-
1.three.meshline实现有宽度的线,但是存在问题,需要修改第三方包的代码 spite/THREE.MeshLine#139
-
0.通过light.target属性,让平行光追踪物体
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1.hover效果/outline(未生效原因解决,需要修改第三方包的代码:https://www.jianshu.com/p/5563645b7e15) 或者:EffectComposer.readBuffer.texture.encoding = renderer.outputEncoding;
-
2.轨迹如何画(要求直线连接点)
-
TubeGeometry可能导致未包含所有顶点----因为均匀分段后未必经过顶点 TubeGeometry如何才能包含所有生成curve的点???? 导航线如何绘制?
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3.gps坐标与模型上坐标映射( 只需要在模型中设立中心点位的坐标以及比例尺(目前1:1)以及旋转角度 问题:模型上坐标如何推导出gps坐标 )
-
4.模型上距离测算
-
5.视角跟随(已经单位向量切线、向量的切线的终点、模、求解向量切线的起点)
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6.始终面向相机的POI注释
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7.天空盒准备(一个下拉列表/白天-黑夜-下雨-下雪-阴天)
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8.效果展示(泛光-扫描-水波纹扩散-动态符号线/符号线流动-动态线流-光锥-墙贴图动画-模型 线框-鼠标右击功能开发-相机自动迅游)
-
9.小地图展示---renderer开启剪裁检测,使用一个额外的camera
-
10.欧拉角
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11.摄像机从一个点飞到另外一个点的效果制作(flyTo):利用tween.js
-
12.css3dobject,需要WebGLRenderer背景透明,且不可以设置clearColor;controls中的参数,需要设置为CSS3DRenderer示例的domElement;css3dobject会永远覆盖在wegglrenderer渲染场景内容的上层;
可以做的思路:
- 使用天空盒(6张图)和等矩形贴图以及HDR贴图(RGBELoader)可以制作3d背景
- 基于Raycaster的碰撞检测
- 立体浮雕效果和视差屏障效果AnaglyphEffect
- 双屏渲染效果StereoEffect
- VertexTangentsHelper-切线辅助对象
- VertexNormalsHelper-法线辅助对象
- MeshSurfaceSampler-均匀分散到物体表面
- layers----摄像机可以只渲染某个层级的物体
- LensflareElement----模拟太阳光的光晕/炫光效果
- 光照探针
- TWEEN-实现聚光灯移动、变向等效果
- 多材质切换:KHR_materials_variants插件
- 将图片加载为纹理:ImageLoader
- MD2模型是一种古老的支持帧动画的模型格式
- 将物体缓慢转动到某个方向:webgl_math_orientation_transform.html
- 使用Reflector创建镜子
- 让文字验证三维曲线运动:CurveModifier
- 下雪:可以使用贴图实现-webgl_points_sprites.html
- 水面:jsm/objects/Water2.js
- 运动幻影效果处理:AfterimagePass
- 背景虚拟化模糊:jsm/postprocessing/BokehPass.js
- 泛光/炫光 效果:UnrealBloomPass
- 声音相关:webaudio
- 我们的底图效果,应该使用MapControls
- 拖拽效果思路: three.js中进行拖拽-----TransformControls+导出成gltf(将一个scene导出来) 凹凸贴图: 使纹理有厚度-看起来更加立体,凹凸贴图一般使用一张灰度图,设置成材料的bumpMap属性
- *法向贴图: 使用一张法向图来表示纹理图片某个点的法向量。即用一张图片保存另一张图片的法向量信息, * 然后再在threejs中将这两个图片的信息合在一起,就形成了一个细节丰富的立体纹理 * 设置材质的 normalMap 属性
需要看的东西:
- 1.ShaderMaterial
- 2.webgl_geometry_extrude_splines
- 3.法线贴图
fxaa效果一般、开销很小,无法解决线的锯齿问题,带来模糊
SSAA:效果最好,开销太大
taa: 有动画时失效
getPoint&getPointAt区别:https://discourse.threejs.org/t/curve-difference-between-getpoint-and-getpointat-methods/6637/2
模型闪烁问题处理:renderer = new THREE.WebGLRenderer({ canvas, antialias: true, logarithmicDepthBuffer: true });---但是这样会造成卡顿
'右.jpg', /* 右-px / '左.jpg', / 左-nx / '顶.jpg', / 顶-py / '底.jpg', / 底-ny / '后.jpg', / 后-pz / '前.jpg' / 前-nz */
一个点需要一个uv值。
- u:图片在显示器水平的坐标
- v:图片在显示器垂直的坐标
- gl_PointSize
gl_PointSize内置变量是一个float类型,在点渲染模式中,顶点由于是一个点,理论上我们并无法看到,所以他是以一个正对着相机的正方形面表现的。使用内置变量gl_PointSize主要是用来设置顶点渲染出来的正方形面的相素大小(默认值是0)。 void main() { gl_PointSize = 10.0; } - gl_Position
gl_Position内置变量是一个vec4类型,它表示最终传入片元着色器片元化要使用的顶点位置坐标。vec4(x,y,z,1.0),前三个参数表示顶点的xyz坐标值,第四个参数是浮点数1.0。 void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } - gl_FragColor
gl_FragColor内置变量是vec4类型,主要用来设置片元像素的颜色,它的前三个参数表示片元像素颜色值RGB,第四个参数是片元像素透明度A,1.0表示不透明,0.0表示完全透明。 void main() { gl_FragColor = vec4(1.0,0.0,0.0,1.0); } - gl_FragCoord
gl_FragCoord内置变量是vec2类型,它表示WebGL在canvas画布上渲染的所有片元或者说像素的坐标,坐标原点是canvas画布的左上角,x轴水平向右,y竖直向下,gl_FragCoord坐标的单位是像素,gl_FragCoord的值是vec2(x,y),通过gl_FragCoord.x、gl_FragCoord.y方式可以分别访问片元坐标的纵横坐标。 - gl_PointCoord
gl_PointCoord内置变量也是vec2类型,同样表示像素的坐标,但是与gl_FragCoord不同的是,gl_FragCoord是按照整个canvas算的x值从[0,宽度],y值是从[0,高度]。而gl_PointCoord是在点渲染模式中生效的,而它的范围是对应小正方形面,同样是左上角[0,0]到右下角[1,1]。
- mod(x,y)
原理x%y(即取余数)
多细节层次 —— 在显示网格时,根据摄像机距离物体的距离,来使用更多或者更少的几何体来对其进行显示。
{
/*
<div className={`${prefix}-first-right`} onClick={goWisdomSearch}>
<span>智能搜索</span>
<RightOutlined style={{transform: 'scale(0.75)'}} />
</div>
*/
}
npm install @babel/polyfill --save npm install --save core-js@3 app.js顶部引入import '@babel/polyfill'
