vue3 threejs 物体发光描边
threejs官网案例: three.js examples
我的代码(标注了重点代码,加上即可)
<template><div class="greenhouse" ref="canvasContainerRef"></div></template><script setup>
import * as THREE from "three";
import anime from "animejs"import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'; //重点import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';//重点import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass.js';//重点
import { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';//重点import { ref, onMounted, getCurrentInstance } from "vue";
const { proxy } = getCurrentInstance();
const renderer = ref(); //渲染器let scene = new THREE.Scene(); //场景--scene是只读属性
const camera = ref(null); //相机
let orbitControls = null
let composer = null//重点
let effectFXAA = null//重点
const initThree = () => {// width和height用来设置Three.js输出Canvas画布尺寸,同时用来辅助设置相机渲染范围camera.value = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);camera.value.position.set(200, 200, 200);// scene.background = new THREE.Color(0xffffff);// 创建渲染器renderer.value = new THREE.WebGLRenderer({antialias: true, //开启抗锯齿(否则加载的模型有锯齿--)});renderer.value.setSize(window.innerWidth, window.innerHeight);renderer.value.setPixelRatio(window.devicePixelRatio); //设置设备像素比率,防止Canvas画布输出模糊。const canvasContainerRef = proxy.$refs["canvasContainerRef"];//环境光var ambient = new THREE.AmbientLight(0xffffff, 1);scene.add(ambient);canvasContainerRef.appendChild(renderer.value.domElement);const axesHelper = new THREE.AxesHelper(150);scene.add(axesHelper);orbitControls = new OrbitControls(camera.value, renderer.value.domElement); //旋转、放大缩小// 初始化加载器const loader = new GLTFLoader();renderer.value.outputEncoding = THREE.sRGBEncoding; //解决加载gltf格式模型纹理贴图和原图不一样问题// 创建后处理对象EffectComposer,WebGL渲染器作为参数composer = new EffectComposer(renderer.value);//重点// 创建一个渲染器通道,场景和相机作为参数const renderPass = new RenderPass(scene, camera.value);//重点composer.addPass(renderPass);//重点const v2 = new THREE.Vector2(window.innerWidth, window.innerHeight);//重点const outlinePass = new OutlinePass(v2, scene, camera.value);//重点// 设置描边参数 //重点outlinePass.visibleEdgeColor.set(0xaeb63e); // 可见边颜色(绿色)outlinePass.hiddenEdgeColor.set(0x0000ff); // 隐藏边颜色(蓝色)outlinePass.edgeStrength = 8.0; // 边缘强度outlinePass.edgeThickness = 3.0; // 边缘厚度outlinePass.pulsePeriod = 4;outlinePass.edgeGlow = 0.7;//MeshLambertMaterial受光照影响const material = new THREE.MeshLambertMaterial({color: 0xa1a314});const geometry = new THREE.BoxGeometry(100, 100, 100);const mesh = new THREE.Mesh(geometry, material);scene.add(mesh)composer.addPass(outlinePass);//重点effectFXAA = new ShaderPass(FXAAShader);//重点effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight);//重点composer.addPass(effectFXAA);//重点// 一个模型对象outlinePass.selectedObjects = [mesh];//重点// loader.load("./士兵.glb", (gltf) => {// scene.add(gltf.scene)// });scene.add(camera.value);animateRender();
};// 动画循环
const animateRender = () => {requestAnimationFrame(animateRender);// renderer.value.render(scene, camera.value)composer.render(); // 只需要调用composer.render()//重点};onMounted(() => {initThree()
});
</script><style scoped lang="scss"></style>
有两点注意:
一、vue3里面申明的scene composer effectFXAA 不能定义为响应式否则会报错。
二、由于使用了composer.render(),所以抗锯齿会失效,模型会有锯齿。