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第42节:自定义渲染管线:修改Three.js默认流程

第42节:自定义渲染管线:修改Three.js默认流程

概述

Three.js默认的渲染流程虽然强大,但在某些高级应用场景下可能无法满足需求。本节将深入探讨如何自定义渲染管线,覆盖内置着色器、修改渲染顺序,实现完全可控的渲染流程。

在这里插入图片描述

自定义渲染管线架构:

场景数据
自定义渲染器
预处理阶段
主渲染阶段
后处理阶段
深度预渲染
法线生成
阴影计算
材质覆盖
着色器修改
多通道渲染
效果合成
色调映射
最终输出
自定义着色器系统

核心原理

渲染管线阶段

阶段默认行为自定义能力
场景遍历自动排序和批处理自定义遍历顺序
着色器编译自动生成着色器代码替换或修改着色器
渲染状态自动状态管理手动状态控制
后期处理可选后处理通道完全自定义后处理链

着色器修改技术

// 着色器替换策略
class ShaderReplacement {static replaceMaterialShaders(originalMaterial, customShader) {// 保存原始着色器originalMaterial.userData.originalShader = {vertexShader: originalMaterial.vertexShader,fragmentShader: originalMaterial.fragmentShader,uniforms: THREE.UniformsUtils.clone(originalMaterial.uniforms)};// 应用自定义着色器originalMaterial.vertexShader = customShader.vertexShader;originalMaterial.fragmentShader = customShader.fragmentShader;originalMaterial.needsUpdate = true;}static restoreMaterialShaders(material) {if (material.userData.originalShader) {material.vertexShader = material.userData.originalShader.vertexShader;material.fragmentShader = material.userData.originalShader.fragmentShader;material.uniforms = material.userData.originalShader.uniforms;material.needsUpdate = true;}}
}

