three-base 2.0.1 → 2.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/ApngTexture.d.ts +13 -0
- package/ApngTexture.js +61 -0
- package/ApngTexture.ts +91 -0
- package/ApngTextureManage.d.ts +18 -0
- package/ApngTextureManage.js +87 -0
- package/ApngTextureManage.ts +130 -0
- package/EventMesh.d.ts +18 -0
- package/EventMesh.js +59 -0
- package/EventMesh.ts +79 -0
- package/ExtrudeMesh.d.ts +111 -0
- package/ExtrudeMesh.js +363 -0
- package/ExtrudeMesh.ts +571 -0
- package/FPScontrol.d.ts +44 -0
- package/FPScontrol.js +170 -0
- package/FPScontrol.ts +209 -0
- package/InstancedGroupMesh.d.ts +10 -0
- package/InstancedGroupMesh.js +63 -0
- package/InstancedGroupMesh.ts +80 -0
- package/KeyFrameAnimation.d.ts +25 -0
- package/KeyFrameAnimation.js +78 -0
- package/KeyFrameAnimation.ts +122 -0
- package/PlaneModal1/PlaneModal1.d.ts +31 -0
- package/PlaneModal1/PlaneModal1.js +105 -0
- package/PlaneModal1/PlaneModal1.ts +151 -0
- package/PlaneModal1/index.d.ts +1 -0
- package/PlaneModal1/index.js +1 -0
- package/PlaneModal1/index.ts +1 -0
- package/PlaneModal1/planeModal.png +0 -0
- package/PlaneText.d.ts +37 -0
- package/PlaneText.js +30 -0
- package/PlaneText.ts +58 -0
- package/PlaneWithHtml.d.ts +11 -0
- package/PlaneWithHtml.js +67 -0
- package/PlaneWithHtml.ts +84 -0
- package/PointLight/PointLight.d.ts +13 -0
- package/PointLight/PointLight.js +63 -0
- package/PointLight/PointLight.ts +74 -0
- package/PointLight/index.d.ts +1 -0
- package/PointLight/index.js +1 -0
- package/PointLight/index.ts +1 -0
- package/PointLight/pointLight_map.png +0 -0
- package/Sky/Sky.d.ts +13 -0
- package/Sky/Sky.js +28 -0
- package/Sky/Sky.ts +36 -0
- package/Sky/bluesky.jpg +0 -0
- package/Sky/index.d.ts +1 -0
- package/Sky/index.js +1 -0
- package/Sky/index.ts +1 -0
- package/SpriteModal1/SpriteModal1.d.ts +30 -0
- package/SpriteModal1/SpriteModal1.js +110 -0
- package/SpriteModal1/SpriteModal1.ts +160 -0
- package/SpriteModal1/index.d.ts +1 -0
- package/SpriteModal1/index.js +1 -0
- package/SpriteModal1/index.ts +1 -0
- package/SpriteModal1/spriteModal1.png +0 -0
- package/SpriteText.d.ts +45 -0
- package/SpriteText.js +162 -0
- package/SpriteText.ts +189 -0
- package/SpriteText2.d.ts +47 -0
- package/SpriteText2.js +197 -0
- package/SpriteText2.ts +236 -0
- package/Text3D/Text3D.d.ts +20 -0
- package/Text3D/Text3D.js +62 -0
- package/Text3D/Text3D.ts +93 -0
- package/Text3D/fontController.d.ts +59 -0
- package/Text3D/fontController.js +200 -0
- package/Text3D/fontController.ts +285 -0
- package/Text3D/gentilis.json +811 -0
- package/Text3D/index.d.ts +1 -0
- package/Text3D/index.js +1 -0
- package/Text3D/index.ts +1 -0
- package/ThreeBase.d.ts +61 -0
- package/ThreeBase.js +401 -0
- package/ThreeBase.ts +482 -0
- package/ThreeMouse.d.ts +39 -0
- package/ThreeMouse.js +359 -0
- package/ThreeMouse.ts +465 -0
- package/Transition.d.ts +43 -0
- package/Transition.js +196 -0
- package/Transition.ts +268 -0
- package/index.d.ts +1 -0
- package/keyContorls.d.ts +25 -0
- package/keyContorls.js +98 -0
- package/keyContorls.ts +127 -0
- package/package.json +15 -20
- package/pass/FullScreenQuad.d.ts +7 -0
- package/pass/FullScreenQuad.js +25 -0
- package/pass/FullScreenQuad.ts +33 -0
- package/pass/stroke_pass.d.ts +2 -0
- package/pass/stroke_pass.js +190 -0
- package/pass/stroke_pass.ts +211 -0
- package/shaders.d.ts +17 -0
- package/shaders.js +245 -0
- package/shaders.ts +264 -0
- package/threeLoader.d.ts +20 -0
- package/threeLoader.js +118 -0
- package/threeLoader.ts +147 -0
- package/threeUtils.d.ts +44 -0
- package/threeUtils.js +233 -0
- package/threeUtils.ts +271 -0
- package/tsconfig.json +39 -0
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 00:35:17
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-05-09 02:33:28
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*/
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import { LinearFilter, RGBAFormat, Vector2, WebGLRenderTarget, NoBlending, Scene, RawShaderMaterial, Color, NormalBlending } from "three";
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import FullScreenQuad from "./FullScreenQuad";
