轮廓描边 - Outline
引擎内实现了为指定的物体描绘未被遮挡的部分轮廓的功能。你可以为描边的轮廓线单独设置实线、淡出部分的宽度实现不同样式。
ts
import {Engine3D, View3D, OutlinePost } from '@orillusion/core';
// 初始化引擎
await Engine3D.init();
Engine3D.setting.render.postProcessing.outline.outlinePixel = 2;
Engine3D.setting.render.postProcessing.outline.fadeOutlinePixel = 4;
// 添加 OutlinePost
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(OutlinePost);
//开始渲染
let view = new View3D();
view.scene = this.scene;
view.camera = this.camera;
Engine3D.startRenderView(view);
Engine3D.setting.render.postProcessing.outline 配置参数。
参数 | 类型 | 描述 |
---|---|---|
outlinePixel | number | 描边硬边的像素宽度 |
fadeOutlinePixel | number | 描边淡出像素宽度 |
通过 outlinePostManager 指定描边列表。目前 outline
最多指定8组列表,每组可以设置不同的轮廓颜色;单组内的物体可以设置多个对象。分组的先后顺序决定了描边轮廓覆盖的优先级。
ts
let obj1 = new Object3D()
let obj2 = new Object3D()
// 设定 Outline 目标, 分2组,2种颜色
outlinePostManager.setOutlineList([[obj1], [obj2]], [new Color(1, 0.2, 0, 1), new Color(0.2, 1, 0)]);
ts
import { DirectLight, Engine3D, View3D, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, PostProcessingComponent, CameraUtil, webGPUContext, OutlinePost, outlinePostManager, AtmosphericComponent, Color } from '@orillusion/core';
import * as dat from 'dat.gui';
class Sample_Outline {
lightObj: Object3D;
scene: Scene3D;
constructor() {}
async run() {
Engine3D.setting.shadow.enable = false;
await Engine3D.init({
canvasConfig: {
devicePixelRatio: 1
}
});
this.scene = new Scene3D();
this.scene.addComponent(AtmosphericComponent).sunY = 0.6;
let mainCamera = CameraUtil.createCamera3DObject(this.scene, 'camera');
mainCamera.perspective(60, webGPUContext.aspect, 1, 2000.0);
let ctrl = mainCamera.object3D.addComponent(HoverCameraController);
ctrl.setCamera(180, -45, 15);
await this.initScene(this.scene);
let view = new View3D();
view.scene = this.scene;
view.camera = mainCamera;
Engine3D.startRenderView(view);
let postProcessing = this.scene.addComponent(PostProcessingComponent);
let outlinePost = postProcessing.addPost(OutlinePost);
const GUIHelp = new dat.GUI();
GUIHelp.addFolder('Outline');
GUIHelp.add(outlinePost, 'outlinePixel', 0, 5);
GUIHelp.add(outlinePost, 'fadeOutlinePixel', 0, 5);
GUIHelp.add(
{
Change: () => {
this.selectBall();
}
},
'Change'
);
this.selectBall();
}
private selectBall(): void {
outlinePostManager.setOutlineList([[this.nextSphere()], [this.nextSphere()], [this.nextSphere()]], [new Color(1, 0.2, 0, 1), new Color(0.2, 1, 0), new Color(0.2, 0, 1)]);
}
async initScene(scene: Scene3D) {
/******** light *******/
{
this.lightObj = new Object3D();
this.lightObj.x = 0;
this.lightObj.y = 30;
this.lightObj.z = -40;
this.lightObj.rotationX = 45;
this.lightObj.rotationY = 0;
this.lightObj.rotationZ = 45;
let lc = this.lightObj.addComponent(DirectLight);
lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
lc.intensity = 3;
scene.addChild(this.lightObj);
}
this.createPlane(scene);
return true;
}
private sphereList: Object3D[] = [];
private sphereIndex = 0;
private nextSphere(): Object3D {
this.sphereIndex++;
if (this.sphereIndex >= this.sphereList.length) {
this.sphereIndex = 1;
}
return this.sphereList[this.sphereIndex];
}
private createPlane(scene: Scene3D) {
let mat = new LitMaterial();
{
let debugGeo = new PlaneGeometry(1000, 1000);
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = debugGeo;
scene.addChild(obj);
}
let sphereGeometry = new SphereGeometry(1, 50, 50);
for (let i = 0; i < 10; i++) {
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = sphereGeometry;
obj.x = 2;
obj.y = 2;
let angle = (2 * Math.PI * i) / 10;
obj.x = Math.sin(angle) * 2;
obj.z = Math.cos(angle) * 2;
scene.addChild(obj);
this.sphereList.push(obj);
}
}
}
new Sample_Outline().run();