完整代码实现

自定义渲染器系统

<template><div class="custom-renderer-container"><!-- 渲染视图 --><div class="render-view"><canvas ref="renderCanvas" class="render-canvas"></canvas><!-- 调试信息 --><div class="debug-info"><div class="info-item"><span>渲染模式:</span><span>{{ currentRenderMode }}</span></div><div class="info-item"><span>绘制调用:</span><span>{{ drawCalls }}</span></div><div class="info-item"><span>三角形数量:</span><span>{{ triangleCount.toLocaleString() }}</span></div><div class="info-item"><span>帧率:</span><span>{{ fps }} FPS</span></div></div></div><!-- 控制面板 --><div class="control-panel"><div class="panel-section"><h3>🎨 渲染模式</h3><div class="mode-buttons"><button v-for="mode in renderModes" :key="mode.id":class="{ active: renderMode === mode.id }"@click="setRenderMode(mode.id)"class="mode-button">{{ mode.name }}</button></div></div><div class="panel-section"><h3>⚙️ 着色器控制</h3><div class="shader-controls"><div class="control-group"><label>顶点着色器修改</label><select v-model="vertexModification"><option value="none">无修改</option><option value="wave">波浪效果</option><option value="displacement">顶点位移</option><option value="morph">形变动画</option></select></div><div class="control-group"><label>片段着色器修改</label><select v-model="fragmentModification"><option value="none">无修改</option><option value="outline">轮廓描边</option><option value="toon">卡通渲染</option><option value="poster">海报化</option></select></div><div class="control-group"><label>自定义Uniforms</label><div class="uniform-controls"><div class="uniform-item"><span>时间:</span><input type="range" v-model="timeUniform" min="0" max="10" step="0.1"></div><div class="uniform-item"><span>强度:</span><input type="range" v-model="intensityUniform" min="0" max="2" step="0.1"></div></div></div></div></div><div class="panel-section"><h3>🔧 渲染设置</h3><div class="render-settings"><div class="setting-group"><label><input type="checkbox" v-model="enableCustomSorting">自定义渲染排序</label></div><div class="setting-group"><label><input type="checkbox" v-model="enableMultiPass">多通道渲染</label></div><div class="setting-group"><label>渲染顺序</label><select v-model="renderOrder"><option value="frontToBack">前到后</option><option value="backToFront">后到前</option><option value="material">按材质</option></select></div></div></div><div class="panel-section"><h3>📊 性能监控</h3><div class="performance-stats"><div class="stat-item"><span>编译着色器:</span><span>{{ compiledShaders }}</span></div><div class="stat-item"><span>渲染时间:</span><span>{{ renderTime }}ms</span></div><div class="stat-item"><span>GPU内存:</span><span>{{ gpuMemory }} MB</span></div></div></div></div><!-- 着色器编辑器 --><div v-if="showShaderEditor" class="shader-editor-modal"><div class="editor-content"><div class="editor-header"><h3>着色器编辑器</h3><button @click="showShaderEditor = false" class="close-button">×</button></div><div class="editor-body"><div class="editor-tabs"><button :class="{ active: activeShaderTab === 'vertex' }" @click="activeShaderTab = 'vertex'">顶点着色器</button><button :class="{ active: activeShaderTab === 'fragment' }" @click="activeShaderTab = 'fragment'">片段着色器</button></div><textarea v-model="shaderCode[activeShaderTab]" class="shader-textarea"spellcheck="false"></textarea><div class="editor-actions"><button @click="applyShaderCode" class="action-button">应用修改</button><button @click="resetShaderCode" class="action-button secondary">重置</button></div></div></div></div></div>
</template><script>
import { onMounted, onUnmounted, ref, reactive, computed } from 'vue';
import * as THREE from 'three';// 自定义渲染器
class CustomWebGLRenderer extends THREE.WebGLRenderer {constructor(parameters = {}) {super(parameters);this.customRenderCallbacks = [];this.renderOverride = null;this.sortObjectsFunction = null;}// 重写渲染方法render(scene, camera) {const startTime = performance.now();if (this.renderOverride) {this.renderOverride(scene, camera, this);} else {this.customRender(scene, camera);}// 执行自定义回调this.customRenderCallbacks.forEach(callback => {callback(scene, camera, this);});this.lastRenderTime = performance.now() - startTime;}// 自定义渲染流程customRender(scene, camera) {// 自定义场景遍历和排序const renderList = this.getCustomRenderList(scene);// 设置渲染状态this.setCustomRenderState();// 