three.js设置物体轮廓发光和物体发光完整示例代码
作者:夏暖冬凉
这篇文章主要刚大家介绍了关于three.js设置物体轮廓发光和物体发光的相关资料,文中通过示例代码讲了如何通过调整强度、颜色及范围参数,利用软件工具设置物体轮廓发光和泛光效果,需要的朋友可以参考下
设置物体轮廓发光
<script setup> import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // 导入后期合成 import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'; import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass.js'; // 场景 const scene = new THREE.Scene(); // 模型 // 顶点着色器 const cubeGeometry = new THREE.BoxGeometry(1, 1, 1); // 片元着色器 const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 }); const cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.position.set(5, 0, 0); scene.add(cube); const torusKnotGeometry = new THREE.TorusKnotGeometry(1, 0.35, 100, 16); const torusKnotMaterial = new THREE.MeshBasicMaterial({ color: 0x00ffff }); const torusKnot = new THREE.Mesh(torusKnotGeometry, torusKnotMaterial); torusKnot.position.set(0, 0, 0); scene.add(torusKnot); // 相机 const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 0, 10); // 辅助线 const axesHelper = new THREE.AxesHelper(5); // 长度 scene.add(axesHelper); // 初始化渲染器 const renderer = new THREE.WebGLRenderer({ antialias: true // 锯齿模糊 }); // renderer.setClearColor(0x444444, 1); // 设置背景颜色 renderer.setSize(window.innerWidth, window.innerHeight); //设置three.js渲染区域的尺寸(像素px) document.body.appendChild(renderer.domElement); // renderer.render(scene, camera); // 相机围绕目标进行轨道运动; 注意OrbitControls会影响 camera.lookAt(x,y,z)失效,需设置controls.target.set(x,y,z)才能生效 const controls = new OrbitControls(camera, renderer.domElement); // 可设置控制器阻尼,让控制器更有真实效果,必须在你的动画循环里调用.update() controls.enableDamping = true // 添加后期合成 const composer = new EffectComposer(renderer); const renderPass = new RenderPass(scene, camera); composer.addPass(renderPass); // 导入OutlinePass const outlinePass = new OutlinePass( new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera ); outlinePass.edgeStrength = 10; // 描边的宽度 outlinePass.edgeGlow = 1; // 光晕 outlinePass.edgeThickness = 2; // 光晕粗细度 outlinePass.pulsePeriod = 5; // 闪烁频率(呼吸灯) outlinePass.visibleEdgeColor = new THREE.Color(0xff3333); // 描边颜色 outlinePass.hiddenEdgeColor = new THREE.Color(0x000000); // 光晕颜色 // new THREE.TextureLoader().load('./26ad6804f422468988c3de6fe003bd6a.jpeg', texture => { // texture.wrapS = THREE.RepeatWrapping; // texture.wrapT = THREE.RepeatWrapping; // outlinePass.patternTexture = texture; // outlinePass.usePatternTexture = true; // }); composer.addPass(outlinePass); // 设置发光的物体 outlinePass.selectedObjects = [torusKnot] window.addEventListener('click', (e) => { outlinePass.selectedObjects = [cube]; }) // 浏览器动画 const clock = new THREE.Clock() function render(time) { controls.update() // 阻尼控制器更新 // renderer.render(scene, camera); composer.render(); // 后期合成来渲染 requestAnimationFrame(render); // 请求动画帧 } render() // 监听画面变化,更新渲染画面 window.addEventListener('resize', () => { // 更新摄像头 camera.aspect = window.innerWidth / window.innerHeight; // 更新摄像机的投影矩阵 camera.updateProjectionMatrix(); // 更新渲染器 renderer.setSize(window.innerWidth, window.innerHeight); // 设置渲染器的像素比 renderer.setPixelRatio(window.devicePixelRatio) }) </script>
设置物体泛光