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// 选中对象的纹理
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const selectTextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 由于不能同时读写自己的纹理
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const blur1TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 所以需要用2个模糊纹理相互读写
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const blur2TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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// 创建一个渲染工具 用于处理纹理
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const fsQuad = new FullScreenQuad(); // 渲染辅助器
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// 描边着色器
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const blurShader = new RawShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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color: { value: new Color("#0f0") },
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width: { value: 1.0 },
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opacity: { value: 1.0 },
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resolution: { value: new Vector2(1 / 512, 1 / 512) },
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offset: {
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value: [
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new Vector2(0.000, 1.000),
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new Vector2(0.259, 0.966),
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new Vector2(0.500, 0.866),
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new Vector2(0.707, 0.707),
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new Vector2(0.866, 0.500),
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new Vector2(0.966, 0.259),
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new Vector2(1.000, 0.000),
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new Vector2(0.966, -0.259),
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new Vector2(0.866, -0.500),
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new Vector2(0.707, -0.707),
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new Vector2(0.500, -0.866),
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new Vector2(0.259, -0.966),
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new Vector2(0.000, -1.000),
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new Vector2(-0.259, -0.966),
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new Vector2(-0.500, -0.866),
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new Vector2(-0.707, -0.707),
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new Vector2(-0.866, -0.500),
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new Vector2(-0.966, -0.259),
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new Vector2(-1.000, -0.000),
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new Vector2(-0.966, 0.259),
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new Vector2(-0.866, 0.500),
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new Vector2(-0.707, 0.707),
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new Vector2(-0.500, 0.866),
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new Vector2(-0.259, 0.966)
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]
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}
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},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D tDiffuse;
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uniform vec3 color;
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uniform float width;
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uniform float opacity;
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uniform vec2 resolution;
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uniform vec2 offset[24];
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varying vec2 vUv;
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vec2 piexl = resolution * width; // 描边厚度
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vec4 stroke(){
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vec4 blurColor = vec4(0.0);
