所以我找到了一个简洁的代码片段,用于在Andrew Berg(在这里可以看到:https://codepen.io/abberg/pen/pbWkjg?editors=0010)里面创建体积光,他们利用后处理和着色器来创建一个体积光球。
我的问题是如何修改我的代码,以便我可以在使用将创建体积光的composer渲染器的同时在背景中同时渲染静态图像,因为目前我可以执行其中一个但不是两个。
如果我删除了我的动画功能中的render();
来电并删除//renderer.render(backgroundScene,backgroundCamera);
//renderer.render(scene,camera);
我能够看到静态背景图像但是后期处理效果会导致体积光不会被使用,反之亦然,如果我离开render();
函数并将这些行注释掉,我可以看到后处理效果和光球着色器。
main.js
var scene, camera, renderer,
testcube, composer;
var backgroundMesh, backgroundScene, backgroundCamera,
backgroundComposer;
var occlusionComposer, occlusionRenderTarget,
occlusionBox, lightSphere, sphereUniforms;
var OCCLUSION_LAYER, DEFAULT_LAYER;
var incr;
function init(){
incr = 0;
OCCLUSION_LAYER = 1;
DEFAULT_LAYER = 0;
renderer = new THREE.WebGLRenderer({ antialias: false, alpha:true });
renderer.setSize(window.innerWidth,window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0x000000);
scene = new THREE.Scene();
var sphereGeo = new THREE.SphereGeometry(5,10,10);
var sphereMat = new THREE.MeshBasicMaterial({color:0xffffff});
lightSphere = new THREE.Mesh(sphereGeo,sphereMat);
lightSphere.layers.set(OCCLUSION_LAYER);
lightSphere.position.z = 0;
lightSphere.position.y = -150;
lightSphere.position.x = -150;
scene.add(lightSphere);
var boxGeo = new THREE.BoxGeometry(50,50,50);
var boxMat = new THREE.MeshBasicMaterial({color:0xffff13});
testcube = new THREE.Mesh(boxGeo,boxMat);
scene.add(testcube);
testcube.position.z = 0;
testcube.position.y = -100;
testcube.position.x = -90;
camera = new THREE.PerspectiveCamera(50, window.innerWidth/window.innerHeight, 0.1,7000);
camera.position.z = 200;
camera.position.x = -150;
camera.position.y = -150;
scene.add(camera);
var light = new THREE.AmbientLight(0xffffff);
scene.add(light);
var manager = new THREE.LoadingManager();
var loader = new THREE.TextureLoader( manager );
backgroundScene = new THREE.Scene();
backgroundCamera = new THREE.Camera();
backgroundScene.add( backgroundCamera );
loader.load( 'img/background.png', function( texture ) {
backgroundMesh = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2, 0),
new THREE.MeshBasicMaterial({
map: texture
})
);
backgroundMesh.material.depthTest = false;
backgroundMesh.material.depthWrite = false;
backgroundScene.add( backgroundMesh );
});
document.body.appendChild(renderer.domElement);
}
function preprocess(){
var pass;
occlusionRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth * 0.5 , window.innerHeight * 0.5 );
occlusionComposer = new THREE.EffectComposer( renderer, occlusionRenderTarget);
occlusionComposer.addPass( new THREE.RenderPass( scene, camera ) );
pass = new THREE.ShaderPass( THREE.VolumetericLightShader );
pass.needsSwap = false;
occlusionComposer.addPass( pass );
sphereUniforms = pass.uniforms;
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
pass = new THREE.ShaderPass( THREE.AdditiveBlendingShader );
pass.uniforms.tAdd.value = occlusionRenderTarget.texture;
composer.addPass( pass );
pass.renderToScreen = true;
}
function render(){
camera.layers.set(OCCLUSION_LAYER);
occlusionComposer.render();
//backgroundComposer.render();
camera.layers.set(DEFAULT_LAYER);
composer.render();
}
function animate(){
requestAnimationFrame(animate);
renderer.clear();
render();
//renderer.render(backgroundScene,backgroundCamera);
//renderer.render(scene,camera);
}
init();
preprocess();
animate();
shader.js
THREE.VolumetericLightShader = {