<script setup> import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // 导入后期合成 import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'; import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass.js'; import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js'; // 场景 const scene = new THREE.Scene(); // 模型 // 顶点着色器 const cubeGeometry = new THREE.BoxGeometry(1, 1, 1); // 片元着色器 const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 }); const cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.position.set(5, 0, 0); cube.layers.set(1) // 设置物体所在的层级,默认层级为0 scene.add(cube); const torusKnotGeometry = new THREE.TorusKnotGeometry(1, 0.35, 100, 16); const torusKnotMaterial = new THREE.MeshBasicMaterial({ color: 0x00ffff }); const torusKnot = new THREE.Mesh(torusKnotGeometry, torusKnotMaterial); torusKnot.position.set(0, 0, 0); scene.add(torusKnot); // 相机 const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 0, 10); // 辅助线 const axesHelper = new THREE.AxesHelper(5); // 长度 scene.add(axesHelper); // 初始化渲染器 const renderer = new THREE.WebGLRenderer({ antialias: true, // 锯齿模糊 }); // renderer.setClearColor(0x444444, 1); // 设置背景颜色 renderer.setSize(window.innerWidth, window.innerHeight); //设置three.js渲染区域的尺寸(像素px) renderer.autoClear = false; // 不自动清除颜色和深度缓冲区 document.body.appendChild(renderer.domElement); // renderer.render(scene, camera); // 相机围绕目标进行轨道运动; 注意OrbitControls会影响 camera.lookAt(x,y,z)失效,需设置controls.target.set(x,y,z)才能生效 const controls = new OrbitControls(camera, renderer.domElement); // 可设置控制器阻尼,让控制器更有真实效果,必须在你的动画循环里调用.update() controls.enableDamping = true // 添加后期合成 const composer = new EffectComposer(renderer); const renderPass = new RenderPass(scene, camera); composer.addPass(renderPass); // // 描边,突出物体轮廓 // const outlinePass = new OutlinePass( // new THREE.Vector2(window.innerWidth, window.innerHeight), // scene, // camera // ); // outlinePass.edgeStrength = 10; // 描边的宽度 // outlinePass.edgeGlow = 1; // 光晕 // outlinePass.edgeThickness = 2; // 光晕粗细度 // outlinePass.pulsePeriod = 5; // 闪烁频率(呼吸灯) // outlinePass.visibleEdgeColor = new THREE.Color(0xff3333); // 描边颜色 // outlinePass.hiddenEdgeColor = new THREE.Color(0x000000); // 光晕颜色 // // new THREE.TextureLoader().load('./26ad6804f422468988c3de6fe003bd6a.jpeg', texture => { // // texture.wrapS = THREE.RepeatWrapping; // // texture.wrapT = THREE.RepeatWrapping; // // outlinePass.patternTexture = texture; // // outlinePass.usePatternTexture = true; // // }); // composer.addPass(outlinePass); // // 设置发光的物体 // outlinePass.selectedObjects = [torusKnot] // window.addEventListener('click', (e) => { // outlinePass.selectedObjects = [cube]; // }) // 泛光(光照氛围) const unrealBloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), 0.5, // 强度 0.5, // 半径 0.5 // > 0.5泛光 ) composer.addPass(unrealBloomPass); // 点击泛光和不泛光控制 window.addEventListener('click', (e) => { // console.log(cube.layers.mask); // 2的次方,通过set设置 if (cube.layers.mask === 1) { cube.layers.set(1); } else { cube.layers.set(0); } }) // 浏览器动画 const clock = new THREE.Clock() function render(time) { controls.update() // 阻尼控制器更新 // 清除颜色和深度缓冲区 renderer.clear(); // 渲染层级 0 并应用后期处理 camera.layers.set(0); composer.render(); // 清除深度缓冲区,避免深度冲突 renderer.clearDepth(); // 渲染层级 1 不应用后期处理 camera.layers.set(1); renderer.render(scene, camera); requestAnimationFrame(render); // 请求动画帧 } render() // 监听画面变化,更新渲染画面 window.addEventListener('resize', () => { // 更新摄像头 camera.aspect = window.innerWidth / window.innerHeight; // 更新摄像机的投影矩阵 camera.updateProjectionMatrix(); // 更新渲染器 renderer.setSize(window.innerWidth, window.innerHeight); // 设置渲染器的像素比 renderer.setPixelRatio(window.devicePixelRatio) }) </script>
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