Three.js 罗盘教程

📅 2026/7/7 18:19:20 👁️ 阅读次数 📝 编程学习
Three.js 罗盘教程

罗盘 ·Compass 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-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

本案例演示罗盘效果:基于 WebGL 实现「罗盘」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'

    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, 0.6)

    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

    window.onresize = () => {

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

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

    }

    const uniforms = {

    iTime: {

    value: 0

    },

    iResolution: {

    value: new THREE.Vector2(box.clientWidth, box.clientHeight)

    } }

    const geometry = new THREE.PlaneGeometry(1, 1)

    const material = new THREE.ShaderMaterial({

    uniforms,

    transparent: true,

    side: THREE.DoubleSide,

    vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); gl_Position = projectionMatrix * mvPosition; }, fragmentShader:uniform float ratio;

    float PI = 3.1415926; uniform float iTime; uniform vec2 iResolution; varying vec2 vUv; vec2 rotate(vec2 p, float rad) { mat2 m = mat2(cos(rad), sin(rad), -sin(rad), cos(rad)); return m * p; } vec2 translate(vec2 p, vec2 diff) { return p - diff; } vec2 scale(vec2 p, float r) { return p*r; } float circle(float pre, vec2 p, float r1, float r2, float power) { float leng = length(p); float d = min(abs(leng-r1), abs(leng-r2)); if (r1 < half1.y) ? abs(half1.x-p.x) : length(p-half1); float dx2 = (p.y < half2.y) ? abs(half2.x-p.x) : length(p-half2); float dy1 = (p.x < half1.x) ? abs(half1.y-p.y) : length(p-half1); float dy2 = (p.x < half2.x) ? abs(half2.y-p.y) : length(p-half2); float d = min(min(dx1, dx2), min(dy1, dy2)); float res = power / d; return clamp(pre + res, 0.0, 1.0); } float radiation(float pre, vec2 p, float r1, float r2, int num, float power) { float angle = 2.0*PI/float(num); float d = 1e10; for(int i=0; i<360; i++) { if (i>=num) break; float _d = (r1 iTime/1.0)0.02+1.1); { vec2 q = p; q = rotate(q, iTime * PI / 6.0); dst = circle(dst, q, 0.85, 0.9, 0.006); dst = radiation(dst, q, 0.87, 0.88, 36, 0.0008); } { vec2 q = p; q = rotate(q, iTime * PI / 6.0); const int n = 6; float angle = PI / float(n); q = rotate(q, floor(atan(q.x, q.y)/angle + 0.5) * angle); for(int i=0; i iTime/1.0)0.04+1.1); q = rotate(q, -iTime * PI / 6.0); for(float i=0.0; i<6.0; i++) { float r = 0.13-i*0.01; q = translate(q, vec2(0.1, 0.0)); dst = circle(dst, q, r, r, 0.002); q = translate(q, -vec2(0.1, 0.0)); q = rotate(q, -iTime * PI / 12.0); } dst = circle(dst, q, 0.04, 0.04, 0.004); } return pow(dst, 2.5) * vec3(1.0, 0.95, 0.8); } void main() { vec2 uv = (vUv - 0.5) * 2.0; gl_FragColor = vec4(calc(uv), 1.0);; }})

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

    scene.add(mesh)

    animate()

    function animate() {

    uniforms.iTime.value += 0.01

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera)

    }

    完整源码:GitHub

    小结

    • 本文提供罗盘完整 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