three.js后期处理-使用BrightnessContrastShader定制效果调整页面的亮度与对比度(vue中使用three.js92)

1.demo效果

在这里插入图片描述

在这里插入图片描述

如上图,为使用BrightnessContrastShader后期通道调整页面的亮度和对比度时的效果

2. 知识要点

2.1 BrightnessContrastShader介绍

通过使用BrightnessContrastShader的后期处理可以调整页面的亮度和对比度,它支持输入两个参数brightness和contrast分别表示要调整的亮度和对比度

2.2 BrightnessContrastShader的使用步骤

BrightnessContrastShader的使用步骤和其他ShaderPass定制效果处理通道几乎一样,具体如下

  • 创建效果组合器
  • 添加renderPass后期处理通道
  • 添加BrightnessContrastShader后期处理通道
    使用three.js提供的 BrightnessContrastShader 创建ShaderPass后期处理通道,添加到效果组合器中
  • 添加CopyShader后期处理通道
    使用three.js提供的 CopyShader 创建ShaderPass的通道,添加到效果组合器中,该通道是为了将所有场景最终的结果复制到屏幕上
  • render函数中更新darknesssh和offset属性

3. 实现要点

3.1 相关文件引入

import {
    
     EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'
import {
    
     CopyShader } from 'three/examples/jsm/shaders/CopyShader.js'
import {
    
     RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'
import {
    
     ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js'
import {
    
     BrightnessContrastShader } from 'three/examples/jsm/shaders/BrightnessContrastShader.js'

3.2 创建效果组合器

首先创建效果组合器,然后创建renderPass、effectCopy、BrightnessContrastShader 处理通道并添加到效果组合器

createComposer() {
    
    
  //使用场景和相机创建RenderPass通道
  const renderPass = new RenderPass(this.scene, this.camera)

  //创建CopyShader后期处理ShaderPass通道
  const effectCopy = new ShaderPass(CopyShader)
  effectCopy.renderToScreen = true

  //创建BrightnessContrastShader后期处理ShaderPass通道
  this.brightness = new ShaderPass(BrightnessContrastShader)
  this.brightness.enabled = false

  //创建效果组合器
  this.composer = new EffectComposer(this.renderer)

  //将创建的通道添加到EffectComposer(效果组合器)对象中
  this.composer.addPass(renderPass)
  this.composer.addPass(effectCopy)
  this.composer.addPass(this.brightness)
}

3.3 render中更新

在render函数中更新定制通道属性和效果组合器

//更新是否开启BrightnessContrastShader和它的属性
this.brightness.enabled = this.properties.isBrightnessContrastShader
this.brightness.uniforms.brightness.value = this.properties.brightness.value
this.brightness.uniforms.contrast.value = this.properties.contrast.value

this.renderer.render(this.scene, this.camera)
/********** 更新效果组合器一定要在渲染器更新后,否则通道无法产生效果************/
this.composer.render(delta) //效果组合器更新

4. demo代码

<template>
  <div>
    <div id="container" />
    <div class="controls-box">
      <section>
        <el-row>
          <el-checkbox v-model="properties.isBrightnessContrastShader">
            是否开启BrightnessContrastShader
          </el-checkbox>
        </el-row>
        <el-row>
          <div v-for="(item,key) in properties" :key="key">
            <div v-if="item&&item.name!=undefined">
              <el-col :span="8">
                <span class="vertice-span">{
    
    {
    
     item.name }}</span>
              </el-col>
              <el-col :span="13">
                <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" />
              </el-col>
              <el-col :span="3">
                <span class="vertice-span">{
    
    {
    
     item.value }}</span>
              </el-col>
            </div>
          </div>
        </el-row>
      </section>
    </div>
  </div>
</template>

