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three模型高亮外发光效果

本文主要是介绍three模型高亮外发光效果,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
页面效果如下:

 

 

vue3+three完整代码如下:
<template>
</template>
<script setup>
import * as THREE from 'three';
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 { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js"
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js"
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
const cube = new THREE.Mesh( geometry, material );
const cube2 = cube.clone()
cube2.position.set(2,2,1)
scene.add( cube );
scene.add( cube2 );
console.log(scene, 'scene')
camera.position.z = 5;
// 轨道控制器
const controls = new OrbitControls( camera, renderer.domElement );
// 后处理效果代码
    let composer = null
    let outlinePass = null
    let renderPass = null
        //高亮显示模型(呼吸灯)
    function outlineObj (selectedObjects) {
      // 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
      composer = new EffectComposer(renderer)
      // 新建一个场景通道  为了覆盖到原理来的场景上
      renderPass = new RenderPass(scene, camera)
      composer.addPass(renderPass);
      // 物体边缘发光通道
      outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, selectedObjects)
      outlinePass.selectedObjects = selectedObjects
      outlinePass.edgeStrength = 10.0 // 边框的亮度
      outlinePass.edgeGlow = 1// 光晕[0,1]
      outlinePass.usePatternTexture = false // 是否使用父级的材质
      outlinePass.edgeThickness = 1.0 // 边框宽度
      outlinePass.downSampleRatio = 1 // 边框弯曲度
      outlinePass.pulsePeriod = 5 // 呼吸闪烁的速度
      outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)) // 呼吸显示的颜色
      outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0) // 呼吸消失的颜色
      outlinePass.clear = true
      composer.addPass(outlinePass)
      // 自定义的着色器通道 作为参数
      var effectFXAA = new ShaderPass(FXAAShader)
      effectFXAA.uniforms.resolution.value.set(1 / window.innerWidth, 1 / window.innerHeight)
      effectFXAA.renderToScreen = true
      composer.addPass(effectFXAA)
    }
    outlineObj([cube])
function animate() {
    requestAnimationFrame( animate );
    renderer.render( scene, camera );
    controls.update();
    if (composer) {
        composer.render()
      }
}
animate();
</script>

 

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