Auto Rename Tag
Color Picker
Debugger for Chrome
Document This
Eclipse Keymap
EditorConfig for VS Code
ENV
ESLint
file-icons
Git History
gitignore
JavaScript(ES6) code snippets
Prettier - Code formatter
React/Redux/react-router Snippets
Svg Preview
TODO Highlight
vscode-json
Path Intellisense 用来处理路径别名,在vscode中可以自动提示,跳转等功能
/**
* @author spidersharma / http://eduperiment.com/
*
* Inspired from Unreal Engine
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
import {
AdditiveBlending,
Color,
LinearFilter,
MeshBasicMaterial,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
Vector2,
Vector3,
WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
import { CopyShader } from 'three/examples/jsm/shaders/CopyShader.js';
import { LuminosityHighPassShader } from 'three/examples/jsm/shaders/LuminosityHighPassShader.js';
class UnrealBloomPass extends Pass {
constructor(resolution, strength, radius, threshold, selectedObjects, scene, camera) {
super();
this.strength = (strength !== undefined) ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = (resolution !== undefined) ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256);
this.scene = scene;
this.camera = camera;
this.selectedObjects = selectedObjects || [];
// create color only once here, reuse it later inside the render function
this.clearColor = new Color(0, 0, 0);
// render targets
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
var resX = Math.round(this.resolution.x / 2);
var resY = Math.round(this.resolution.y / 2);
this.renderTargetSelectedObjects = new WebGLRenderTarget(resX, resY, pars);
this.renderTargetSelectedObjects.texture.name = "UnrealBloomPass.selectedObjects";
this.renderTargetSelectedObjects.texture.generateMipmaps = false;
this.renderTargetBright = new WebGLRenderTarget(resX, resY, pars);
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
this.renderTargetBright.texture.generateMipmaps = false;
for (var i = 0; i < this.nMips; i++) {
var renderTargetHorizonal = new WebGLRenderTarget(resX, resY, pars);
renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
renderTargetHorizonal.texture.generateMipmaps = false;
this.renderTargetsHorizontal.push(renderTargetHorizonal);
var renderTargetVertical = new WebGLRenderTarget(resX, resY, pars);
renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
renderTargetVertical.texture.generateMipmaps = false;
this.renderTargetsVertical.push(renderTargetVertical);
resX = Math.round(resX / 2);
resY = Math.round(resY / 2);
}
// luminosity high pass material
if (LuminosityHighPassShader === undefined)
console.error("UnrealBloomPass relies on LuminosityHighPassShader");
var highPassShader = LuminosityHighPassShader;
this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms);
this.highPassUniforms["luminosityThreshold"].value = threshold;
this.highPassUniforms["smoothWidth"].value = 0.01;
this.materialHighPassFilter = new ShaderMaterial({
uniforms: this.highPassUniforms,
vertexShader: highPassShader.vertexShader,
fragmentShader: highPassShader.fragmentShader,
defines: {}
});
// Gaussian Blur Materials
this.separableBlurMaterials = [];
var kernelSizeArray = [3, 5, 7, 9, 11];
var resX = Math.round(this.resolution.x / 2);
var resY = Math.round(this.resolution.y / 2);
for (var i = 0; i < this.nMips; i++) {
this.separableBlurMaterials.push(this.createSeperableBlurMaterial(kernelSizeArray[i]));
this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resX, resY);
resX = Math.round(resX / 2);
resY = Math.round(resY / 2);
}
// Composite material
this.bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
this.bloomTintColors = [
new Vector3(1, 1, 1),
new Vector3(1, 1, 1),
new Vector3(1, 1, 1),
new Vector3(1, 1, 1),
new Vector3(1, 1, 1)
];
this.compositeMaterial = this.createCompositeMaterial(this.nMips);