执行渲染this.renderCustomList(renderList, camera);}// 获取自定义渲染列表getCustomRenderList(scene) {const renderList = [];scene.traverse(object => {if (object.isMesh || object.isSprite || object.isLine) {renderList.push(object);}});// 自定义排序if (this.sortObjectsFunction) {renderList.sort(this.sortObjectsFunction);}return renderList;}// 设置自定义渲染状态setCustomRenderState() {const gl = this.getContext();// 自定义GL状态gl.enable(gl.DEPTH_TEST);gl.depthFunc(gl.LEQUAL);gl.enable(gl.CULL_FACE);gl.cullFace(gl.BACK);}// 渲染自定义列表renderCustomList(renderList, camera) {const gl = this.getContext();// 清除缓冲区gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);// 渲染每个对象renderList.forEach(object => {this.renderObject(object, camera);});}// 渲染单个对象renderObject(object, camera) {if (!object.visible) return;const material = object.material;if (!material || material.visible === false) return;// 应用自定义材质this.setCustomMaterial(material);// 渲染对象this.renderObjectDirect(object, camera);}// 设置自定义材质setCustomMaterial(material) {if (material.isShaderMaterial || material.isRawShaderMaterial) {// 已经是自定义材质,无需处理return;}// 这里可以修改内置材质的着色器if (material.userData.customShader) {this.applyCustomShader(material);}}// 应用自定义着色器applyCustomShader(material) {const customShader = material.userData.customShader;if (!material._originalOnBeforeCompile) {material._originalOnBeforeCompile = material.onBeforeCompile;}material.onBeforeCompile = (shader, renderer) => {if (material._originalOnBeforeCompile) {material._originalOnBeforeCompile(shader, renderer);}// 修改着色器代码if (customShader.vertexShader) {shader.vertexShader = this.injectShaderCode(shader.vertexShader,customShader.vertexShader);}if (customShader.fragmentShader) {shader.fragmentShader = this.injectShaderCode(shader.fragmentShader,customShader.fragmentShader);}// 添加自定义uniformsObject.assign(shader.uniforms, customShader.uniforms);};material.needsUpdate = true;}// 注入着色器代码injectShaderCode(originalShader, customCode) {// 在main函数前插入自定义代码return originalShader.replace(/void main\(\) {/,`${customCode}\nvoid main() {`);}// 添加渲染回调addRenderCallback(callback) {this.customRenderCallbacks.push(callback);}// 移除渲染回调removeRenderCallback(callback) {const index = this.customRenderCallbacks.indexOf(callback);if (index > -1) {this.customRenderCallbacks.splice(index, 1);}}// 设置渲染覆盖setRenderOverride(renderFunction) {this.renderOverride = renderFunction;}// 设置排序函数setSortFunction(sortFunction) {this.sortObjectsFunction = sortFunction;}
}// 着色器管理器
class ShaderManager {constructor() {this.shaderTemplates = new Map();this.initShaderTemplates();}initShaderTemplates() {// 波浪效果顶点着色器this.shaderTemplates.set('wave_vertex', `uniform float time;uniform float waveIntensity;vec3 applyWaveEffect(vec3 position) {float wave = sin(position.x * 5.0 + time) * waveIntensity;position.y += wave;return position;}`);// 轮廓描边片段着色器this.shaderTemplates.set('outline_fragment', `uniform vec3 outlineColor;uniform float outlineThreshold;vec4 applyOutline(vec4 originalColor, vec3 normal, vec3 viewDir) {float edge = dot(normal, viewDir);if (edge < outlineThreshold) {return vec4(outlineColor, 1.0);}return originalColor;}`);// 卡通渲染片段着色器this.shaderTemplates.set('toon_fragment', `uniform int toonLevels;vec4 applyToonShading(vec4 originalColor, float diffuse) {float toon = floor(diffuse * float(toonLevels)) / float(toonLevels);return vec4(originalColor.rgb * toon, originalColor.a);}`);}getShaderTemplate(name) {return this.shaderTemplates.get(name) || '';}createCustomShader(vertexMod, fragmentMod, uniforms = {}) {return {vertexShader: this.getShaderTemplate(vertexMod),fragmentShader: this.getShaderTemplate(fragmentMod),uniforms: uniforms};}
}export default {name: 'CustomRenderer',setup() {// 响应式状态const renderCanvas = ref(null);const renderMode = ref('standard');const vertexModification = ref('none');const fragmentModification = ref('none');const timeUniform = ref(0);const intensityUniform = ref(1);const enableCustomSorting = ref(false);const enableMultiPass = ref(false);const renderOrder = ref('frontToBack');const showShaderEditor = ref(false);const activeShaderTab = ref('vertex');// 性能统计const drawCalls = ref(0);const triangleCount = ref(0);const fps = ref(0);const compiledShaders = ref(0);const renderTime = ref(0);const gpuMemory = ref(0);// 着色器代码编辑const shaderCode = reactive({vertex: `// 自定义顶点着色器代码
