前言:什么是后处理?(详见:ThreeJS 后处理 - 掘金 (juejin.cn))
后处理就是对WebGLRenderer.render(scene, camera)
的渲染2D图片进行处理。可以把多个后处理进行组合,按照顺序执行,每个处理过程,被称为Pass
。
(详见:Three.js post-processing(后处理))
常见方法:详见ThreeJS 后处理 - 掘金
小程序用法:(详见:后处理)
1.后处理可以用两种方式实现:
1).xr-asset-post-process标签,后处理的参数在data属性传入:
<xr-asset-post-process asset-id="blur" type="blur" is-hdr data="radius:10" />
2).代码创建,后处理的参数在data中传入:
2.在相机的post-process属性中关联id:
<xr-camera
......
post-process="blur vignette"
/>
可以传入多个后处理
3.后处理目前只开放了内置的几种效果:(详见:微信开放文档)
scene.assets.addAsset('post-process', 'vignette', scene.createPostProcess({
type: 'vignette',
isHDR: false,
data: {
intensity: 0,
smoothness: 2,
color: [0 0 0 1]
}
}));
- blur:高斯模糊,效果好但是在
radius
较大时性能开销较高,快速近似方法见fastblur。
参数 | 类型 | 默认值 | 说明 | 效果 |
radius | number | 5 | 模糊半径 |
- fastblur:也是高斯模糊,但是更快速的近似版本
参数 | 类型 | 默认值 | 说明 | 效果 |
radius | number | 5 | 模糊半径 | 时间稳定性高,但效果没有blur 好,适用于需要不断变更radius 的场景 |
- bloom:泛光,建议开启
is-hdr
使用。
参数 | 类型 | 默认值 | 说明 | 效果 |
threshold | number | 0.5 | 阈值 | |
softThreshold | number | 0 | 软阈值 | |
radius | number | 20 | 半径 | |
intensity | number | 2 | 亮度 |
- tone:色调映射,ACES曲线,一般配合
hdr
使用。
1)效果:
效果 |
- vignette:渐晕。
参数 | 类型 | 默认值 | 说明 | 效果 |
center | number[] | [0.5,0.5] | 半径 | |
color | number[] | [0,0,0,1] | 颜色 | |
intensity | number | 1 | 亮度 | |
smoothness | number | 1 | 边缘柔化 | |
roundness | number | 1 | 圆度 | |
rounded | number | 0/1 | 强制为圆形 |
- fxaa:快速抗锯齿。
1)效果:
效果 |
修改参数:
有时候我们想修改后处理资源的参数来调整效果,有两种方式可以实现:一个最常用的方法就是在代码中拿到资源引用后修改:
1)在代码中修改
const blur = scene.assets.getAssets('post-process', 'blur');
blur.data.radius = 20;
2)帧动画
另一种方法是使用帧动画,指定某帧的属性为后处理资源:
qu
{
"keyframe": {
"blur": {
"0": {
"asset-post-process.assetData.radius": 10
},
"100": {
"asset-post-process.assetData.radius": 64
}
}
},
"animation": {
"parent": {
"keyframe": "blur",
"duration": 4,
"ease": "linear",
"loop": -1
}
}
}
整体代码以及效果(来源:微信开放文档)
- 父组件wxml部分
<xr-gltf-postprocessing
disable-scroll
id="main-frame"
width="{{renderWidth}}"
height="{{renderHeight}}"
style="width:{{width}}px;height:{{height}}px;top:{{top}}px;left:{{left}}px;display:block;"
type="{{type}}"
blurRadius="{{blurRadius}}"
bloomRadius="{{bloomRadius}}"
bloomIntensity="{{bloomIntensity}}"
bloomThreshold="{{bloomThreshold}}"
vignetteIntensity="{{vignetteIntensity}}"
vignetteSmoothness="{{vignetteSmoothness}}"
vignetteRoundness="{{vignetteRoundness}}"
fxaaEnabled="{{fxaaEnabled}}"
bind:assetsProgress="handleProgress"
bind:assetsLoaded="handleLoaded"
loaded="{{loaded}}"
/>
<view wx:if="{{!loaded}}" style="position: absolute;display: flex; justify-content: center; align-items: center; left: 0;top: 0;width: {{width}}px;height: {{height}}px;background-color: #6aa; text-align: center;line-height: 24px;">
<text style="color: white;font-size: 18px;">{{progressInfo}}</text>
</view>
<view class="form-entry">
<view class="form-entry-title">后处理类型</view>
<radio-group name="pp-type" bindchange="changeType">
<label class="radio-item"><radio value="blur" checked/>模糊</label>
<label class="radio-item"><radio value="vignette"/>渐晕</label>
<label class="radio-item"><radio value="bloom"/>泛光</label>
<label class="radio-item"><radio value="fxaa"/>抗锯齿</label>
</radio-group>