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vec4 Color = vec4(0.0);
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int vSum = 0; // 周围像素点中和 visibleColor 相似的数量
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for (int i = 0; i < 24; i++ ) {
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Color = texture2D(tDiffuse, vUv + (offset[i] * piexl));
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if (Color.a > 0.0) {
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blurColor += Color;
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}
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}
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if (blurColor.a < 0.001) {
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return vec4(0.0);
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} else {
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return vec4(color, opacity);
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}
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}
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void main() {
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vec4 Color = texture2D(tDiffuse, vUv);
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if (Color.a > 0.0 || width == 0.0) {
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gl_FragColor = Color;
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} else {
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gl_FragColor = stroke();
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}
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}`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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// 过滤着色器
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const filterSelectShader = new RawShaderMaterial({
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uniforms: {
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selectTexture: { value: null },
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blurTexture: { value: null }
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},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D selectTexture;
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uniform sampler2D blurTexture;
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D(blurTexture, vUv);
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gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
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}
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`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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// 场景对象
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const scene = new Scene();
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// 对象描边
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export default function stroke_pass(renderer, camera, object3d) {
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const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
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if (!stroke_enable) {
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return;
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}
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// 保存原帧缓冲区
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const originRenderTarget = renderer.getRenderTarget();
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// 设置选中目标的帧缓冲区
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renderer.getSize(size);
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selectTextureTarget.setSize(size.x, size.y);
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blur1TextureTarget.setSize(size.x, size.y);
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blur2TextureTarget.setSize(size.x, size.y);
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renderer.setRenderTarget(selectTextureTarget);
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scene.children = [object3d];
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renderer.clear();
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renderer.render(object3d, camera);
