
1000stars留念 ·1000stars· ▶ 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onBeforeCompile 注入 GLSL 改造内置材质OrbitControls 相机轨道交互GSAP 时间轴与补间动画场景雾效增强纵深requestAnimationFrame渲染循环与resize自适应效果说明本案例演示1000stars留念效果基于 WebGL 实现「1000stars留念」可视化效果附完整可运行源码核心用到 onBeforeCompile、OrbitControls、GSAP。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。onBeforeCompile在 Three 拼好内置 shader 后替换#include片段适合在 PBR 材质上叠加大屏特效。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。实现步骤搭建灯光与环境如有requestAnimationFrame 循环 update render代码要点import * as THREE from three;import { ImprovedNoise } from three/examples/jsm/Addons.js; // 700stars留念 共筑 共享 import { DirectionalLight, AmbientLight, Mesh, PlaneGeometry, MeshLambertMaterial, Vector2,Color } from three; let fbm // https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl #define NUM_OCTAVES 6float mod289(float x){return x - floor(x(1.0 / 289.0))289.0;} vec4 mod289(vec4 x){return x - floor(x(1.0 / 289.0))289.0;} vec4 perm(vec4 x){return mod289(((x34.0) 1.0)x);}float noise(vec3 p){ vec3 a floor(p); vec3 d p - a; d dd(3.0 - 2.0 * d);vec4 b a.xxyy vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 perm(b.xyxy); vec4 k2 perm(k1.xyxy b.zzww);vec4 c k2 a.zzzz; vec4 k3 perm(c); vec4 k4 perm(c 1.0);vec4 o1 fract(k3 * (1.0 / 41.0)); vec4 o2 fract(k4 * (1.0 / 41.0));vec4 o3 o2d.z o1(1.0 - d.z); vec2 o4 o3.ywd.x o3.xz(1.0 - d.x);return o4.yd.y o4.x(1.0 - d.y); }float fbm(vec3 x) { float v 0.0; float a 0.5; vec3 shift vec3(100); for (int i 0; i NUM_OCTAVES; i) { v a * noise(x); x x * 2.0 shift; a * 0.5; } return v; }; let renderer,scene,camera let init_scene async () { const box document.getElementById(box); console.log(box);scene new THREE.Scene();camera new THREE.PerspectiveCamera( 60, box.clientWidth / box.clientHeight, 0.1, 1000 ); let vHeight 3; camera.position.set(30, vHeight 2, 20).setLength(15); scene.background new Color(0.5, 1, 0.875); // scene.fog new Fog(scene.background, 20, 45); // camera.position.set(20, 50, 0); renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true, });renderer.setSize(box.clientWidth, box.clientHeight); box.appendChild(renderer.domElement); // new OrbitControls(camera, renderer.domElement);window.onresize () { renderer.setSize(box.clientWidth, box.clientHeight); camera.aspect box.clientWidth / box.clientHeight; camera.updateProjectionMatrix(); }; let light new DirectionalLight(0xffffff, 0.25); light.position.setScalar(1); scene.add(light, new AmbientLight(0xffffff, 0.75)); };let terrain; let plane, material; const load_terrain () { let perlin new ImprovedNoise(); plane new PlaneGeometry(50, 50, 500, 500); plane.rotateX(-Math.PI / 2); let { position } plane.attributes; let uv plane.attributes.uv; let v2 new Vector2(); for (let i 0; i position.count; i) { v2.fromBufferAttribute(uv, i).multiplyScalar(15); let n perlin.noise(v2.x, v2.y, 0.314); n Math.abs(n); n Math.pow(n, 3); position.setY(i, Math.min(n * 35, 10)); } plane.computeVertexNormals(); material new MeshLambertMaterial({ color: 0xface8d, // wireframe:true }); material.onBeforeCompile (shader) { // shader.uniforms.time globalUniforms.time; shader.vertexShader varying vec3 vPos; ${shader.vertexShader}.replace(#include,#include vPos position;); shader.fragmentShader #define ss(a,b,c) smoothstep(a,b,c) uniform float time; varying vec3 vPos; ${fbm} ${shader.fragmentShader}.replace(vec4 diffuseColor vec4( diffuse, opacity );,vec3 col diffuse;float d noise(vPos * vec3(0.05, 1, 0.05)); col mix(col 0.2, vec3(1, 0.2, 0.01), d);vec3 strokePos vPos * vec3(0.1, 3., 0.1); d fbm(strokePos); float e fwidth(strokePos.y); col mix(col(0.5 0.5ss(2., 8., vPos.y)), col, ss(0.4 - e, 0.4, abs(d)));col mix(diffuse 0.1, col, ss(0.5, 1.5, vPos.y));// wind float dw noise(vec3(vPos.x, vPos.y, vPos.z time) * vec3(0.1, 10, 0.1)); d ss(0.1, 0., abs(dw)); d max(d, ss(1., 0., abs(dw))); d max(d, pow(abs(noise(vPos - vec3(0, 0, time))), 1.)); d * smoothstep(2., -0.5, abs(vPos.y)); col mix(col, diffuse 0.25, d);vec4 diffuseColor vec4( col, opacity );) .replace(#include,gl_FragColor.rgb mix(gl_FragColor.rgb, vec3(0.5, 1, 0.875), pow(ss(7., 10., vPos.y), 0.5));); }; terrain new Mesh(plane, material); scene.add(terrain); }; // 定时生成新地形并平滑过渡 const generate_new_terrain_1 () { let perlin new ImprovedNoise(); let new_position plane.attributes.position.clone(); let uv plane.attributes.uv; let v2 new Vector2(); let random Math.random(); for (let i 0; i new_position.count; i) { v2.fromBufferAttribute(uv, i).multiplyScalar(15); let n perlin.noise(v2.x, v2.y, random); n Math.abs(n); n Math.pow(n, 3); new_position.setY(i, Math.min(n * 35, 10)); } new_position.needsUpdate true; // const old_position_array plane.attributes.position.array const new_position_array new_position.array; return new_position_array; }; // 地形插值 import { gsap } from gsap; const new_fun () { const position plane.attributes.position; const position_array position.array; const new_position_array generate_new_terrain_1; gsap.to(position_array, { duration: 1.5, // 动画时长 ease: power2.out, // 缓动效果 endArray: new_position_array, // 动画目标值 onUpdate: () { position.needsUpdate true; // 通知 Three.js 属性已更新 }, }); }; const render () { renderer.render(scene, camera); requestAnimationFrame(render); }; init_scene(); load_terrain(); setInterval(() { new_fun(); }, 2000); render();// 文字 const ele () { const box document.getElementById(box); box.style.position relative; const div document.createElement(div); div.style.position absolute; div.style.top 0; div.style.left 0; div.style.width 100%; div.style.height 100%; div.style.display flex; div.style.justifyContent center; div.style.alignItems center; div.innerHTML 共筑3D世界,共享3D世界Build Share 3D World Togetherfor three-cesium-examples 1000 stars ⭐; box.appendChild(div); };ele()完整源码GitHub小结本文提供1000stars留念完整 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