Three.js 咖啡教程

📅 2026/7/15 11:37:08 👁️ 阅读次数 📝 编程学习
Three.js 咖啡教程

咖啡 ·Coffee Mug· ▶ 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
  • glTF/Draco 模型加载与优化
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示咖啡效果:基于 WebGL 实现「咖啡」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、glTF/Draco。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
  • 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
  • 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 Stats from 'three/examples/jsm/libs/stats.module.js'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import {GUI} from 'dat.gui'

    const initializeScene = ({ root, antialias = true } = {}) => { // Create scene const scene = new THREE.Scene();

    // Create camera const camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 1000, ); camera.position.z = 110;

    // Create renderer const renderer = new THREE.WebGLRenderer({ antialias }); renderer.setSize(window.innerWidth, window.innerHeight); // renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; root.appendChild(renderer.domElement);

    const onWindowResize = () => { // Adjust camera and renderer on window resize camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); controls.update(); renderer.setSize(window.innerWidth, window.innerHeight); renderer.render(scene, camera); }; onWindowResize(); window.addEventListener('resize', onWindowResize, false);

    // Create GUI const gui = new GUI({ container: root });

    const stats = new Stats(); stats.showPanel(0); root.appendChild(stats.domElement);

    return { scene, renderer, camera, controls, gui, stats, }; };

    const init = (root) => { const { scene, renderer, camera, gui, stats, controls } = initializeScene({ root, });

    camera.position.set(12, 6, 12);

    const gltfLoader = new GLTFLoader(); gltfLoader.load(FILE_HOST + 'examples/coffeeMug/coffeeMug.glb', (gltf) => { gltf.scene.getObjectByName('baked').material.map.anisotropy = 8; controls.target.y += 3; scene.add(gltf.scene); });

    const textureLoader = new THREE.TextureLoader(); const perlinTexture = textureLoader.load(FILE_HOST + 'examples/coffeeMug/perlin.png'); perlinTexture.wrapS = THREE.RepeatWrapping; perlinTexture.wrapT = THREE.RepeatWrapping;

    const smokeGeometry = new THREE.PlaneGeometry(1, 1, 16, 64); smokeGeometry.translate(0, 0.5, 0); smokeGeometry.scale(1.5, 6, 1.5);

    const smokeMaterial = new THREE.ShaderMaterial({ // wireframe: true, vertexShader:#define M_PI 3.1415926535897932384626433832795

    varying vec2 vUv; uniform float uTime; uniform sampler2D uPerlinTexture; vec2 rotate2D(vec2 value, float angle) { float s = sin(angle); float c = cos(angle); mat2 m = mat2(c, s, -s, c); return m * value; }

    void main() { vUv = uv; vec3 newPosition = position; float angle = texture( uPerlinTexture, vec2(0.5, uv.y0.3 + uTime0.02 )).x * 7.; newPosition.xz = rotate2D(position.xz, angle); vec2 windOffset = vec2( texture(uPerlinTexture, vec2(0.2, uTime * 0.02)).x - 0.5, texture(uPerlinTexture, vec2(0.7, uTime * 0.02)).x - 0.5 ); newPosition.xz += windOffsetpow(uv.y, 2.)8.; gl_Position = projectionMatrixviewMatrixmodelMatrix * vec4(newPosition, 1.0); }, fragmentShader:varying vec2 vUv;

    uniform float uTime; uniform sampler2D uPerlinTexture; void main() { vec2 uv = vec2(vUv.x0.5, vUv.y0.3 - uTime / 15.); float intensity = texture2D(uPerlinTexture, uv).x; intensity = smoothstep(0.4, 1.0, intensity); intensity *= smoothstep(0.0, 0.1, vUv.x); intensity *= smoothstep(1.0, 0.9, vUv.x); intensity *= smoothstep(0.0, 0.1, vUv.y); intensity *= smoothstep(1.0, 0.4, vUv.y); gl_FragColor = vec4(1.0, 0.8, 0.6, intensity); #include #include }, uniforms: { uTime: { value: 0 }, uPerlinTexture: { value: perlinTexture }, }, transparent: true, depthWrite: false, side: THREE.DoubleSide, });

    const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial); smoke.position.y = 1.83; scene.add(smoke);

    const clock = new THREE.Clock();

    const tick = () => { requestAnimationFrame(tick); stats.begin();

    controls.update();

    smokeMaterial.uniforms.uTime.value = clock.getElapsedTime();

    stats.end(); renderer.render(scene, camera); };

    tick();

    return renderer; };

    init(document.getElementById('box'));

    完整源码:GitHub

    小结

    • 本文提供咖啡完整 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