this.blendMaterial = this.createBlendMaterial();
// copy material
if (CopyShader === undefined) {
console.error("UnrealBloomPass relies on CopyShader");
}
var copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
this.copyUniforms["opacity"].value = 1.0;
this.materialCopy = new ShaderMaterial({
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
this.enabled = true;
this.needsSwap = false;
this.oldClearColor = new Color();
this.oldClearAlpha = 1;
this.basic = new MeshBasicMaterial();
this.fsQuad = new FullScreenQuad(null);
}
dispose() {
for (var i = 0; i < this.renderTargetsHorizontal.length; i++) {
this.renderTargetsHorizontal[i].dispose();
}
for (var i = 0; i < this.renderTargetsVertical.length; i++) {
this.renderTargetsVertical[i].dispose();
}
this.renderTargetBright.dispose();
}
setSize(width, height) {
var resX = Math.round(width / 2);
var resY = Math.round(height / 2);
this.renderTargetBright.setSize(resX, resY);
for (var i = 0; i < this.nMips; i++) {
this.renderTargetsHorizontal[i].setSize(resX, resY);
this.renderTargetsVertical[i].setSize(resX, resY);
this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resX, resY);
resX = Math.round(resX / 2);
resY = Math.round(resY / 2);
}
}
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
// console.log(renderer.getClearColor())
// this.oldClearColor.copy(renderer.getClearColor());
renderer.getClearColor( this.oldClearColor );
this.oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor(this.clearColor, 0);
if (maskActive) renderer.state.buffers.stencil.setTest(false);
if (this.renderToScreen) {
this.fsQuad.material = this.basic;
if (this.basic.map === null) this.basic.map = readBuffer.texture;
renderer.setRenderTarget(null);
renderer.clear();
this.fsQuad.render(renderer);
}
var applyBuffer = readBuffer;
if (this.selectedObjects.length > 0) {
this.changeVisibilityOfNonSelectedObjects(false);
renderer.setRenderTarget(this.renderTargetSelectedObjects);
renderer.clear();
renderer.render(this.scene, this.camera);
applyBuffer = this.renderTargetSelectedObjects;
this.changeVisibilityOfNonSelectedObjects(true);
}
// 1. Extract Bright Areas
this.highPassUniforms["tDiffuse"].value = applyBuffer.texture;
this.highPassUniforms["luminosityThreshold"].value = this.threshold;
this.fsQuad.material = this.materialHighPassFilter;
renderer.setRenderTarget(this.renderTargetBright);
renderer.clear();
this.fsQuad.render(renderer);
// 2. Blur All the mips progressively
var inputRenderTarget = this.renderTargetBright;
for (var i = 0; i < this.nMips; i++) {
this.fsQuad.material = this.separableBlurMaterials[i];
this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
this.separableBlurMaterials[i].uniforms["direction"].value = UnrealBloomPass.BlurDirectionX;
renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
renderer.clear();
this.fsQuad.render(renderer);
this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
this.separableBlurMaterials[i].uniforms["direction"].value = UnrealBloomPass.BlurDirectionY;
renderer.setRenderTarget(this.renderTargetsVertical[i]);
renderer.clear();
this.fsQuad.render(renderer);
inputRenderTarget = this.renderTargetsVertical[i];
}
// Composite All the mips
this.fsQuad.material = this.compositeMaterial;
this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
renderer.clear();
this.fsQuad.render(renderer);
if (this.selectedObjects.length > 0) {
this.fsQuad.material = this.blendMaterial;
this.blendMaterial.uniforms['baseTexture'].value = readBuffer.texture;
// this.blendMaterial.uniforms[ "bloomTexture" ].value = this.renderTargetsHorizontal[ 0 ].texture;
} else {
// Blend it additively over the input texture
this.fsQuad.material = this.materialCopy;
this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
}
if (maskActive) renderer.state.buffers.stencil.setTest(true);