</view>
<!-- <view class="divider"></view> -->
<view wx:if="{{type == 0}}" class="form-entry">
<view class="form-entry-title">模糊半径</view>
<slider bindchange="changeBlurRadius" value="{{blurRadius}}"></slider>
</view>
<view wx:if="{{type == 2}}" class="form-entry">
<view class="form-entry-title">渐晕强度</view>
<slider bindchange="changeVignetteIntensity" value="{{vignetteIntensity}}" min="{{0}}" max="{{8}}" step="{{0.1}}"></slider>
</view>
<view wx:if="{{type == 2}}" class="form-entry">
<view class="form-entry-title">渐晕平滑</view>
<slider bindchange="changeVignetteSmoothness" value="{{vignetteSmoothness}}" min="{{0}}" max="{{8}}" step="{{0.1}}"></slider>
</view>
<view wx:if="{{type == 2}}" class="form-entry">
<view class="form-entry-title">渐晕圆度</view>
<slider bindchange="changeVignetteRoundness" value="{{vignetteRoundness}}" min="{{0}}" max="{{1}}" step="{{0.1}}"></slider>
</view>
<view wx:if="{{type == 1}}" class="form-entry">
<view class="form-entry-title">泛光半径</view>
<slider bindchange="changeBloomRadius" value="{{bloomRadius}}"></slider>
</view>
<view wx:if="{{type == 1}}" class="form-entry">
<view class="form-entry-title">泛光强度</view>
<slider bindchange="changeBloomIntensity" max="5" value="2" step="0.1" value="{{bloomIntensity}}"></slider>
</view>
<view wx:if="{{type == 1}}" class="form-entry">
<view class="form-entry-title">泛光阈值</view>
<slider bindchange="changeBloomThreshold" max="2" value="0.5" step="0.1" value="{{bloomThreshold}}"></slider>
</view>
<view wx:if="{{type == 3}}" class="form-entry">
<view class="form-entry-title">开启FXAA</view>
<switch checked="{{fxaaEnabled}}" bindchange="switchFXAA"/>
</view>
父组件js部分
Page({
data: {
xmlCode: '',
type: 0,
blurRadius: 16,
bloomRadius: 16,
bloomIntensity: 2,
bloomThreshold: 0.5,
vignetteIntensity: 1,
vignetteSmoothness: 2,
vignetteRoundness: 1,
fxaaEnabled: false
},
handleProgress: function({detail}) {
this.setData({progressInfo: `${~~(detail.progress * 100)} %\n\n${detail.asset.assetId}(${detail.asset.type}): ${detail.asset.src}`});
},
handleLoaded: function({detail}) {
this.setData({loaded: true});
},
changeType(e) {
const type = e.detail.value;
if (type === "blur") {
this.setData({
type: 0
});
} else if (type === "bloom") {
this.setData({
type: 1
});
} else if (type === "vignette") {
this.setData({
type: 2
});
} else if (type === "fxaa") {
this.setData({
type: 3
});
}
},
changeBlurRadius(e) {
this.setData({
blurRadius: e.detail.value
});
},
changeBloomRadius(e) {
this.setData({
bloomRadius: e.detail.value
});
},
changeBloomIntensity(e) {
this.setData({
bloomIntensity: e.detail.value
});
},
changeBloomThreshold(e) {
this.setData({
bloomThreshold: e.detail.value
});
},
changeVignetteIntensity(e) {
this.setData({
vignetteIntensity: e.detail.value
});
},
changeVignetteSmoothness(e) {
this.setData({
vignetteSmoothness: e.detail.value
});
},
changeVignetteRoundness(e) {
this.setData({
vignetteRoundness: e.detail.value
});
},
switchFXAA(e) {
this.setData({
fxaaEnabled: !this.data.fxaaEnabled
});
}
});
- 父组件json部分
{
"usingComponents": {
"xr-gltf-postprocessing": "../../../components/xr-basic-postprocessing/index"
},