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// 设置描边着色器的分辨率
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blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
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//描边颜色
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blurShader.uniforms.color.value.set(stroke_color);
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blurShader.uniforms.width.value = stroke_width / 4;
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//一次描边
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renderer.setRenderTarget(blur1TextureTarget);
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blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
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fsQuad.render(renderer, blurShader);
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//二次描边
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renderer.setRenderTarget(blur2TextureTarget);
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blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
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fsQuad.render(renderer, blurShader);
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//三次描边
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renderer.setRenderTarget(blur1TextureTarget);
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blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
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fsQuad.render(renderer, blurShader);
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//四次描边
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renderer.setRenderTarget(blur2TextureTarget);
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blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
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fsQuad.render(renderer, blurShader);
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// 还原帧缓冲区 减去原始纹理保留描边
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renderer.setRenderTarget(originRenderTarget);
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filterSelectShader.uniforms.selectTexture.value = selectTextureTarget.texture;
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filterSelectShader.uniforms.blurTexture.value = blur2TextureTarget.texture;
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filterSelectShader.blending = NormalBlending; // 与有的纹理融合计算 保留前面通道传递下来的纹理
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fsQuad.render(renderer, filterSelectShader);
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// 调试代码
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// renderer.setRenderTarget(null);
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// renderer.clearDepth();
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// copyShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
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// fsQuad.render(renderer, copyShader);
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// return;
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}
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 00:35:17
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-05-09 02:33:28
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*/
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import { Camera, LinearFilter, Object3D, RGBAFormat, Vector2, WebGLRenderTarget, WebGLRenderer, ShaderMaterial, NoBlending, Scene, RawShaderMaterial, Color, NormalBlending } from "three";
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import FullScreenQuad from "./FullScreenQuad";
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// 选中对象的纹理
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const selectTextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 由于不能同时读写自己的纹理
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const blur1TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 所以需要用2个模糊纹理相互读写
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const blur2TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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// 创建一个渲染工具 用于处理纹理
