頁面效果如下:
vue3+three完整代碼如下:
<template> </template> <script setup> import * as THREE from 'three'; import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js" import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js" import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js" import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js" import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js" import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); const renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); const geometry = new THREE.BoxGeometry(); const material = new THREE.MeshBasicMaterial( { color: 0xffffff } ); const cube = new THREE.Mesh( geometry, material ); const cube2 = cube.clone() cube2.position.set(2,2,1) scene.add( cube ); scene.add( cube2 ); console.log(scene, 'scene') camera.position.z = 5; // 軌道控制器 const controls = new OrbitControls( camera, renderer.domElement ); // 后處理效果代碼 let composer = null let outlinePass = null let renderPass = null //高亮顯示模型(呼吸燈) function outlineObj (selectedObjects) { // 創建一個EffectComposer(效果組合器)對象,然后在該對象上添加后期處理通道。 composer = new EffectComposer(renderer) // 新建一個場景通道 為了覆蓋到原理來的場景上 renderPass = new RenderPass(scene, camera) composer.addPass(renderPass); // 物體邊緣發光通道 outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, selectedObjects) outlinePass.selectedObjects = selectedObjects outlinePass.edgeStrength = 10.0 // 邊框的亮度 outlinePass.edgeGlow = 1// 光暈[0,1] outlinePass.usePatternTexture = false // 是否使用父級的材質 outlinePass.edgeThickness = 1.0 // 邊框寬度 outlinePass.downSampleRatio = 1 // 邊框彎曲度 outlinePass.pulsePeriod = 5 // 呼吸閃爍的速度 outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)) // 呼吸顯示的顏色 outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0) // 呼吸消失的顏色 outlinePass.clear = true composer.addPass(outlinePass) // 自定義的着色器通道 作為參數 var effectFXAA = new ShaderPass(FXAAShader) effectFXAA.uniforms.resolution.value.set(1 / window.innerWidth, 1 / window.innerHeight) effectFXAA.renderToScreen = true composer.addPass(effectFXAA) } outlineObj([cube]) function animate() { requestAnimationFrame( animate ); renderer.render( scene, camera ); controls.update(); if (composer) { composer.render() } } animate(); </script>
