所以我目前只是尝试在three.js中对FilmPass效果进行原型设计,无论我尝试什么,我都会收到相同的错误消息。我访问了大量不同的网站,但我不断提出问题。
这是我正在使用的代码:
<script src="three.min.js"></script>
<script src="CopyShader.js"></script>
<script src="DotScreenShader.js"></script>
<script src="RGBShiftShader.js"></script>
<script src="FilmShader.js"></script>
<script src="FilmPass.js"></script>
<script src="EffectComposer.js"></script>
<script src="RenderPass.js"></script>
<script src="MaskPass.js"></script>
<script src="ShaderPass.js"></script>
<script>
var camera, scene, renderer, composer;
var object, light;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var composer = new THREE.EffectComposer(renderer);
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
// composer.addPass( new THREE.RenderPass( scene, camera ) );
//
// var effect = new THREE.ShaderPass( THREE.DotScreenShader );
// effect.uniforms[ 'scale' ].value = 4;
// composer.addPass( effect );
//
// var effect = new THREE.ShaderPass( THREE.RGBShiftShader );
// effect.uniforms[ 'amount' ].value = 0.0015;
// effect.renderToScreen = true;
// composer.addPass( effect );
var renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
var effectFilm = new THREE.FilmPass();
effectFilm.renderToScreen = true;
composer.addPass(effectFilm);
var clock = new THREE.Clock()
function render() {
var delta = clock.getDelta();
composer.render(delta); //parameter must be set with render
requestAnimationFrame(render);
}
render();
//
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 );
}
function animate() {
requestAnimationFrame( animate );
object.rotation.x += 0.005;
object.rotation.y += 0.01;
// composer.render();
}
</script>
</body>
以下是我收到的错误消息:
违规行 38 包含THREE.Pass.prototype
尚未定义的引用。THREE.Pass
在 中定义EffectComposer.js
,因此您需要将其放在脚本中的更高位置。
<script src="EffectComposer.js"></script> <!-- ADD HERE -->
<script src="CopyShader.js"></script>
<script src="DotScreenShader.js"></script>
<script src="RGBShiftShader.js"></script>
<script src="FilmShader.js"></script>
<script src="FilmPass.js"></script>
<!-- <script src="EffectComposer.js"></script> REMOVE HERE -->
<script src="RenderPass.js"></script>
<script src="MaskPass.js"></script>
<script src="ShaderPass.js"></script>
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