three.js 后期通道处理 电脉冲 电视机效果 EffectComposer.js

EffectComposer.js  效果组合对象, 在该对象上可以添加后期处理通道,使用它来渲染场景、应用通道和输出结果。

为了保证EffectComposer正常工作,至少需要引入 MaskPass.js 、RenderPass.js、 CopyShader.js、ShaderPass.js

 

RenderPass.js 该通道会在当前场景和摄像机的基础上渲染出一个新场景 

GlitchPass.js 该通道会随机在屏幕上显示电脉冲

ShaderPass.js 该通道接受自定义的着色器作为参数,以生成一个高级、自定义的后期处理通道, 产生各种模糊效果和高级滤镜

MaskPass.js 该通道可以在当前图片上添加掩码,后续的通道只会影响掩码区域

效果图:

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - postprocessing - digital glitch</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				margin: 0px;
				background-color: #000000;
				overflow: hidden;
			}
			div {
				position: absolute;
				z-index: 10;
				color: #fff;
				font-family: monospace;
				text-align: center;
				margin: 10px;
				width: 100%;
			}
			label, input {
				cursor: pointer;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.js"></script>

		<script src="js/shaders/CopyShader.js"></script>
		<script src="js/shaders/DigitalGlitch.js"></script>

		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/GlitchPass.js"></script>

		<div>
			<label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
		</div>

		<script>
			var camera, scene, renderer, composer;
			var object, light;
			var glitchPass;
			init();
			animate();
			function updateOptions() {
				var wildGlitch = document.getElementById('wildGlitch');
				glitchPass.goWild=wildGlitch.checked;
			}
			function init() {
				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );
				//
				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 400;
				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
				object = new THREE.Object3D();
				scene.add( object );
				var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );
				for ( var i = 0; i < 100; i ++ ) {
					var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), flatShading: true } );
					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
					mesh.position.multiplyScalar( Math.random() * 400 );
					mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
					mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
					object.add( mesh );
				}
				scene.add( new THREE.AmbientLight( 0x222222 ) );
				light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 1, 1, 1 );
				scene.add( light );
				// postprocessing
				composer = new THREE.EffectComposer( renderer );
				composer.addPass( new THREE.RenderPass( scene, camera ) );
				glitchPass = new THREE.GlitchPass();
				glitchPass.renderToScreen = true;
				composer.addPass( glitchPass );
				//
				window.addEventListener( 'resize', onWindowResize, false );
				updateOptions();
			}
			function onWindowResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
				composer.setSize( window.innerWidth, window.innerHeight );
			}
			function animate() {
				requestAnimationFrame( animate );
				var time = Date.now();
				object.rotation.x += 0.005;
				object.rotation.y += 0.01;
				composer.render();
				//renderer.render(scene, camera);
			}
		</script>
	</body>
</html>

 

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