uniforms: {
tDiffuse: {value:null},
lightPosition: {value: new THREE.Vector2(0.5, 0.5)},
exposure: {value: 0.18},
decay: {value: 0.95},
density: {value: 0.8},
weight: {value: 0.62},
samples: {value: 100}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform vec2 lightPosition;",
"uniform float exposure;",
"uniform float decay;",
"uniform float density;",
"uniform float weight;",
"uniform int samples;",
"const int MAX_SAMPLES = 100;",
"void main()",
"{",
"vec2 texCoord = vUv;",
"vec2 deltaTextCoord = texCoord - lightPosition;",
"deltaTextCoord *= 1.0 / float(samples) * density;",
"vec4 color = texture2D(tDiffuse, texCoord);",
"float illuminationDecay = 1.0;",
"for(int i=0; i < MAX_SAMPLES; i++)",
"{",
"if(i == samples){",
"break;",
"}",
"texCoord -= deltaTextCoord;",
"vec4 sample = texture2D(tDiffuse, texCoord);",
"sample *= illuminationDecay * weight;",
"color += sample;",
"illuminationDecay *= decay;",
"}",
"gl_FragColor = color * exposure;",
"}"
].join("\n")
};
THREE.AdditiveBlendingShader = {
uniforms: {
tDiffuse: { value:null },
tAdd: { value:null }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform sampler2D tAdd;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec4 add = texture2D( tAdd, vUv );",
"gl_FragColor = color + add;",
"}"
].join("\n")
};
THREE.PassThroughShader = {
uniforms: {
tDiffuse: { value: null }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"gl_FragColor = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );",
"}"
].join( "\n" )
};
答案 0 :(得分:1)
首先为背景创建一个THREE.Scene
并使用背景纹理编辑场景的background
属性:
backgroundScene = new THREE.Scene();
backgroundCamera = new THREE.Camera();
backgroundScene.add( backgroundCamera );
var manager = new THREE.LoadingManager();
loader = new THREE.TextureLoader( manager );
loader.setCrossOrigin("");
var backTexture = loader.load(img/background.png,
function ( texture ) {
var img = texture.image;
bgWidth= img.width;
bgHeight = img.height;
}
);
backgroundScene.background = backTexture;
确保最终transparent
的{{1}}(THREE.Material
属性)的material
属性设置为THREE.ShaderPass
:
true
最后,您必须在呈现pass = new THREE.ShaderPass( THREE.AdditiveBlendingShader );
pass.uniforms.tAdd.value = occlusionRenderTarget.texture;
composer.addPass( pass );
pass.renderToScreen = true;
pass.material.transparent = true;
:
THREE.EffectComposer
参见示例:
renderer.render(backgroundScene,backgroundCamera);
camera.layers.set(OCCLUSION_LAYER);
occlusionComposer.render();
camera.layers.set(DEFAULT_LAYER);
composer.render();
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THREE.VolumetericLightShader = {
uniforms: {
tDiffuse: {value:null},
lightPosition: {value: new THREE.Vector2(0.5, 0.5)},
exposure: {value: 0.18},
decay: {value: 0.95},
density: {value: 0.8},
weight: {value: 0.62},
samples: {value: 100}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform vec2 lightPosition;",
"uniform float exposure;",
"uniform float decay;",
"uniform float density;",
"uniform float weight;",
"uniform int samples;",
"const int MAX_SAMPLES = 100;",
"void main()",
"{",
"vec2 texCoord = vUv;",
"vec2 deltaTextCoord = texCoord - lightPosition;",
"deltaTextCoord *= 1.0 / float(samples) * density;",
"vec4 color = texture2D(tDiffuse, texCoord);",
"float illuminationDecay = 1.0;",
"for(int i=0; i < MAX_SAMPLES; i++)",
"{",
"if(i == samples){",
"break;",
"}",
"texCoord -= deltaTextCoord;",
"vec4 sample = texture2D(tDiffuse, texCoord);",
