Three.js three.js Logo教程
2026/7/8 22:01:57 网站建设 项目流程

three.js Logo ·Three Logo· ▶ 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three.js Logo效果:基于 WebGL 实现「three.js Logo」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)
  • 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 { GUI } from "three/addons/libs/lil-gui.module.min.js"

    const box = document.getElementById('box')

    const scene = new THREE.Scene()

    const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)

    camera.position.set(0, 0, 10)

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

    renderer.setSize(box.clientWidth, box.clientHeight)

    box.appendChild(renderer.domElement)

    const controls = new OrbitControls(camera, renderer.domElement)

    controls.enableDamping = true

    const vertexShader =varying vec2 vUv; varying vec3 vPosition; varying vec3 vNormal;

    void main() { vUv = uv; vPosition = position; vNormal = normalize(normalMatrix * normal); gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }

    const fragmentShader =uniform float time; uniform vec3 color1; uniform vec3 color2; uniform vec3 color3;

    varying vec2 vUv; varying vec3 vPosition; varying vec3 vNormal;

    void main() { // 创建基于位置和时间的渐变效果 float noise = sin(vPosition.x2.0 + time)0.25 + cos(vPosition.y2.0 + time0.5) * 0.25 + sin(vPosition.z2.0 + time0.8) * 0.5; // 边缘发光效果 float fresnel = pow(1.0 - abs(dot(vNormal, vec3(0.0, 0.0, 1.0))), 2.0); // 混合颜色 vec3 baseColor = mix(color1, color2, noise + 0.5); vec3 glowColor = mix(baseColor, color3, fresnel); // 添加脉冲效果 float pulse = (sin(time2.0) + 1.0)0.15 + 0.85; gl_FragColor = vec4(glowColor * pulse, 1.0); }

    const material = new THREE.ShaderMaterial({ uniforms: { time: { value: 0 }, color1: { value: new THREE.Color(0xdbb8ff) }, color2: { value: new THREE.Color(0x98d0fb) }, color3: { value: new THREE.Color(0xfdebbf) } }, vertexShader, fragmentShader, side: THREE.DoubleSide, transparent: true })

    const gui = new GUI() gui.addColor(material.uniforms.color1, 'value').name('Color 1') gui.addColor(material.uniforms.color2, 'value').name('Color 2') gui.addColor(material.uniforms.color3, 'value').name('Color 3')

    const geometry = createThreeJSLogoGeometry() const mesh = new THREE.Mesh(geometry, material) scene.add(mesh)

    function createThreeJSLogoGeometry() { // 基础变量设置 const v = new THREE.Vector2(0, 1); const c = new THREE.Vector2(); const s = 0.85; // 缩放比例

    // 创建基本三角形 const tri = [ v.clone().multiplyScalar(s).add(new THREE.Vector2(0, -0.25)), v.clone().rotateAround(c, (-Math.PI * 2) / 3).multiplyScalar(s).add(new THREE.Vector2(0, -0.25)), v.clone().rotateAround(c, (Math.PI * 2) / 3).multiplyScalar(s).add(new THREE.Vector2(0, -0.25)) ];

    // 创建翻转三角形 const triFlip = [ v.clone().rotateAround(c, Math.PI).multiplyScalar(s).sub(new THREE.Vector2(0, -0.25)), v.clone().rotateAround(c, Math.PI / 3).multiplyScalar(s).sub(new THREE.Vector2(0, -0.25)), v.clone().rotateAround(c, -Math.PI / 3).multiplyScalar(s).sub(new THREE.Vector2(0, -0.25)) ];

    // 创建三角形孔洞 const holes = []; const hA = 3 / Math.sqrt(3) * 0.5;

    // 生成图案中的三角形孔洞 for (let row = 0; row < 4; row++) { const items = 1 + row * 2; const h = 1.5 * (1.5 - row); const w = -((items - 1) / 2) * hA;

    for (let i = 0; i < items; i++) { const offsetX = w + hA * i; const offsetY = h; const points = (i % 2 === 0 ? tri : triFlip).map(p => { const pt = p.clone(); pt.x += offsetX; pt.y += offsetY; return pt; }); holes.push(new THREE.Path(points)); } }

    // 创建外部轮廓 const contour = [ v.clone().multiplyScalar(4.1).add(new THREE.Vector2(0, -1)), v.clone().rotateAround(c, (Math.PI * 2) / 3).multiplyScalar(4.1).add(new THREE.Vector2(0, -1)), v.clone().rotateAround(c, (-Math.PI * 2) / 3).multiplyScalar(4.1).add(new THREE.Vector2(0, -1)) ];

    // 创建形状并添加孔洞 const shape = new THREE.Shape(contour); shape.holes = holes;

    // 创建挤出几何体 const geometry = new THREE.ExtrudeGeometry(shape, { depth: 0.1, bevelEnabled: false });

    // 旋转和居中 geometry.rotateZ(Math.PI * 0.25); geometry.center();

    return geometry; }

    animate()

    function animate() {

    material.uniforms.time.value += 0.01

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera) }

    完整源码:GitHub

    小结

    • 本文提供three.js Logo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

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