"disableScroll": true
}
子组件wxml部分
<xr-scene id="xr-scene" bind:ready="handleReady" bind:tick="handleTick">
<xr-assets bind:progress="handleAssetsProgress" bind:loaded="handleAssetsLoaded">
<xr-asset-load
type="env-data" asset-id="env1" src="https://mmbizwxaminiprogram-1258344707.cos.ap-guangzhou.myqcloud.com/xr-frame/demo/env-test.bin"
/>
<xr-asset-load type="gltf" asset-id="night_car_landscape" src="https://mmbizwxaminiprogram-1258344707.cos.ap-guangzhou.myqcloud.com/xr-frame/demo/night_car_landscape.glb" />
<xr-asset-load type="gltf" asset-id="bedroom" src="https://mmbizwxaminiprogram-1258344707.cos.ap-guangzhou.myqcloud.com/xr-frame/demo/bedroom.glb" />
</xr-assets>
<xr-env env-data="{{env}}" />
<xr-node>
<xr-node node-id="camera-target" position="0 0 0"></xr-node>
<xr-node layer="1">
<xr-asset-post-process asset-id="bloom1" type="bloom" is-hdr data="radius: {{bloomRadius_0}}, intensity: {{bloomIntensity}}, threshold: {{bloomThreshold}}, softThreshold: 0.8"/>
<xr-asset-post-process asset-id="bloom2" type="bloom" is-hdr data="radius: {{bloomRadius_1}}, intensity: {{bloomIntensity}}, threshold: {{bloomThreshold}}, softThreshold: 0.8"/>
<xr-gltf node-id="gltf_1" position="0 0 0" rotation="0 0 0" scale="0.01 0.01 0.01" model="night_car_landscape"></xr-gltf>
</xr-node>
<xr-node layer="2">
<xr-asset-post-process asset-id="blur" type="blur" data="radius: {{blurRadius}}"/>
<xr-asset-post-process asset-id="vignette" type="vignette" data="color:1 0 0 1,intensity:{{vignetteIntensity}},smoothness:{{vignetteSmoothness}},roundness:{{vignetteRoundness}}"/>
<xr-gltf node-id="gltf_2" position="0.5 -1 -2" rotation="0 0 0" scale="1 1 1" model="bedroom"></xr-gltf>
</xr-node>
<xr-node layer="3">
<!-- xr-basic -->
<xr-asset-post-process asset-id="fxaa" type="fxaa"/>
<xr-asset-material asset-id="standard-mat" effect="standard" />
<xr-mesh node-id="mesh-plane" position="0 -0.02 -4" rotation="0 0 0" scale="5 1 5" geometry="plane" material="standard-mat" uniforms="u_baseColorFactor:0.48 0.78 0.64 1" receive-shadow></xr-mesh>
<xr-mesh id="cube" node-id="mesh-cube" position="-1 0.5 -3.5" scale="1 1 1" rotation="0 45 0" geometry="cube" material="standard-mat" uniforms="u_baseColorFactor:0.298 0.764 0.85 1" cast-shadow></xr-mesh>
<xr-mesh node-id="mesh-sphere" position="0 1.25 -5" scale="1.25 1.25 1.25" geometry="sphere" material="standard-mat" uniforms="u_baseColorFactor:0.937 0.176 0.368 1" cast-shadow></xr-mesh>
<xr-mesh node-id="mesh-cylinder" position="1 0.7 -3.5" scale="1 0.7 1" geometry="cylinder" material="standard-mat" uniforms="u_baseColorFactor:1 0.776 0.364 1" cast-shadow></xr-mesh>
</xr-node>
<xr-camera
id="camera" node-id="camera" position="0 0 {{cameraPosition}}" clear-color="{{clearColor}}"
near="0.1"
far="2000"
target="{{cameraTarget}}" background="{{background}}" camera-orbit-control=""
cull-mask="{{cullMask}}"
post-process="{{pp}}"
></xr-camera>
</xr-node>
<xr-node node-id="lights">
<xr-light type="ambient" color="1 1 1" intensity="{{aIntensity}}" />
<xr-light type="directional" rotation="40 180 0" color="1 1 1" intensity="{{dIntensity}}" />
</xr-node>
</xr-scene>