"sample *= illuminationDecay * weight;",
"color += sample;",
"illuminationDecay *= decay;",
"}",
"gl_FragColor = color * exposure;",
"}"
].join("\n")
};
THREE.AdditiveBlendingShader = {
uniforms: {
tDiffuse: { value:null },
tAdd: { value:null },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform sampler2D tAdd;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec4 add = texture2D( tAdd, vUv );",
"gl_FragColor = color + add;",
"}"
].join("\n")
};
var scene, camera, renderer, composer;
var backgroundScene, backgroundCamera;
var occlusionComposer, occlusionRenderTarget,
occlusionBox, lightSphere, sphereUniforms;
var OCCLUSION_LAYER, DEFAULT_LAYER;
function init(){
OCCLUSION_LAYER = 1;
DEFAULT_LAYER = 0;
renderer = new THREE.WebGLRenderer({ antialias: false, alpha:true });
renderer.setSize(window.innerWidth,window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0x000000, 0);
window.onresize = resize;
scene = new THREE.Scene();
var sphereGeo = new THREE.SphereGeometry(5,10,10);
var sphereMat = new THREE.MeshBasicMaterial({color:0xffffff});
lightSphere = new THREE.Mesh(sphereGeo,sphereMat);
lightSphere.layers.set(OCCLUSION_LAYER);
lightSphere.position.z = 0;
lightSphere.position.y = -150;
lightSphere.position.x = -150;
scene.add(lightSphere);
var boxGeo = new THREE.BoxGeometry(50,50,50);
var boxMat = new THREE.MeshBasicMaterial({color:0xffff13});
var testcube = new THREE.Mesh(boxGeo,boxMat);
scene.add(testcube);
testcube.position.z = 0;
testcube.position.y = -100;
testcube.position.x = -90;
camera = new THREE.PerspectiveCamera(50, window.innerWidth/window.innerHeight, 0.1,7000);
camera.position.z = 200;
camera.position.x = -150;
camera.position.y = -150;
scene.add(camera);
var light = new THREE.AmbientLight(0xffffff);
scene.add(light);
backgroundScene = new THREE.Scene();
backgroundCamera = new THREE.Camera();
backgroundScene.add( backgroundCamera );
var manager = new THREE.LoadingManager();
loader = new THREE.TextureLoader( manager );
loader.setCrossOrigin("");
var backTexture = loader.load("https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/background.jpg",
function ( texture ) {
var img = texture.image;
bgWidth= img.width;
bgHeight = img.height;
}
);
backgroundScene.background = backTexture;
document.body.appendChild(renderer.domElement);
}
function preprocess(){
occlusionRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth * 0.5 , window.innerHeight * 0.5 );
occlusionComposer = new THREE.EffectComposer( renderer, occlusionRenderTarget);
occlusionComposer.addPass( new THREE.RenderPass( scene, camera ) );
var pass = new THREE.ShaderPass( THREE.VolumetericLightShader );
pass.needsSwap = false;
occlusionComposer.addPass( pass );
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
pass = new THREE.ShaderPass( THREE.AdditiveBlendingShader );
pass.uniforms.tAdd.value = occlusionRenderTarget.texture;
composer.addPass( pass );
pass.renderToScreen = true;
pass.material.transparent = true;
}
function render(){
renderer.clear();
renderer.render(backgroundScene,backgroundCamera);
camera.layers.set(OCCLUSION_LAYER);
occlusionComposer.render();
camera.layers.set(DEFAULT_LAYER);
composer.render();
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate(){
requestAnimationFrame(animate);
render();
}
init();
preprocess();
animate();
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