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const fsQuad = new FullScreenQuad(); // 渲染辅助器
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// 描边着色器
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const blurShader = new RawShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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color: { value: new Color("#0f0") }, // 没有被挡住的地方的颜色绿色
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width: { value: 1.0 },
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opacity: { value: 1.0 },
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resolution: { value: new Vector2(1 / 512, 1 / 512) }, // 渲染器的分辨率
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offset: {
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value: [
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new Vector2(0.000, 1.000),
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new Vector2(0.259, 0.966),
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new Vector2(0.500, 0.866),
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new Vector2(0.707, 0.707),
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new Vector2(0.866, 0.500),
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new Vector2(0.966, 0.259),
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new Vector2(1.000, 0.000),
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new Vector2(0.966, -0.259),
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new Vector2(0.866, -0.500),
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new Vector2(0.707, -0.707),
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+
new Vector2(0.500, -0.866),
|
|
46
|
+
new Vector2(0.259, -0.966),
|
|
47
|
+
new Vector2(0.000, -1.000),
|
|
48
|
+
new Vector2(-0.259, -0.966),
|
|
49
|
+
new Vector2(-0.500, -0.866),
|
|
50
|
+
new Vector2(-0.707, -0.707),
|
|
51
|
+
new Vector2(-0.866, -0.500),
|
|
52
|
+
new Vector2(-0.966, -0.259),
|
|
53
|
+
new Vector2(-1.000, -0.000),
|
|
54
|
+
new Vector2(-0.966, 0.259),
|
|
55
|
+
new Vector2(-0.866, 0.500),
|
|
56
|
+
new Vector2(-0.707, 0.707),
|
|
57
|
+
new Vector2(-0.500, 0.866),
|
|
58
|
+
new Vector2(-0.259, 0.966)
|
|
59
|
+
]
|
|
60
|
+
}
|
|
61
|
+
},
|
|
62
|
+
vertexShader: `
|
|
63
|
+
attribute vec3 position;
|
|
64
|
+
attribute vec2 uv;
|
|
65
|
+
varying vec2 vUv;
|
|
66
|
+
void main() {
|
|
67
|
+
vUv = uv;
|
|
68
|
+
gl_Position = vec4(position, 1.0);
|
|
69
|
+
}`,
|
|
70
|
+
fragmentShader: `
|
|
71
|
+
#ifdef GL_ES
|
|
72
|
+
precision highp float;
|
|
73
|
+
#endif
|
|
74
|
+
uniform sampler2D tDiffuse;
|
|
75
|
+
uniform vec3 color;
|
|
76
|
+
uniform float width;
|
|
77
|
+
uniform float opacity;
|
|
78
|
+
uniform vec2 resolution;
|
|
79
|
+
uniform vec2 offset[24];
|
|
80
|
+
varying vec2 vUv;
|
|
81
|
+
vec2 piexl = resolution * width; // 描边厚度
|
|
82
|
+
|
|
83
|
+
vec4 stroke(){
|
|
84
|
+
vec4 blurColor = vec4(0.0);
|
|
85
|
+
vec4 Color = vec4(0.0);
|
|
86
|
+
int vSum = 0; // 周围像素点中和 visibleColor 相似的数量
|
|
87
|
+
for (int i = 0; i < 24; i++ ) {
|
|
88
|
+
Color = texture2D(tDiffuse, vUv + (offset[i] * piexl));
|
|
89
|
+
if (Color.a > 0.0) {
|
|
90
|
+
blurColor += Color;
|
|
91
|
+
}
|
|
92
|
+
}
|
|
93
|
+
if (blurColor.a < 0.001) {
|
|
94
|
+
return vec4(0.0);
|
|
95
|
+
} else {
|
|
96
|
+
return vec4(color, opacity);
|
|
97
|
+
}
|
|
98
|
+
}
|
|
99
|
+
void main() {
|
|
100
|
+
vec4 Color = texture2D(tDiffuse, vUv);
|
|
101
|
+
if (Color.a > 0.0 || width == 0.0) {
|
|
102
|
+
gl_FragColor = Color;
|
|
103
|
+
} else {
|
|
104
|
+
gl_FragColor = stroke();
|
|
105
|
+
}
|
|
106
|
+
}`,
|
|
107
|
+
blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
108
|
+
depthTest: false,
|
|
109
|
+
depthWrite: false,
|
|
110
|
+
transparent: true
|
|
111
|
+
});
|
|
112
|
+
|
|
113
|
+
// 过滤着色器
|
|
114
|
+
const filterSelectShader = new RawShaderMaterial({
|
|
115
|
+
uniforms: {
|
|
116
|
+
selectTexture: { value: null },
|
|
117
|
+
blurTexture: { value: null }
|
|
118
|
+
},
|
|
119
|
+
vertexShader: `
|
|
120
|
+
attribute vec3 position;
|
|
121
|
+