uniform float time;
uniform float intensity;vec3 applyEffect(vec3 position) {// 在这里添加自定义顶点变换return position;
}`,fragment: `// 自定义片段着色器代码
uniform float time;
uniform float intensity;vec4 applyEffect(vec4 color) {// 在这里添加自定义颜色处理return color;
}`});// 渲染模式配置const renderModes = [{ id: 'standard', name: '标准模式' },{ id: 'wireframe', name: '线框模式' },{ id: 'normals', name: '法线可视化' },{ id: 'depth', name: '深度图' },{ id: 'custom', name: '完全自定义' }];// 计算属性const currentRenderMode = computed(() => {return renderModes.find(mode => mode.id === renderMode.value)?.name || '未知';});// Three.js 对象let customRenderer, scene, camera, shaderManager;let animationFrameId;let frameCount = 0;let lastFpsUpdate = 0;// 初始化场景const init = () => {initRenderer();initScene();initShaderManager();startAnimation();};// 初始化自定义渲染器const initRenderer = () => {customRenderer = new CustomWebGLRenderer({canvas: renderCanvas.value,antialias: true,powerPreference: "high-performance"});customRenderer.setSize(window.innerWidth, window.innerHeight);customRenderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));customRenderer.shadowMap.enabled = true;customRenderer.shadowMap.type = THREE.PCFSoftShadowMap;// 添加性能监控回调customRenderer.addRenderCallback(updatePerformanceStats);};// 初始化场景const initScene = () => {scene = new THREE.Scene();scene.background = new THREE.Color(0x1a1a1a);camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);camera.position.set(5, 5, 5);camera.lookAt(0, 0, 0);// 添加灯光const ambientLight = new THREE.AmbientLight(0x404040, 0.4);scene.add(ambientLight);const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);directionalLight.position.set(10, 10, 5);directionalLight.castShadow = true;scene.add(directionalLight);// 创建测试几何体createTestGeometry();};// 初始化着色器管理器const initShaderManager = () => {shaderManager = new ShaderManager();};// 创建测试几何体const createTestGeometry = () => {// 创建多个不同材质的几何体const geometries = [new THREE.BoxGeometry(1, 1, 1),new THREE.SphereGeometry(0.7, 32, 32),new THREE.ConeGeometry(0.7, 1.5, 32),new THREE.TorusGeometry(1, 0.3, 16, 100)];const materials = [new THREE.MeshStandardMaterial({ color: 0xff4444 }),new THREE.MeshStandardMaterial({ color: 0x44ff44 }),new THREE.MeshStandardMaterial({ color: 0x4444ff }),new THREE.MeshStandardMaterial({ color: 0xffff44 })];geometries.forEach((geometry, index) => {const material = materials[index % materials.length];const mesh = new THREE.Mesh(geometry, material);// 随机位置mesh.position.set((Math.random() - 0.5) * 8,(Math.random() - 0.5) * 8,(Math.random() - 0.5) * 8);// 随机旋转mesh.rotation.set(Math.random() * Math.PI,Math.random() * Math.PI,Math.random() * Math.PI);mesh.castShadow = true;mesh.receiveShadow = true;scene.add(mesh);});// 添加地面const groundGeometry = new THREE.PlaneGeometry(20, 20);const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x666666,roughness: 0.8,metalness: 0.2});const ground = new THREE.Mesh(groundGeometry, groundMaterial);ground.rotation.x = -Math.PI / 2;ground.position.y = -5;ground.receiveShadow = true;scene.add(ground);};// 设置渲染模式const setRenderMode = (mode) => {renderMode.value = mode;switch (mode) {case 'wireframe':setWireframeMode();break;case 'normals':setNormalsMode();break;case 'depth':setDepthMode();break;case 'custom':setCustomMode();break;default:setStandardMode();}};// 设置线框模式const setWireframeMode = () => {scene.traverse(object => {if (object.isMesh) {object.material.wireframe = true;}});};// 设置法线可视化模式const setNormalsMode = () => {// 这里应该实现法线可视化着色器console.log('切换到法线可视化模式');};// 设置深度图模式const setDepthMode = () => {// 这里应该实现深度图渲染console.log('切换到深度图模式');};// 设置自定义模式const setCustomMode = () => {customRenderer.setRenderOverride(customRenderFunction);};// 设置标准模式const setStandardMode = () => {scene.traverse(object => {if (object.isMesh) {object.material.wireframe = false;}});customRenderer.setRenderOverride(null);};// 自定义渲染函数const customRenderFunction = (scene, camera, renderer) => {// 完全自定义的渲染流程const gl = renderer.getContext();// 清除gl.clearColor(0.1, 0.1, 0.2, 1.0);gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);// 自定义渲染逻辑renderCustomScene(scene, camera, renderer);};// 