残影效果
Afterimage

你将学到什么
- glTF/FBX/OBJ 外部模型加载
- EffectComposer 后期处理管线
- 相机交互控制器
- 轮廓高亮 OutlinePass
- requestAnimationFrame 渲染循环
效果说明
原场景 + 后期 Pass 叠加。
后期处理 · Three.js
核心概念
Loader 异步加载模型;glTF 返回
gltf.scene,加载后注意scale与坐标系。Draco 需配置DRACOLoader。EffectComposer 多 Pass 链式渲染:RenderPass → 特效 Pass → 输出屏幕。
composer.render()替代renderer.render()。OrbitControls 轨道旋转缩放;开
enableDamping时每帧需controls.update()。选中物体外轮廓发光,常用于编辑器选中态。
实现步骤
- 搭建 Scene / Camera / Renderer 与 OrbitControls
- Loader 异步加载模型/纹理资源
- EffectComposer 组装 Pass 链并 render
代码要点
onWindowResize()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读
源码
js
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js ';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { AfterimagePass } from 'three/examples/jsm/postprocessing/AfterimagePass.js';
import Stats from 'three/examples/jsm/libs/stats.module.js';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import * as dat from 'dat.gui';
// 初始化场景、相机、渲染器
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(40, 40, 40);
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
logarithmicDepthBuffer: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor('#000');
document.body.appendChild(renderer.domElement);
// 初始化控制器
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// 添加光源
const directionalLight = new THREE.DirectionalLight('#fff');
directionalLight.position.set(30, 30, 30).normalize();
scene.add(directionalLight);
const ambientLight = new THREE.AmbientLight('#fff', 2);
scene.add(ambientLight);
// 添加性能监控
const stats = new Stats();
document.body.appendChild(stats.dom);
scene.fog = new THREE.Fog(0x000000, 1, 1000);
const geometry = new THREE.BoxGeometry(10, 10, 10);
const material = new THREE.MeshNormalMaterial();
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(15, 0, 0)
scene.add(mesh);
new GLTFLoader().load(FILE_HOST + "files/model/Fox.glb", (gltf) => {
scene.add(gltf.scene)
gltf.scene.scale.multiplyScalar(0.1)
})
// 后期处理
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const afterimagePass = new AfterimagePass();
composer.addPass(afterimagePass);
// GUI控制
const params = {
enable: true
};
const gui = new dat.GUI({ name: 'Damp setting' });
gui.add(afterimagePass.uniforms["damp"], 'value', 0, 1).step(0.001);
gui.add(params, 'enable');
// 窗口大小调整
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
}
// 动画渲染
function animate() {
requestAnimationFrame(animate);
stats.update();
controls.update();
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
if (params.enable) {
composer.render();
} else {
renderer.render(scene, camera);
}
}
animate();小结
后期处理 · Three.js