<script>
import * as THREE from 'three'
import {
    
     OBJLoader } from 'three/examples/jsm/loaders/OBJLoader.js'
import {
    
     MTLLoader } from 'three/examples/jsm/loaders/MTLLoader.js'
import {
    
     OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import {
    
     EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'
import {
    
     CopyShader } from 'three/examples/jsm/shaders/CopyShader.js'
import {
    
     RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'
import {
    
     ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js'
import {
    
     BrightnessContrastShader } from 'three/examples/jsm/shaders/BrightnessContrastShader.js'

export default {
    
    
  data() {
    
    
    return {
    
    
      camera: null,
      scene: null,
      renderer: null,
      orbitControls: null,
      clock: null,
      composer: null,
      brightness: null,
      properties: {
    
    
        isBrightnessContrastShader: false,
        brightness: {
    
    
          name: 'brightness',
          value: 0.01,
          min: -1,
          max: 1,
          step: 0.001
        },
        contrast: {
    
    
          name: 'contrast',
          value: 0.01,
          min: -1,
          max: 1,
          step: 0.001
        }
      }
    }
  },
  mounted() {
    
    
    this.init()
  },
  methods: {
    
    
    formatTooltip(val) {
    
    
      return val
    },
    // 初始化
    init() {
    
    
      this.createScene() // 创建场景
      this.createModels() // 创建模型
      this.createLight() // 创建光源
      this.createCamera() // 创建相机
      this.createRender() // 创建渲染器
      this.createControls() // 创建控件对象
      this.createComposer()
      this.render() // 渲染
    },
    // 创建场景
    createScene() {
    
    
      this.scene = new THREE.Scene()
    },

    // 创建模型
    createModels() {
    
    
      this.createCubes()
      this.loadModel()
    },
    createCubes() {
    
    
      const publicPath = process.env.BASE_URL
      const plane = new THREE.BoxGeometry(1600, 1600, 0.1, 40, 40)
      const planeMesh = new THREE.Mesh(
        plane,
        new THREE.MeshPhongMaterial({
    
    
          color: 0xffffff,
          map: new THREE.TextureLoader().load(
            `${
      
      publicPath}textures/general/plaster-diffuse.jpg`
          ),
          normalMap: new THREE.TextureLoader().load(
            `${
      
      publicPath}textures/general/plaster-normal.jpg`
          ),
          normalScale: new THREE.Vector2(0.6, 0.6)
        })
      )
      planeMesh.material.map.wrapS = THREE.RepeatWrapping
      planeMesh.material.map.wrapT = THREE.RepeatWrapping
      planeMesh.material.normalMap.wrapS = THREE.RepeatWrapping
      planeMesh.material.normalMap.wrapT = THREE.RepeatWrapping
      planeMesh.rotation.x = Math.PI / 2
      planeMesh.material.map.repeat.set(80, 80)

      planeMesh.receiveShadow = true
      planeMesh.position.z = -150
      planeMesh.position.x = -150
      this.scene.add(planeMesh)

      const cube1 = new THREE.Mesh(
        new THREE.BoxGeometry(30, 10, 2),
        new THREE.MeshPhongMaterial({
    
     color: 0xff0000 })
      )
      cube1.position.x = -15
      cube1.position.y = 5
      cube1.position.z = 15
      cube1.castShadow = true
      this.scene.add(cube1)

      const cube2 = cube1.clone()
      cube2.material = cube1.material.clone()
      cube2.material.color = new THREE.Color(0x00ff00)
      cube2.position.z = 5
      cube2.position.x = -20
      this.scene.add(cube2)

      const cube3 = cube1.clone()
      cube3.material = cube1.material.clone()
      cube3.material.color = new THREE.Color(0x0000ff)
      cube3.position.z = -8
      cube3.position.x = -25
      this.scene.add(cube3)
    },
    loadModel() {
    
    
      const publicPath = process.env.BASE_URL
      const mtlLoader = new MTLLoader()
      const objLoader = new OBJLoader()
      const THIS = this
      mtlLoader.load(
        `${
      