attribute vec2 uv;
|
|
122
|
+
varying vec2 vUv;
|
|
123
|
+
void main() {
|
|
124
|
+
vUv = uv;
|
|
125
|
+
gl_Position = vec4(position, 1.0);
|
|
126
|
+
}
|
|
127
|
+
`,
|
|
128
|
+
fragmentShader: `
|
|
129
|
+
#ifdef GL_ES
|
|
130
|
+
precision highp float;
|
|
131
|
+
#endif
|
|
132
|
+
uniform sampler2D selectTexture;
|
|
133
|
+
uniform sampler2D blurTexture;
|
|
134
|
+
varying vec2 vUv;
|
|
135
|
+
|
|
136
|
+
void main() {
|
|
137
|
+
gl_FragColor = texture2D(blurTexture, vUv);
|
|
138
|
+
gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
|
|
139
|
+
}
|
|
140
|
+
`,
|
|
141
|
+
blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
142
|
+
depthTest: false,
|
|
143
|
+
depthWrite: false,
|
|
144
|
+
transparent: true
|
|
145
|
+
});
|
|
146
|
+
|
|
147
|
+
// 场景对象
|
|
148
|
+
const scene = new Scene();
|
|
149
|
+
|
|
150
|
+
// 对象描边
|
|
151
|
+
export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D) {
|
|
152
|
+
|
|
153
|
+
const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
|
|
154
|
+
if (!stroke_enable) {
|
|
155
|
+
return;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
// 保存原帧缓冲区
|
|
159
|
+
const originRenderTarget = renderer.getRenderTarget();
|
|
160
|
+
|
|
161
|
+
// 设置选中目标的帧缓冲区
|
|
162
|
+
renderer.getSize(size);
|
|
163
|
+
selectTextureTarget.setSize(size.x, size.y);
|
|
164
|
+
blur1TextureTarget.setSize(size.x, size.y);
|
|
165
|
+
blur2TextureTarget.setSize(size.x, size.y);
|
|
166
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
167
|
+
scene.children = [object3d];
|
|
168
|
+
renderer.clear();
|
|
169
|
+
renderer.render(object3d, camera);
|
|
170
|
+
|
|
171
|
+
// 设置描边着色器的分辨率
|
|
172
|
+
blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
173
|
+
//描边颜色
|
|
174
|
+
blurShader.uniforms.color.value.set(stroke_color);
|
|
175
|
+
blurShader.uniforms.width.value = stroke_width / 4;
|
|
176
|
+
|
|
177
|
+
//一次描边
|
|
178
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
179
|
+
blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
|
|
180
|
+
fsQuad.render(renderer, blurShader);
|
|
181
|
+
|
|
182
|
+
//二次描边
|
|
183
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
184
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
185
|
+
fsQuad.render(renderer, blurShader);
|
|
186
|
+
|
|
187
|
+
//三次描边
|
|
188
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
189
|
+
blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
190
|
+
fsQuad.render(renderer, blurShader);
|
|
191
|
+
|
|
192
|
+
//四次描边
|
|
193
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
194
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
195
|
+
fsQuad.render(renderer, blurShader);
|
|
196
|
+
|
|
197
|
+
// 还原帧缓冲区 减去原始纹理保留描边
|
|
198
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
199
|
+
filterSelectShader.uniforms.selectTexture.value = selectTextureTarget.texture;
|
|
200
|
+
filterSelectShader.uniforms.blurTexture.value = blur2TextureTarget.texture;
|
|
201
|
+
filterSelectShader.blending = NormalBlending; // 与有的纹理融合计算 保留前面通道传递下来的纹理
|
|
202
|
+
fsQuad.render(renderer, filterSelectShader);
|
|
203
|
+
|
|
204
|
+
|
|
205
|
+
// 调试代码
|
|
206
|
+
// renderer.setRenderTarget(null);
|
|
207
|
+
// renderer.clearDepth();
|
|
208
|
+
// copyShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
209
|
+
// fsQuad.render(renderer, copyShader);
|
|
210
|
+
// return;
|
|
211
|
+
}
|
package/shaders.d.ts
ADDED
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
import { Mesh, OrthographicCamera, ShaderMaterial, WebGLRenderer } from "three";
|
|
2
|
+
declare class FullScreenQuad {
|
|
3
|
+
constructor();
|
|
4
|
+
_mesh: Mesh;
|
|
5
|
+
dispose(): void;
|
|
6
|
+
render(renderer: WebGLRenderer): void;
|
|
7
|
+
get material(): import("three").Material | import("three").Material[];
|
|
8
|
+
set material(value: import("three").Material | import("three").Material[]);
|
|
9
|
+
}
|
|
10
|
+
export declare const fullScreenMesh: FullScreenQuad;
|
|
11
|
+
export declare const orthographicCamera: OrthographicCamera;
|
|
12
|
+
export declare const clearShader: ShaderMaterial;
|
|
13
|
+
export declare const intersectionShader: ShaderMaterial;
