
蘑菇 ·Mushroom· ▶ 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蘑菇效果基于 WebGL 实现「蘑菇」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 renderCesium 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.jsconst DOM document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(50, DOM.clientWidth / DOM.clientHeight, 0.1, 100000) camera.position.set(10, 10, 10) scene.add(camera);const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(DOM.clientWidth, DOM.clientHeight) renderer.setPixelRatio(window.devicePixelRatio * 2) renderer.setClearColor(0x000000) DOM.appendChild(renderer.domElement) new OrbitControls(camera, renderer.domElement)const uniforms { Mouse: { type: v2, value: new THREE.Vector2(0, 0) }, Resolution: { type: v2, value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, Time: { type: f, value: 1.0 } }DOM.addEventListener(mousemove, (event) uniforms.Mouse.value new THREE.Vector2( (event.offsetX / event.target.clientWidth) * 2 - 1, -(event.offsetY / event.target.clientHeight) * 2 1 )) const geometry new THREE.BoxGeometry(10, 10, 10);var material new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader:varying vec2 vUv; void main(){ gl_PositionprojectionMatrixmodelViewMatrixvec4(position,1.); vUvuv; }, fragmentShader:#ifdef GL_ES precision mediump float; #endif uniform vec2 Resolution; uniform vec3 Mouse; uniform float Time; varying vec2 vUv; mat2 rot2D(float angle){ float ssin(angle); float ccos(angle); return mat2(c,-s,s,c); } float sdCutHollowSphere(vec3 p,float r,float h,float t) { float wsqrt(rr-hh); vec2 qvec2(length(p.xz),p.y); return((hq.xq.y)?length(q-vec2(w,h)): abs(length(q)-r))-t; } vec4 sdstripe(vec3 p,vec3 color){ p.xzabs(p.xz); float d1sdCutHollowSphere(p-vec3(.0,-3.3,0.),.8,.01,.01); float d2sdCutHollowSphere(p-vec3(.9,-3.3,.9),.5,.005,.01); float dmin(d1,d2); return vec4(d,color); } vec4 sdCutSphere(vec3 p,float r,float h,vec3 color) { float wsqrt(rr-hh); vec2 qvec2(length(p.xz),p.y); float smax((h-r)q.xq.xww(hr-2.q.y),hq.x-w*q.y); float d(s0.)?length(q)-r: (q.x pabababa); float caxmax(0.,x-((paba.5)?ra:rb)); float cayabs(paba-.5)-.5; float krba*rbababa; float fclamp((rba(x-ra)pabababa)/k,0.,1.); float cbxx-ra-f*rba; float cbypaba-f; float s(cbx0.cay0.)?-1.:1.; return vec4(ssqrt(min(caxcaxcaycaybaba, cbxcbxcbycby*baba)),color); } float smin(float d1,float d2,float k){ float hclamp(.5.5*(d2-d1)/k,0.,1.); return mix(d2,d1,h)-kh(1.-h); } vec4 colorMin(vec4 a,vec4 b){ if(a.x 100.||d.x.001){ break; } colorvec4(td.yzw.13,1.); } gl_FragColorcolor; }, uniforms });material.side THREE.DoubleSidevar mesh new THREE.Mesh(geometry, material); mesh.scale.set(1, -1, 1) scene.add(mesh);render() function render() { uniforms.Time.value 0.005; renderer.render(scene, camera) requestAnimationFrame(render) }完整源码GitHub小结本文提供蘑菇完整 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