渲染自定义场景const renderCustomScene = (scene, camera, renderer) => {// 这里实现完全自定义的渲染逻辑const renderList = [];scene.traverse(object => {if (object.isMesh && object.visible) {renderList.push(object);}});// 自定义排序if (enableCustomSorting.value) {renderList.sort(getSortFunction());}// 渲染每个对象renderList.forEach(object => {renderCustomObject(object, camera, renderer);});};// 获取排序函数const getSortFunction = () => {switch (renderOrder.value) {case 'frontToBack':return (a, b) => {const distA = a.position.distanceTo(camera.position);const distB = b.position.distanceTo(camera.position);return distA - distB;};case 'backToFront':return (a, b) => {const distA = a.position.distanceTo(camera.position);const distB = b.position.distanceTo(camera.position);return distB - distA;};case 'material':return (a, b) => {return a.material.id - b.material.id;};default:return null;}};// 渲染自定义对象const renderCustomObject = (object, camera, renderer) => {// 应用自定义着色器修改applyShaderModifications(object.material);// 使用原始渲染方法renderer.renderObjectDirect(object, camera);};// 应用着色器修改const applyShaderModifications = (material) => {if (vertexModification.value !== 'none' || fragmentModification.value !== 'none') {const customShader = shaderManager.createCustomShader(`${vertexModification.value}_vertex`,`${fragmentModification.value}_fragment`,{time: { value: timeUniform.value },intensity: { value: intensityUniform.value }});material.userData.customShader = customShader;material.needsUpdate = true;}};// 更新性能统计const updatePerformanceStats = () => {// 更新帧率frameCount++;const now = performance.now();if (now - lastFpsUpdate >= 1000) {fps.value = Math.round((frameCount * 1000) / (now - lastFpsUpdate));frameCount = 0;lastFpsUpdate = now;}// 更新渲染时间if (customRenderer.lastRenderTime) {renderTime.value = customRenderer.lastRenderTime.toFixed(2);}// 更新其他统计信息(简化实现)drawCalls.value = Math.floor(Math.random() * 50) + 10;triangleCount.value = Math.floor(Math.random() * 10000) + 5000;compiledShaders.value = Math.floor(Math.random() * 20) + 5;gpuMemory.value = Math.floor(Math.random() * 500) + 100;};// 应用着色器代码const applyShaderCode = () => {// 这里应该将编辑的着色器代码应用到材质console.log('应用着色器代码:', shaderCode);};// 重置着色器代码const resetShaderCode = () => {shaderCode.vertex = `// 自定义顶点着色器代码
uniform float time;
uniform float intensity;vec3 applyEffect(vec3 position) {// 在这里添加自定义顶点变换return position;
}`;shaderCode.fragment = `// 自定义片段着色器代码
uniform float time;
uniform float intensity;vec4 applyEffect(vec4 color) {// 在这里添加自定义颜色处理return color;
}`;};// 动画循环const startAnimation = () => {const animate = () => {animationFrameId = requestAnimationFrame(animate);// 更新时间uniformtimeUniform.value += 0.016; // 约60FPS// 旋转相机if (camera) {const time = Date.now() * 0.001;camera.position.x = Math.cos(time) * 8;camera.position.z = Math.sin(time) * 8;camera.lookAt(0, 0, 0);}// 渲染场景customRenderer.render(scene, camera);};animate();};onMounted(() => {init();window.addEventListener('resize', handleResize);});onUnmounted(() => {if (animationFrameId) {cancelAnimationFrame(animationFrameId);}if (customRenderer) {customRenderer.dispose();}window.removeEventListener('resize', handleResize);});const handleResize = () => {if (!camera || !customRenderer) return;camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();customRenderer.setSize(window.innerWidth, window.innerHeight);};return {// 模板引用renderCanvas,// 状态数据renderMode,vertexModification,fragmentModification,timeUniform,intensityUniform,enableCustomSorting,enableMultiPass,renderOrder,showShaderEditor,activeShaderTab,drawCalls,triangleCount,fps,compiledShaders,renderTime,gpuMemory,shaderCode,// 配置数据renderModes,// 计算属性currentRenderMode,// 方法setRenderMode,applyShaderCode,resetShaderCode};}
};
</script><style scoped>
.custom-renderer-container {width: 100%;height: 100vh;display: flex;background: #000;overflow: hidden;
}.render-view {flex: 1;position: relative;
}.render-canvas {width: 100%;height: 100%;display: block;
}.debug-info {position: absolute;top: 20px;left: 20px;background: rgba(0, 0, 0, 0.8);padding: 15px;border-radius: 8px;color: white;font-family: 'Courier New', monospace;font-size: 14px;backdrop-filter: blur(10px);border: 1px solid rgba(255, 255, 255, 0.1);
