('renderScene')const delta = clock.current.getDelta();window.requestAnimationFrame(() => renderScene())controls.update();earthRef.current.rotation.y += 0.001; // render.render(scene,camera);composer.current.render(delta);}, [render])return (<div className='page' ref={page} />)
};export default View

示例二:OutlinePass 添加闪烁效果

在这里插入图片描述

import { useRef, useEffect, useCallback, useState } from 'react'
import * as THREE from 'three'
import OrbitControls from 'three-orbitcontrols';
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";//后处理通道包
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";import Earth from '../../assets/textures/earth/Earth.png'
import EarthNormal from '../../assets/textures/earth/EarthNormal.png'
import EarthSpec from '../../assets/textures/earth/EarthSpec.png'
import './index.scss'const View = () => {const page = useRef(); // useRef不会导致重新渲染/* 场景、相机、渲染器作为threejs的基本结构,需要在页面进入时渲染完毕*/const scene = useRef(new THREE.Scene()).current; //场景const camera = useRef(new THREE.PerspectiveCamera()).current; //摄像机(透视投影)const render = useRef(new THREE.WebGLRenderer()).current; //渲染器const composer = useRef(); //渲染器const controls = new OrbitControls(camera, render.domElement);//创建控件对象const clock = useRef(new THREE.Clock());const earthRef = useRef()useEffect(() => {page.current.appendChild(render.domElement);addEarth();init();initLight();renderScene();}, [])// 初始化场景const init = useCallback(() => {render.setSize(page.current.offsetWidth, page.current.offsetHeight); // 渲染器设置尺寸// 设置背景颜色render.shadowMap.enabled = true;render.shadowMapSoft = true;render.shadowMap.type = THREE.PCFSoftShadowMap;render.setClearColor(new THREE.Color(0x000000)); // 设置背景颜色和透明度render.shadowMap.enabled = true; // 渲染器允许渲染阴影⭐// OutLineconst outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight),scene,camera,[earthRef.current]);const renderPass = new RenderPass(scene, camera);outlinePass.edgeStrength = 2; // 边缘强度outlinePass.edgeGlow = 2; // 光晕强度outlinePass.edgeThickness = 3; // 光晕尺寸outlinePass.pulsePeriod = 1;// 闪烁频率outlinePass.visibleEdgeColor.set('red'); // 光晕颜色composer.current = new EffectComposer(render);composer.current.addPass(renderPass);composer.current.addPass(outlinePass);/* 设置摄像机的属性*/camera.aspect = (page.current.offsetWidth / page.current.offsetHeight) // 摄像机设置屏幕宽高比camera.fov = 45; // 摄像机的视角camera.near = 0.1; // 近面距离camera.far = 1001; // 远面距离camera.position.set(-30, 40, 30) // 设置摄像机在threejs坐标系中的位置camera.lookAt(0, 0, 0) // 摄像机的指向camera.updateProjectionMatrix(); // 更新摄像机投影矩阵,在任何参数被改变以后必须被调用}, [render, scene])// 初始化环境光const initLight = () => {const ambientLight = new THREE.AmbientLight(0x343434) // 基本光源const spotLight = new THREE.SpotLight(0xFFFFFF); // 聚光灯spotLight.position.set(-10, 30, 40);spotLight.castShadow = true; // 只有该属性为true时,该点光源允许产生阴影,并且下列属性可用spotLight.shadow.mapSize.width = 2048;spotLight.shadow.mapSize.height = 2048;spotLight.shadow.camera.fov = 15;spotLight.castShadow = true;spotLight.decay = 2;spotLight.penumbra = 0.05;scene.add(ambientLight, spotLight); // 向场景中添加光源}// 添加地球function addEarth() {const textureLoader = new THREE.TextureLoader();const planetMaterial = new THREE.MeshPhongMaterial({map: textureLoader.load(Earth),normalMap: textureLoader.load(EarthNormal),specularMap: textureLoader.load(EarthSpec),specular: new THREE.Color(0x4444aa),normalScale: new THREE.Vector2(6, 6),shininess: 0.5});earthRef.current = new THREE.Mesh(new THREE.SphereGeometry(15, 40, 40), planetMaterial);scene.add(earthRef.current);// 渲染器执行渲染const renderScene = useCallback(() => {console.log('renderScene')const delta = clock.current.getDelta();window.requestAnimationFrame(() => renderScene())controls.update();earthRef.current.rotation.y += 0.001;render.autoClear = false;render.clear();// render.render(scene,camera);composer.current.render(delta);}, [render])return (<div className='page' ref={page} />)
};export default View

总结

EffectComposer 使用流程

  • 场景初始化:自转的地球
  • 创建THREE.EffectComposer
  • 添加后期处理通道并更新渲染

EffectComposer 使用示例

  • 示例一:FilmPass 添加电视效果
  • 示例二:OutlinePass 添加闪烁效果