子组件js部分文章来源:https://www.toymoban.com/news/detail-459649.html
const blurData = {
cullMask: 0b101,
aIntensity: 1,
dIntensity: 2,
env: "",
background: "default",
cameraPosition: 1.3,
clearColor: "0 0 0 1",
cameraTarget: "camera-target",
pp: "blur",
// blurRadius: 0
};
const bloomData = {
cullMask: 0b11,
aIntensity: 0,
dIntensity: 0,
env: "",
background: "default",
cameraPosition: 10,
clearColor: "0 0 0 1",
cameraTarget: "camera-target",
pp: "bloom2",
// bloomRadius_0: 0,
// bloomRadius_1: 0
};
const fxaaData = {
cullMask: 0b1001,
aIntensity: 1,
dIntensity: 3,
env: "",
background: "default",
cameraPosition: 1,
clearColor: "0.925 0.925 0.925 1",
cameraTarget: "mesh-sphere"
};
const vignetteData = {
cullMask: 0b101,
aIntensity: 1,
dIntensity: 2,
env: "",
background: "default",
cameraPosition: 1.3,
clearColor: "0 0 0 1",
cameraTarget: "camera-target",
pp: "vignette",
};
Component({
properties: {
type: {
type: Number,
value: 0,
observer: function (newVal, oldVal) {
if (newVal !== oldVal) {
if (newVal === 0) {
this.activeBlur();
} else if (newVal === 1) {
this.activeBloom();
} else if (newVal === 2) {
this.activeVignette();
} else if (newVal === 3) {
this.activeFXAA();
}
}
}
},
blurRadius: {
type: Number,
value: 0
},
bloomRadius: {
type: Number,
value: 0,
observer(newVal, oldVal) {
this.setData({
bloomRadius_0: newVal * 0.2,
bloomRadius_1: newVal * 0.8
});
}
},
bloomIntensity: {
type: Number,
value: 1,
},
bloomThreshold: {
type: Number,
value: 0.5,
},
vignetteIntensity: {
type: Number,
value: 1,
},
vignetteSmoothness: {
type: Number,
value: 2,
},
vignetteRoundness: {
type: Number,
value: 1,
},
fxaaEnabled: {
type: Boolean,
value: false,
observer(newVal, oldVal) {
this.setData({
fxaaEnabled: newVal
});
if (this.data.type === 3) {
this.activeFXAA();
}
}
}
},
data: {
loaded: false,
env: "",
cullMask: 0,
background: "default",
aIntensity: 0,
dIntensity: 0,
pp: "",
cameraPosition: 1,
cameraTarget: "camera-target",
//---bloom---
bloomRadius_0: 0,
bloomRadius_1: 1,
//---fxaa---
fxaaEnabled: false
},
lifetimes: {
attached() {
console.log('data.a', this.data.a) // expected 123
}
},
methods: {
handleReady: function({detail}) {
this.scene = detail.value;
console.log('scene', detail.value);
this.activeBlur();
},
handleTick: function() {
// const camera = this.scene.getNodeById("camera");
// const transform = camera.el._components.transform;
// if (transform.rotation.y > Math.PI * 0.25) {
// transform.rotation.y = Math.PI * 0.25;
// } else if (transform.rotation.y < -Math.PI * 0.25) {
// transform.rotation.y = -Math.PI * 0.25;
// }
},
handleAssetsProgress: function({detail}) {
this.triggerEvent('assetsProgress', detail.value);
},
handleAssetsLoaded: function({detail}) {
this.triggerEvent('assetsLoaded', detail.value);
this.setData({loaded: true});
},
activeBlur() {
this.setData(blurData);
},
activeBloom() {
this.setData(bloomData);
},
activeVignette() {
this.setData(vignetteData);
},
activeFXAA() {
this.setData(fxaaData);
this.setData({
pp: this.data.fxaaEnabled ? "fxaa" : ""
});
}
}
})
- 效果如下:
微信小程序xr-frame后处理文章来源地址https://www.toymoban.com/news/detail-459649.html
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