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.fsQuad.render(renderer);
} else {
renderer.setRenderTarget(readBuffer);
this.fsQuad.render(renderer);
}
// Restore renderer settings
renderer.setClearColor(this.oldClearColor, this.oldClearAlpha);
renderer.autoClear = oldAutoClear;
}
createBlendMaterial() {
return new ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: this.renderTargetsHorizontal[0].texture },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader:
`
uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
varying vec2 vUv;
void main() {
// vec4 texel1 = texture2D( baseTexture, vUv );
// vec4 texel2 = texture2D( bloomTexture, vUv );
// gl_FragColor = mix( texel1, texel2, 0.5 );
gl_FragColor = texture2D( baseTexture , vUv ) + vec4( 1.0 ) * texture2D( bloomTexture , vUv );
// gl_FragColor.a = texture2D( baseTexture ).a; // THIS did it
}
`
});
}
createSeperableBlurMaterial(kernelRadius) {
return new ShaderMaterial({
defines: {
"KERNEL_RADIUS": kernelRadius,
"SIGMA": kernelRadius
},
uniforms: {
"colorTexture": { value: null },
"texSize": { value: new Vector2(0.5, 0.5) },
"direction": { value: new Vector2(0.5, 0.5) }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"#include <common>\
varying vec2 vUv;\n\
uniform sampler2D colorTexture;\n\
uniform vec2 texSize;\
uniform vec2 direction;\
\
float gaussianPdf(in float x, in float sigma) {\
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
}\
void main() {\n\
vec2 invSize = 1.0 / texSize;\
float fSigma = float(SIGMA);\
float weightSum = gaussianPdf(0.0, fSigma);\
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
float x = float(i);\
float w = gaussianPdf(x, fSigma);\
vec2 uvOffset = direction * invSize * x;\
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
diffuseSum += (sample1 + sample2) * w;\
weightSum += 2.0 * w;\
}\
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
}"
});
}
createCompositeMaterial(nMips) {
return new ShaderMaterial({
defines: {
"NUM_MIPS": nMips
},
uniforms: {
blurTexture0: { value: this.renderTargetsVertical[0].texture },
blurTexture1: { value: this.renderTargetsVertical[1].texture },
blurTexture2: { value: this.renderTargetsVertical[2].texture },
blurTexture3: { value: this.renderTargetsVertical[3].texture },
blurTexture4: { value: this.renderTargetsVertical[4].texture },
bloomStrength: { value: this.strength },
bloomFactors: { value: this.bloomFactors },
bloomTintColors: { value: this.bloomTintColors },
bloomRadius: { value: this.radius }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"varying vec2 vUv;\
uniform sampler2D blurTexture0;\
uniform sampler2D blurTexture1;\
uniform sampler2D blurTexture2;\
uniform sampler2D blurTexture3;\
uniform sampler2D blurTexture4;\
uniform float bloomStrength;\
uniform float bloomRadius;\
uniform float bloomFactors[NUM_MIPS];\
uniform vec3 bloomTintColors[NUM_MIPS];\
\
float lerpBloomFactor(const in float factor) { \
float mirrorFactor = 1.2 - factor;\
return mix(factor, mirrorFactor, bloomRadius);\
}\
\
void main() {\
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture0, vUv) + \
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture1, vUv) + \
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture2, vUv) + \
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture3, vUv) + \
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture4, vUv) );\
}"
});
}
changeVisibilityOfNonSelectedObjects(bVisible) {
var self = this;
this.scene.traverse(function (child) {
if (child.isMesh && !self.selectedObjects.includes(child)) {
child.visible = bVisible;
// child.material.colorWrite = bVisible;
}
});
}
};
UnrealBloomPass.BlurDirectionX = new Vector2(1.0, 0.0);
UnrealBloomPass.BlurDirectionY = new Vector2(0.0, 1.0);
export { UnrealBloomPass };