mirror of https://gitee.com/antv-l7/antv-l7
349 lines
8.0 KiB
Markdown
349 lines
8.0 KiB
Markdown
---
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title: 后处理模块
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order: 10
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---
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后处理(Post-Process Effect)是 3D 渲染常见的处理效果,是一种对渲染之后的画面进行再加工的技术,一般用于实现各种特效。L7 的后处理模块为用户提供了一些常见的后处理效果,同时也提供了标准规范,允许用户自定义后处理效果。
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🌟 需要注意的是,使用后处理通常会产生额外的性能消耗,用户应该根据项目的实际情况合理使用后处理。
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## 使用
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```jsx
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const layer = new LineLayer({
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enableMultiPassRenderer: true,
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passes: [
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[
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'bloom',
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{
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bloomBaseRadio: 0.8,
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bloomRadius: 2,
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bloomIntensity: 1
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}
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]
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]
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}).source(data)
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.size('ELEV', h => [ h % 50 === 0 ? 1.0 : 0.5, (h - 1300) * 0.2 ])
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.shape('line')
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.scale('ELEV', {
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type: 'quantize'
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})
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.color('ELEV', [
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'#094D4A',
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...
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]);
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scene.addLayer(layer);
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```
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<img width="60%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*PIXmQ6m1C10AAAAAAAAAAAAAARQnAQ' />
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[在线案例](../../examples/line/isoline#ele_dark)
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### 开启后处理
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为了开启图层的后处理能力,我们需要在初始化图层的时候配置 enableMultiPassRenderer 为 true,同时传入该图层作用的处理效果配置。
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```javascript
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let pointLayer = new PointLayer({
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zIndex: 1,
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enableMultiPassRenderer: false,
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passes: [
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[
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'bloom',
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{
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bloomBaseRadio: 0.95,
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bloomRadius: 4,
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bloomIntensity: 1.1,
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},
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],
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],
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});
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```
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- enableMultiPassRenderer 配置该图层是否开始后处理能力
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- passes 后处理配置列表
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🌟 passes 需要根据一定的规则配置
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### 单图层后处理
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传统的后处理渲染往往会对场景中所有的对象做统一的后处理,而许多时候我们只需要对场景中的一部分内容做后处理。L7 的后处理模块天然支持以图层为单位进行后处理,这使的用户对 L7 场景内容的处理有更高的自由度。
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### update pass options
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用户在初始化完图层对象之后,若想调整后处理效果的参数,可以直接使用 style 方法
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```javascript
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layer.style({
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passes: [
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[
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'colorHalftone',
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{
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// 更新 cenrter 的位置
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center: [newX, newY],
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},
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],
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],
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});
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scene.render();
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```
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### setMultiPass(enableMultiPassRenderer: boolean, passes?: pass[])
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为了方便用户切换后处理的状态(开启、关闭后处理),我们为用户提供了专门的方法
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```javascript
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// 当前图层存在 multiPass,我们需要关闭时
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// 直接关闭
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layer.setMultiPass(false);
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// 关闭的同时清除 passes
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layer.setMultiPass(false, []);
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// 当前图层不存在 multiPass,我们需要开启时
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// 图层初始化时已经传入 passes
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const layer = new PolygonLayer({
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zIndex: 0,
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enableMultiPassRenderer: false,
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passes: [
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[
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'bloom',
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{
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bloomBaseRadio: 0.5,
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bloomRadius: 20,
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bloomIntensity: 1,
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},
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],
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],
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});
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layer.setMultiPass(true);
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// 图层初始化时没有传入 passes
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layer.setMultiPass(true, [
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[
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'bloom',
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{
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bloomRadius: 10,
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bloomIntensity: 1,
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},
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],
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]);
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```
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### 后处理链路
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passes 可以传入多种后处理,普通渲染的结果是第一个后处理的输入,前一种后处理的输出是后一个后处理的输入,最后的结果输出到屏幕。
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### 预制的后处理
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L7 的后处理模块预置了几种后处理效果,因此用户可以直接在 passes 中配置使用。
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#### bloom
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*I3FCSo-gZR4AAAAAAAAAAAAAARQnAQ' />
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```javascript
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const bloomPass = [
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'bloom',
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{
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bloomBaseRadio: 0.5,
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bloomRadius: 20,
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bloomIntensity: 1,
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},
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];
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```
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辉光后处理
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- bloomBaseRadio
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设置保持图形原本样式的比例,值在 0 - 1 之间,值为 1 时完全保存本身的样式
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- bloomRadius
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设置 bloom 的半径,值越大,bloom 范围越大
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- bloomIntensity
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设置 bloom 的强度,值越大,辉光越强
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#### blurV/blurH
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*NrNGSIQuZ4oAAAAAAAAAAAAAARQnAQ' />
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垂直方向模糊/水平方向模糊
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```javascript
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const blurVPass = [
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'blurV',
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{
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blurRadius: 5,
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},
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];
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const blurHPass = [
