Three.js 残影效果教程

Three.js 残影效果教程

残影效果 ·Afterimage· ▶ 在线运行案例

  • 案例合集:三维可视化功能案例(threehub.cn)
  • 开源仓库github地址:https://github.com/z2586300277/three-cesium-examples
  • 400个案例代码:网盘链接

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

本案例演示残影效果效果:原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期;核心用到 EffectComposer、OrbitControls、glTF/Draco。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。

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

    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();

    完整源码:GitHub

    小结

    • 本文提供残影效果完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
    • 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库