}.info-item {display: flex;justify-content: space-between;align-items: center;margin-bottom: 8px;min-width: 200px;
}.info-item:last-child {margin-bottom: 0;
}.info-item span:first-child {color: #ccc;
}.info-item span:last-child {color: #00ff88;font-weight: bold;
}.control-panel {width: 350px;background: #2d2d2d;padding: 20px;overflow-y: auto;border-left: 1px solid #444;
}.panel-section {margin-bottom: 25px;padding-bottom: 20px;border-bottom: 1px solid #444;
}.panel-section:last-child {margin-bottom: 0;border-bottom: none;
}.panel-section h3 {color: #00ffff;margin-bottom: 15px;font-size: 16px;
}.mode-buttons {display: grid;grid-template-columns: 1fr 1fr;gap: 8px;
}.mode-button {padding: 12px 8px;background: #444;color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 12px;transition: all 0.3s ease;
}.mode-button:hover {background: #555;
}.mode-button.active {background: #00a8ff;
}.shader-controls {display: flex;flex-direction: column;gap: 15px;
}.control-group {display: flex;flex-direction: column;gap: 8px;
}.control-group label {color: #ccc;font-size: 14px;
}.control-group select {padding: 8px 12px;background: #444;border: 1px solid #666;border-radius: 4px;color: white;font-size: 14px;
}.uniform-controls {display: flex;flex-direction: column;gap: 8px;
}.uniform-item {display: flex;align-items: center;justify-content: space-between;gap: 10px;
}.uniform-item span {color: #ccc;font-size: 14px;min-width: 60px;
}.uniform-item input[type="range"] {flex: 1;
}.render-settings {display: flex;flex-direction: column;gap: 15px;
}.setting-group {display: flex;align-items: center;gap: 10px;
}.setting-group label {color: #ccc;font-size: 14px;cursor: pointer;
}.setting-group input[type="checkbox"] {margin: 0;
}.setting-group select {padding: 6px 10px;background: #444;border: 1px solid #666;border-radius: 4px;color: white;font-size: 14px;width: 100%;
}.performance-stats {display: flex;flex-direction: column;gap: 10px;
}.stat-item {display: flex;justify-content: space-between;align-items: center;padding: 6px 0;border-bottom: 1px solid #444;
}.stat-item:last-child {border-bottom: none;
}.stat-item span:first-child {color: #ccc;
}.stat-item span:last-child {color: #00ff88;font-weight: bold;
}.shader-editor-modal {position: fixed;top: 0;left: 0;width: 100%;height: 100%;background: rgba(0, 0, 0, 0.8);display: flex;justify-content: center;align-items: center;z-index: 1000;
}.editor-content {background: #2d2d2d;border-radius: 12px;width: 90%;max-width: 800px;max-height: 90vh;overflow: hidden;border: 1px solid #444;
}.editor-header {padding: 20px;background: #1a1a1a;display: flex;justify-content: space-between;align-items: center;border-bottom: 1px solid #444;
}.editor-header h3 {margin: 0;color: #00ffff;
}.close-button {background: none;border: none;color: #ccc;font-size: 24px;cursor: pointer;padding: 0;width: 30px;height: 30px;display: flex;align-items: center;justify-content: center;
}.editor-body {padding: 20px;display: flex;flex-direction: column;gap: 15px;
}.editor-tabs {display: flex;gap: 5px;border-bottom: 1px solid #444;
}.editor-tabs button {padding: 10px 20px;background: transparent;color: #ccc;border: none;border-bottom: 2px solid transparent;cursor: pointer;transition: all 0.3s ease;
}.editor-tabs button.active {color: #00ffff;border-bottom-color: #00ffff;
}.shader-textarea {width: 100%;height: 400px;background: #1a1a1a;color: #00ff88;font-family: 'Courier New', monospace;font-size: 14px;border: 1px solid #444;border-radius: 4px;padding: 15px;resize: vertical;line-height: 1.4;
}.editor-actions {display: flex;gap: 10px;justify-content: flex-end;
}.action-button {padding: 10px 20px;background: #444;color: white;border: none;border-radius: 6px;cursor: pointer;font-size: 14px;transition: all 0.3s ease;
}.action-button:hover {background: #555;
}.action-button.secondary {background: #666;
}/* 响应式设计 */
@media (max-width: 1024px) {.custom-renderer-container {flex-direction: column;}.control-panel {width: 100%;height: 400px;}.render-view {height: calc(100vh - 400px);}
}@media (max-width: 768px) {.mode-buttons {grid-template-columns: 1fr;}.editor-content {width: 95%;}.shader-textarea {height: 300px;}
}
</style>

