Cesium-Examples/examples/threeEx/1.1.31、OutlinePass模型发光.html

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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
body,
#box {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<div id="box"></div>
<script type="importmap">
{
"imports": {
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"three": "./../../libs/three/build/three.module.js",
"three/addons/": "./../../libs/three/examples/jsm/",
"three/example/": "./../../libs/three/examples/"
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}
}
</script>
<script type="module">
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js'
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js'
// 伽马校正后处理Shader
import { GammaCorrectionShader } from 'three/addons/shaders/GammaCorrectionShader.js';
// ShaderPass功能使用后处理Shader创建后处理通道
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
const box = document.getElementById('box')
const scene = new THREE.Scene()
// 相机
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(5, 5, 5)
// 渲染器
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
// 环境光
scene.add(new THREE.AmbientLight(0xffffff, 4))
// 参考线
scene.add(new THREE.AxesHelper(1000))
// 创建后处理对象EffectComposerWebGL渲染器作为参数
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// 创建OutlinePass通道
const outlinePass = new OutlinePass(new THREE.Vector2(box.clientWidth, box.clientHeight), scene, camera);
outlinePass.visibleEdgeColor.set(0x00ffff);
outlinePass.edgeThickness = 4;
outlinePass.edgeStrength = 6;
composer.addPass(outlinePass);
// 创建伽马校正通道
const gammaPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaPass);
// 加载模型 gltf/ glb
const loader = new GLTFLoader()
loader.load('./zhanji.glb', (gltf) => {
scene.add(gltf.scene)
gltf.scene.scale.set(0.005, 0.005, 0.005)
outlinePass.selectedObjects = [gltf.scene];
window.addEventListener('mousedown', onDocumentClick, false);
function onDocumentClick(event) {
event.preventDefault();
const mouse = new THREE.Vector2();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects([gltf.scene]);
if (intersects.length > 0) {
console.log(intersects)
outlinePass.selectedObjects = [intersects[0].object]
} else {
outlinePass.selectedObjects = []
}
}
})
animate()
function animate() {
requestAnimationFrame(animate)
composer.render()
}
</script>
</body>
</html>