Three.js 心教程

发布时间:2026/7/8 0:39:50
Three.js 心教程 心 ·Heart Shader· ▶ 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-examples400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EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 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心效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 ShaderMaterial、EffectComposer、UnrealBloomPass。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。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。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 与材质参数组装 EffectComposer Pass 链在 animate 中调用composer.render()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 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js; import { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js; import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js;const box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 0, 20)const renderer new THREE.WebGLRenderer()renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)new OrbitControls(camera, renderer.domElement)const composer new EffectComposer(renderer);const renderPass new RenderPass(scene, camera);composer.addPass(renderPass);const bloomPass new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 5, 1.2, 0)composer.addPass(bloomPass);window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}class HeartCurve extends THREE.Curve { constructor(scale 1) { super(); this.scale scale; }getPoint(a, optionalTarget new THREE.Vector3()) { const t aMath.PI2; const tx 16 * Math.pow(Math.sin(t), 3); const ty 13Math.cos(t) - 5Math.cos(2t) - 2Math.cos(3t) - Math.cos(4t); const tz 0;return optionalTarget.set(tx, ty, tz).multiplyScalar(this.scale); } }const geometry new THREE.TubeGeometry(new HeartCurve(0.5), 100, 0.1, 30, false);const vertexShader varying vec2 vUv; void main(void) { vUv uv; gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0); }; const fragmentShader varying vec2 vUv; uniform float uSpeed; uniform float uTime; uniform vec2 uFade; uniform vec3 uColor; uniform float uDirection; void main() { vec3 color uColor; float s0.0; float v0.0; if(uDirection1.0){ vvUv.x; s-uTime*uSpeed; }else{ v -vUv.x; s -uTime*uSpeed; } float dmod( (v s) ,1.0) ; if(duFade.y)discard; else{ float alpha smoothstep(uFade.x, uFade.y, d); if (alpha 0.0001) discard; gl_FragColor vec4(color,alpha); } };const getMaterial (uniforms) { return new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader, transparent: true }); }const material1 getMaterial({ uColor: { value: new THREE.Color(pink) }, uTime: { value: 0 }, uDirection: { value: 1 }, uSpeed: { value: 1 }, uFade: { value: new THREE.Vector2(0, 0.5) }, uDirection: { value: 1 }, uSpeed: { value: 1 } })const material2 getMaterial({ uColor: { value: new THREE.Color(#00BFFF) }, uTime: { value: 0.5 }, uDirection: { value: 1 }, uSpeed: { value: 1 }, uFade: { value: new THREE.Vector2(0, 0.5) }, uDirection: { value: 1 }, uSpeed: { value: 1 } })const mesh new THREE.Mesh(geometry, material1) const mesh2 new THREE.Mesh(geometry, material2)scene.add(mesh);scene.add(mesh2)animate()function animate() {material1.uniforms.uTime.value 0.002 material2.uniforms.uTime.value 0.002requestAnimationFrame(animate)renderer.render(scene, camera)composer.render();}完整源码GitHub小结本文提供心完整 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