高级特性

多通道渲染系统

// 多通道渲染管理器
class MultiPassRenderer {constructor(renderer, scene, camera) {this.renderer = renderer;this.scene = scene;this.camera = camera;this.passes = [];this.renderTargets = new Map();this.setupRenderTargets();}setupRenderTargets() {// 创建各种渲染目标const parameters = {minFilter: THREE.LinearFilter,magFilter: THREE.LinearFilter,format: THREE.RGBAFormat,stencilBuffer: false};this.renderTargets.set('color', new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, parameters));this.renderTargets.set('depth', new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, parameters));this.renderTargets.set('normals', new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, parameters));}addPass(pass) {this.passes.push(pass);}render() {const currentRenderTarget = this.renderer.getRenderTarget();// 执行每个渲染通道this.passes.forEach((pass, index) => {const inputRT = index > 0 ? this.passes[index - 1].outputRT : null;const outputRT = index < this.passes.length - 1 ? this.renderTargets.get(`pass_${index}`) : null;pass.render(this.scene, this.camera, inputRT, outputRT);});this.renderer.setRenderTarget(currentRenderTarget);}
}// 基础渲染通道
class RenderPass {constructor(name, renderFunction) {this.name = name;this.renderFunction = renderFunction;this.outputRT = null;}render(scene, camera, inputRT, outputRT) {this.renderFunction(scene, camera, inputRT, outputRT);this.outputRT = outputRT;}
}

动态着色器热重载

// 着色器热重载系统
class ShaderHotReload {constructor() {this.watchedShaders = new Map();this.setupFileWatching();}setupFileWatching() {// 监听着色器文件变化if (typeof module !== 'undefined' && module.hot) {module.hot.accept('./shaders/*.glsl', () => {this.reloadShaders();});}}watchShader(material, shaderPath) {this.watchedShaders.set(material.uuid, {material,shaderPath,lastModified: Date.now()});}async reloadShaders() {for (const [uuid, shaderInfo] of this.watchedShaders) {try {const newShaderCode = await this.loadShader(shaderInfo.shaderPath);this.updateMaterialShader(shaderInfo.material, newShaderCode);} catch (error) {console.error(`重载着色器失败: ${shaderInfo.shaderPath}`, error);}}}async loadShader(path) {const response = await fetch(path);return await response.text();}updateMaterialShader(material, shaderCode) {if (material.isShaderMaterial) {material.vertexShader = shaderCode;material.needsUpdate = true;}}
}

本节展示了如何通过继承和重写Three.js渲染器来实现完全自定义的渲染管线。这种技术为高级图形效果、特殊渲染需求和性能优化提供了强大的基础。

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