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'blurH',
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{
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blurRadius: 5,
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},
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];
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```
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- blurRadius
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设置模糊半径
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#### colorHalftone
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*QstwSr4dj20AAAAAAAAAAAAAARQnAQ' />
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colorHalftone
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```javascript
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const colorHalftonePass = [
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'colorHalftone',
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{
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angle: 0,
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size: 8,
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centerX: 0.5,
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centerY: 0.5,
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},
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];
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```
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- angle
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设置角度
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- size
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设置大小
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- centerX
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设置中心点 X
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- centerY
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设置中心点 Y
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#### hexagonalPixelate
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*IQOMQrbDQ5IAAAAAAAAAAAAAARQnAQ' />
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六边形像素
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```javascript
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const hexagonalPixelatePass = [
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'hexagonalPixelate',
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{
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scale: 10,
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centerX: 0.5,
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centerY: 0.5,
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},
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];
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```
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- scale
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设置缩放
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- centerX
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设置中心点 X
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- centerY
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设置中心点 Y
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#### ink
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*IpogQbe-5K4AAAAAAAAAAAAAARQnAQ' />
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ink
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```javascript
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const inkPass = [
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'ink',
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{
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strength: 1,
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},
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];
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```
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- strength
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设置强度
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#### noise
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<img width="40%" style="display: block;margin: 0 auto;" alt="案例" src='https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*6lcVS7YFrvUAAAAAAAAAAAAAARQnAQ' />
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噪声
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```javascript
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const noisePass = [
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'noise',
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{
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amount: 1,
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},
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];
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```
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- amount
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设置噪点数量
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### 自定义后处理
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用户通过 L7 定义的标准可以轻松的自定义后处理效果。
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```javascript
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import { BasePostProcessingPass, PolygonLayer, Scene } from '@antv/l7';
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interface IDotScreenEffectConfig {
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center: [number, number]; // pattern 圆心
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angle: number; // dot 旋转角度
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size: number; // dot 尺寸
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}
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class DotScreenEffect extends BasePostProcessingPass<IDotScreenEffectConfig> {
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protected setupShaders() {
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this.shaderModuleService.registerModule('dotScreenEffect', {
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vs: this.quad,
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fs: `
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varying vec2 v_UV;
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uniform sampler2D u_Texture;
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uniform vec2 u_ViewportSize : [1.0, 1.0];
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uniform vec2 u_Center : [0.5, 0.5];
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uniform float u_Angle : 1;
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uniform float u_Size : 3;
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float pattern(vec2 texSize, vec2 texCoord) {
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float scale = 3.1415 / u_Size;
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float s = sin(u_Angle), c = cos(u_Angle);
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vec2 tex = texCoord * texSize - u_Center * texSize;
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vec2 point = vec2(
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c * tex.x - s * tex.y,
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s * tex.x + c * tex.y
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) * scale;
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return (sin(point.x) * sin(point.y)) * 4.0;
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}
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vec4 dotScreen_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
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float average = (color.r + color.g + color.b) / 3.0;
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return vec4(vec3(average * 10.0 - 5.0 + pattern(texSize, texCoord)), color.a);
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}
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void main() {
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gl_FragColor = vec4(texture2D(u_Texture, v_UV));
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gl_FragColor = dotScreen_filterColor(gl_FragColor, u_ViewportSize, v_UV);
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}
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`,
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});
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const { vs, fs, uniforms } = this.shaderModuleService.getModule('dotScreenEffect');
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const { width, height } = this.rendererService.getViewportSize();
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return {
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vs,
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fs,
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uniforms: {
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...uniforms,
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u_ViewportSize: [width, height],
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},
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};
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}
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}
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// 注册自定义后处理效果
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scene.registerPostProcessingPass(DotScreenEffect, 'dotScreenEffect');
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const layer = new PolygonLayer({
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enableMultiPassRenderer: true,
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passes: [
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[
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'dotScreenEffect',
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{
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size: 8,
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angle: 1,
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},
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],
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],
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});
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```
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