溶解 ·Dissolve· ▶ 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
- ShaderMaterial 自定义着色器实现核心视觉效果
- OrbitControls 相机轨道交互
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示溶解效果:基于 WebGL 实现「溶解」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls。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
- Scene / Camera / WebGLRenderer构成最小渲染闭环;大场景可开
logarithmicDepthBuffer缓解 Z-fighting。 - ShaderMaterial通过
uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false。 - OrbitControls提供轨道旋转/缩放;开启
enableDamping后需在 animate 中controls.update()。
实现步骤
- 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理
resize - 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
- 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
- 在
requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染) 代码要点
import * as THREE from 'three'import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js" import * as dat from 'dat.gui'
/GUI/
const gui = new dat.GUI()
// Container const box = document.getElementById("box")
// Scene const scene = new THREE.Scene()
/**
- Loader
/Tex/ const dissolveTex = textureLoader.load(FILE_HOST + 'images/dissolve/dissolveTex.png') dissolveTex.colorSpace = THREE.SRGBColorSpace const dissolveRampTex = textureLoader.load(FILE_HOST + 'images/dissolve/dissolveRamp.png') dissolveRampTex.colorSpace = THREE.SRGBColorSpace const diffuseTex = textureLoader.load(FILE_HOST + 'images/dissolve/diffuse.png') diffuseTex.colorSpace = THREE.SRGBColorSpace
/**
- Test mesh
// Material const shaderMaterial = new THREE.ShaderMaterial({ side: THREE.DoubleSide, vertexShader:/glsl/
varying vec2 vUv; void main() { vUv = uv; vec4 modelPosition = modelMatrix * vec4(position, 1.); vec4 viewPosition = viewMatrix * modelPosition; vec4 projectedPosition = projectionMatrix * viewPosition; gl_Position = projectedPosition; }, fragmentShader:/glsl/uniform sampler2D uDissloveTex; uniform sampler2D uRamTex; uniform sampler2D uDiffuseTex; uniform float uClip; varying vec2 vUv; float customSmoothstep(float min, float max, float x) { return (x - min) / (max - min); }vec4 map(in vec4 value, in vec4 inMin, in vec4 inMax, in vec4 outMin, in vec4 outMax) { return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin); } void main() { vec4 DissloveTex = texture2D(uDissloveTex, vUv); DissloveTex = map(DissloveTex, vec4(0.), vec4(1.), vec4(0.1), vec4(1.));
if((DissloveTex.r - uClip) < 0.) { discard; } float dissloveValue = clamp(customSmoothstep(uClip, uClip+.1, DissloveTex.r), 0., 1.); vec4 RamTex = texture2D(uRamTex, vec2(dissloveValue)); vec4 diffuse = texture2D(uDiffuseTex, vUv);
vec3 color = vec3(clamp( diffuse.rgb + RamTex.rgb, 0., 1.));
gl_FragColor = vec4(color, 1.0);
#include #include }, uniforms: { uDissloveTex: new THREE.Uniform(dissolveTex), uRamTex: new THREE.Uniform(dissolveRampTex), uDiffuseTex: new THREE.Uniform(diffuseTex), uClip: new THREE.Uniform(0) } })gui.add(shaderMaterial.uniforms.uClip, 'value').min(0).max(1).step(0.01).name('Clip')
// Mesh const mesh = new THREE.Mesh(geometry, shaderMaterial) scene.add(mesh)
/**
- Sizes
window.addEventListener('resize', () => { // Update sizes sizes.width = window.innerWidth sizes.height = window.innerHeight
// Update camera camera.aspect = sizes.width / sizes.height camera.updateProjectionMatrix()
// Update renderer renderer.setSize(sizes.width, sizes.height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) })
/**
- Camera
/**
- Renderer
// Controls const controls = new OrbitControls(camera, renderer.domElement) controls.enableDamping = true
/**
- Animate
const tick = () => { const elapsedTime = clock.getElapsedTime()
// Update controls controls.update()
// Render renderer.render(scene, camera)
// Call tick again on the next frame window.requestAnimationFrame(tick) }
tick()
完整源码:GitHub
小结
- 本文提供溶解完整 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