|
|
14
|
+
export declare const coptyShader: ShaderMaterial;
|
|
15
|
+
export declare const strokeShader: ShaderMaterial;
|
|
16
|
+
export declare const gaussBlurShader: ShaderMaterial;
|
|
17
|
+
export {};
|
package/shaders.js
ADDED
|
@@ -0,0 +1,245 @@
|
|
|
1
|
+
/*
|
|
2
|
+
* @Author: xiaosihan
|
|
3
|
+
* @Date: 2022-03-24 16:38:35
|
|
4
|
+
* @Last Modified by: xiaosihan
|
|
5
|
+
* @Last Modified time: 2022-04-02 18:28:38
|
|
6
|
+
*/
|
|
7
|
+
import { BufferGeometry, Color, Float32BufferAttribute, Mesh, NoBlending, OrthographicCamera, ShaderChunk, ShaderMaterial, Vector2 } from "three";
|
|
8
|
+
// https://github.com/mrdoob/three.js/pull/21358
|
|
9
|
+
const _geometry = new BufferGeometry();
|
|
10
|
+
_geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
|
|
11
|
+
_geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
|
|
12
|
+
class FullScreenQuad {
|
|
13
|
+
constructor() {
|
|
14
|
+
this._mesh = new Mesh(_geometry);
|
|
15
|
+
}
|
|
16
|
+
_mesh;
|
|
17
|
+
dispose() {
|
|
18
|
+
this._mesh.geometry.dispose();
|
|
19
|
+
}
|
|
20
|
+
render(renderer) {
|
|
21
|
+
renderer.render(this._mesh, orthographicCamera);
|
|
22
|
+
}
|
|
23
|
+
get material() {
|
|
24
|
+
return this._mesh.material;
|
|
25
|
+
}
|
|
26
|
+
set material(value) {
|
|
27
|
+
this._mesh.material = value;
|
|
28
|
+
}
|
|
29
|
+
}
|
|
30
|
+
// 常用着色器及工具
|
|
31
|
+
// 全屏渲染模型
|
|
32
|
+
export const fullScreenMesh = new FullScreenQuad();
|
|
33
|
+
export const orthographicCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
|
|
34
|
+
// 清理着色器
|
|
35
|
+
export const clearShader = new ShaderMaterial({
|
|
36
|
+
vertexShader: `
|
|
37
|
+
varying vec2 vUv;
|
|
38
|
+
void main() {
|
|
39
|
+
vUv = uv;
|
|
40
|
+
gl_Position = vec4(position, 1.0);
|
|
41
|
+
}
|
|
42
|
+
`,
|
|
43
|
+
fragmentShader: `
|
|
44
|
+
void main() {
|
|
45
|
+
gl_FragColor = vec4(0.0);
|
|
46
|
+
}
|
|
47
|
+
`,
|
|
48
|
+
blending: NoBlending,
|
|
49
|
+
depthTest: false,
|
|
50
|
+
depthWrite: false,
|
|
51
|
+
transparent: true
|
|
52
|
+
});
|
|
53
|
+
// 交集着色器提取相同的像素点
|
|
54
|
+
export const intersectionShader = new ShaderMaterial({
|
|
55
|
+
uniforms: {
|
|
56
|
+
map1: { value: null },
|
|
57
|
+
map2: { value: null }, // 贴图纹理2
|
|
58
|
+
},
|
|
59
|
+
vertexShader: `
|
|
60
|
+
${ShaderChunk.common}
|
|
61
|
+
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
62
|
+
varying vec2 vUv;
|
|
63
|
+
void main() {
|
|
64
|
+
vUv = uv;
|
|
65
|
+
gl_Position = vec4(position, 1.0);
|
|
66
|
+
${ShaderChunk.logdepthbuf_vertex}
|
|
67
|
+
}
|
|
68
|
+
`,
|
|
69
|
+
fragmentShader: `
|
|
70
|
+
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
71
|
+
uniform sampler2D map1;
|
|
72
|
+
uniform sampler2D map2;
|
|
73
|
+
varying vec2 vUv;
|
|
74
|
+
void main() {
|
|
75
|
+
if(texture2D(map1, vUv) == texture2D(map2, vUv)){
|
|
76
|
+
gl_FragColor = texture2D(map1, vUv);
|
|
77
|
+
}else{
|
|
78
|
+
discard;
|
|
79
|
+
}
|
|
80
|
+
${ShaderChunk.logdepthbuf_fragment}
|
|
81
|
+
}
|
|
82
|
+
`,
|
|
83
|
+
blending: NoBlending,
|
|
84
|
+
depthTest: true,
|
|
85
|
+
depthWrite: true,
|
|
86
|
+
transparent: true
|
|
87
|
+
});
|
|
88
|
+
// 拷贝着色器
|
|
89
|
+
export const coptyShader = new ShaderMaterial({
|
|
90
|
+
uniforms: {
|
|
91
|
+
map: { value: null },
|
|
92
|
+
opacity: { value: 1.0 } // 透明度
|
|
93
|
+
},
|
|
94
|
+
vertexShader: `
|
|
95
|
+
varying vec2 vUv;
|
|
96
|
+
void main() {
|
|
97
|
+
vUv = uv;
|
|
98
|
+
gl_Position = vec4(position, 1.0);
|
|
99
|
+
}
|
|
100
|
+
`,
|
|
101
|
+
fragmentShader: `
|
|
102
|
+
uniform sampler2D map;
|
|
103
|
+
uniform float opacity;
|
|
104
|
+
varying vec2 vUv;
|
|
105
|
+
void main() {
|
|
106
|
+
|
|
107
|
+
gl_FragColor = texture2D(map, vUv) * opacity;
|
|
108
|
+
|
|
109
|
+
}
|
|
110
|
+
`,
|
|
111
|
+
// blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
112
|
+
depthTest: true,
|
|
113
|
+
depthWrite: true,
|
|
114
|
+
transparent: true,
|
|
115
|
+
});
|
|
116
|
+
// 描边着色器
|
|
117
|
+
export const strokeShader = new ShaderMaterial({
|
|
118
|
+
uniforms: {
|
|
119
|
+
map: { value: null },
|
|
120
|
+