      THIS.publicPath}models/sol/libertStatue.mtl`,
        loadMaterials => {
    
    
          loadMaterials.preload()
          const objLoader = new OBJLoader()
          objLoader.setMaterials(loadMaterials)

          objLoader.load(`${
      
      publicPath}models/sol/libertStatue.obj`, object => {
    
    
            object.children[0].material = new THREE.MeshPhongMaterial({
    
    
              color: 0x545a5f
            })
            const geom = object.children[0].geometry

            object.children.forEach(child => {
    
    
              child.castShadow = true
              child.geometry.computeVertexNormals()
            })
            object.scale.set(20, 20, 20)
            object.position.set(10, 0, 0)

            THIS.scene.add(object)
          })
        }
      )
    },

    // 创建光源
    createLight() {
    
    
      const ambientLight = new THREE.AmbientLight(0x444444) // 创建环境光
      this.scene.add(ambientLight) // 将环境光添加到场景

      const spotLight = new THREE.SpotLight(0xffffff)
      spotLight.castShadow = true
      spotLight.position.set(0, 60, 50)
      spotLight.intensity = 1
      spotLight.shadow.mapSize.width = 2048
      spotLight.shadow.mapSize.height = 2048
      spotLight.shadow.camera.fov = 120
      spotLight.shadow.camera.near = 1
      spotLight.shadow.camera.far = 1000
      this.scene.add(spotLight)
    },
    // 创建相机
    createCamera() {
    
    
      const element = document.getElementById('container')
      const width = element.clientWidth // 窗口宽度
      const height = element.clientHeight // 窗口高度
      const k = width / height // 窗口宽高比
      // PerspectiveCamera( fov, aspect, near, far )
      this.camera = new THREE.PerspectiveCamera(45, k, 0.1, 1000)
      this.camera.position.set(20, 30, 40) // 设置相机位置

      this.camera.lookAt(new THREE.Vector3(-15, -10, -25)) // 设置相机方向
    },
    // 创建渲染器
    createRender() {
    
    
      const element = document.getElementById('container')
      this.renderer = new THREE.WebGLRenderer({
    
     antialias: true, alpha: true })
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      this.renderer.shadowMap.enabled = true // 显示阴影
      this.renderer.setClearColor(0x000000, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },

    createComposer() {
    
    
      //使用场景和相机创建RenderPass通道
      const renderPass = new RenderPass(this.scene, this.camera)

      //创建CopyShader后期处理ShaderPass通道
      const effectCopy = new ShaderPass(CopyShader)
      effectCopy.renderToScreen = true

      //创建BrightnessContrastShader后期处理ShaderPass通道
      this.brightness = new ShaderPass(BrightnessContrastShader)
      this.brightness.enabled = false

      //创建效果组合器
      this.composer = new EffectComposer(this.renderer)

      //将创建的通道添加到EffectComposer(效果组合器)对象中
      this.composer.addPass(renderPass)
      this.composer.addPass(effectCopy)
      this.composer.addPass(this.brightness)
    },

    render() {
    
    
      const delta = this.clock.getDelta() // 获取自上次调用的时间差
      this.orbitControls.update(delta) // 相机控制更新

      //更新是否开启BrightnessContrastShader和它的属性
      this.brightness.enabled = this.properties.isBrightnessContrastShader
      this.brightness.uniforms.brightness.value = this.properties.brightness.value
      this.brightness.uniforms.contrast.value = this.properties.contrast.value

      this.renderer.render(this.scene, this.camera)
      /********** 更新效果组合器一定要在渲染器更新后,否则通道无法产生效果************/
      this.composer.render(delta) //效果组合器更新

      requestAnimationFrame(this.render)
    },
    // 创建控件对象
    createControls() {
    
    
      this.clock = new THREE.Clock() // 创建THREE.Clock对象,用于计算上次调用经过的时间
      this.orbitControls = new OrbitControls(
        this.camera,
        this.renderer.domElement
      )
    }
  }
}
</script>

<style>
#container {
    
    
  position: absolute;
  width: 100%;
  height: 100%;
}
.controls-box {
    
    
  position: absolute;
  right: 5px;
  top: 5px;
  width: 400px;
  padding: 10px;
  background-color: #fff;
  border: 1px solid #c3c3c3;
}
</style>

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转载自blog.csdn.net/qw8704149/article/details/118071784