resolution: { value: new Vector2(512, 512) },
|
|
121
|
+
strokeWidth: { value: 1.0 },
|
|
122
|
+
strokeColor: { value: new Color("#B2F2FF") },
|
|
123
|
+
opacity: { value: 1.0 } // 透明度
|
|
124
|
+
},
|
|
125
|
+
vertexShader: `
|
|
126
|
+
varying vec2 vUv;
|
|
127
|
+
void main() {
|
|
128
|
+
vUv = uv;
|
|
129
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
130
|
+
}
|
|
131
|
+
`,
|
|
132
|
+
fragmentShader: `
|
|
133
|
+
uniform sampler2D map;
|
|
134
|
+
uniform vec2 resolution;
|
|
135
|
+
uniform vec3 strokeColor; // 描边颜色
|
|
136
|
+
uniform float strokeWidth; // 描边厚度
|
|
137
|
+
uniform float opacity; // 透明度
|
|
138
|
+
|
|
139
|
+
varying vec2 vUv;
|
|
140
|
+
|
|
141
|
+
// 获取当前叠加vu坐标偏移量的颜色值
|
|
142
|
+
vec4 offsetColor(vec2 vu){
|
|
143
|
+
return texture2D(map, vUv + (vu * (strokeWidth / resolution) ) );
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
vec4 fragColor(){
|
|
147
|
+
|
|
148
|
+
vec4 currentColor = offsetColor(vec2(0.0, 0.0));
|
|
149
|
+
|
|
150
|
+
if(
|
|
151
|
+
currentColor.a < min(0.2, opacity) && (
|
|
152
|
+
offsetColor(vec2(0.0, 1.0)).a > 0.0 ||
|
|
153
|
+
offsetColor(vec2(0.0, -1.0)).a > 0.0 ||
|
|
154
|
+
offsetColor(vec2(1.0, 0.0)).a > 0.0 ||
|
|
155
|
+
offsetColor(vec2(-1.0, 0.0)).a > 0.0 ||
|
|
156
|
+
|
|
157
|
+
offsetColor(vec2(1.0) * 0.7).a > 0.0 ||
|
|
158
|
+
offsetColor(vec2(-1.0) * 0.7).a > 0.0 ||
|
|
159
|
+
offsetColor(vec2(-1.0, 1.0) * 0.7).a > 0.0 ||
|
|
160
|
+
offsetColor(vec2(1.0, -1.0) * 0.7).a > 0.0
|
|
161
|
+
)
|
|
162
|
+
){
|
|
163
|
+
return vec4( strokeColor, opacity);
|
|
164
|
+
}else{
|
|
165
|
+
// discard;
|
|
166
|
+
return offsetColor(vec2(0.0, 0.0));
|
|
167
|
+
}
|
|
168
|
+
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
void main() {
|
|
172
|
+
gl_FragColor = fragColor();
|
|
173
|
+
}
|
|
174
|
+
`,
|
|
175
|
+
blending: NoBlending,
|
|
176
|
+
depthTest: true,
|
|
177
|
+
depthWrite: true,
|
|
178
|
+
transparent: true
|
|
179
|
+
});
|
|
180
|
+
// 高斯模糊着色器 让颜色过渡更自然
|
|
181
|
+
export const gaussBlurShader = new ShaderMaterial({
|
|
182
|
+
uniforms: {
|
|
183
|
+
map: { value: null },
|
|
184
|
+
opacity: { value: 1.0 },
|
|
185
|
+
radius: { value: 3.0 },
|
|
186
|
+
resolution: { value: new Vector2(512, 512) }, // 渲染器的分辨率
|
|
187
|
+
},
|
|
188
|
+
vertexShader: `
|
|
189
|
+
varying vec2 vUv;
|
|
190
|
+
void main() {
|
|
191
|
+
vUv = uv;
|
|
192
|
+
gl_Position = vec4(position, 1.0);
|
|
193
|
+
}
|
|
194
|
+
`,
|
|
195
|
+
fragmentShader: `
|
|
196
|
+
uniform sampler2D map;
|
|
197
|
+
uniform float opacity;
|
|
198
|
+
uniform vec2 resolution;
|
|
199
|
+
uniform float radius;
|
|
200
|
+
varying vec2 vUv;
|
|
201
|
+
|
|
202
|
+
vec4 offsetColor( vec2 uv){
|
|
203
|
+
return texture2D(map, vUv + (uv / resolution * radius) );
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
vec4 blurColor(){
|
|
207
|
+
|
|
208
|
+
vec4 leftColor = offsetColor( vec2(-1.0, 0.0) );
|
|
209
|
+
|
|
210
|
+
vec4 rightColor = offsetColor( vec2(1.0, 0.0) );
|
|
211
|
+
|
|
212
|
+
// 左右颜色混合
|
|
213
|
+
vec4 leftRightColor = vec4(
|
|
214
|
+
mix( leftColor.rgb ,rightColor.rgb, rightColor.a / (leftColor.a + rightColor.a)),
|
|
215
|
+
(leftColor.a + rightColor.a) / 2.0
|
|
216
|
+
);
|
|
217
|
+
|
|
218
|
+
vec4 downColor = offsetColor( vec2(0.0, -1.0));
|
|
219
|
+
|
|
220
|
+
vec4 upColor = offsetColor( vec2(0.0, 1.0));
|
|
221
|
+
|
|
222
|
+
// 上下颜色混合
|
|
223
|
+
vec4 upDownColor = vec4(
|
|
224
|
+
mix( downColor.rgb, upColor.rgb, upColor.a / (downColor.a + upColor.a) ),
|
|
225
|
+
(downColor.a + upColor.a) / 2.0
|
|
226
|
+
);
|
|
227
|
+
|
|
228
|
+
vec4 color = vec4(
|
|
229
|
+
mix( leftRightColor.rgb, upDownColor.rgb, upDownColor.a / (leftRightColor.a + upDownColor.a) ),
|
|
230
|
+
(leftRightColor.a + upDownColor.a) / 2.0
|
|
231
|
+
);
|
|
232
|
+
|
|
233
|
+
return color;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
void main() {
|
|
237
|
+
gl_FragColor = blurColor();
|
|
238
|
+
gl_FragColor.a *= opacity;
|
|
239
|
+
}
|
|
240
|
+
`,
|
|
241
|
+
blending: NoBlending,
|
|
242
|
+
depthTest: false,
|
|
243
|
+
depthWrite: false,
|
|
244
|
+
transparent: true
|
|
245
|
+
});
|