内发光 ·Inner Glow· ▶ 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
本案例演示内发光效果:基于 WebGL 实现「内发光」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 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(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(5, 5, 10)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
scene.add(new THREE.AxesHelper(50))
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
animate()
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
const vertexShader =
varying vec3 vNormal; varying vec3 vPositionNormal;void main() { // 视图空间下的单位法线向量 vNormal = normalize(normalMatrix * normal); // 视图空间下的单位坐标向量 vPositionNormal = normalize((modelViewMatrix * vec4(position, 1.0) ).xyz); gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }/**
- 需要注意法线向量值,菲涅尔反射对于法线向量差别比较大的模型效果明显,即不规则物体
- 模型表面平整的话效果较差,不过可以使用法线贴图更改物体法线向量
uniform vec3 uColor; uniform float uBias; uniform float uPower; uniform float uScale;varying vec3 vNormal; varying vec3 vPositionNormal;
// 菲涅尔反射 float fresnelReflex() { return pow(uBias + uScale * abs(dot(vNormal, vPositionNormal)), uPower); }
void main() { float opacity = fresnelReflex(); gl_FragColor = vec4(uColor, opacity); }const material = new THREE.ShaderMaterial({ uniforms: { uColor: { value: new THREE.Color(0x00ffff) }, uBias: { value: 1.0 }, uScale: { value: -1.0 }, uPower: { value: 2.0 } }, vertexShader, fragmentShader, transparent: true })
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16), material)
scene.add(sphere)
const vertexShader1 =
varying vec2 vUV;void main() { vUV = uv; gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }const fragmentShader1 =uniform vec3 uColor;const material1 = new THREE.ShaderMaterial({ uniforms: { uColor: { value: new THREE.Color(0x00ffff) } }, vertexShader: vertexShader1, fragmentShader: fragmentShader1, depthWrite: false, transparent: true })varying vec2 vUV;
float glow(vec2 coord, float radius, float intensity) { return pow(radius / length(coord), intensity); }
void main() { float ratio = glow(vUV - vec2(0.5), 0.1, 3.0); gl_FragColor = vec4(uColor * ratio, ratio); }
const plane = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material1)
plane.position.set(1, 0, 1)
scene.add(plane)
完整源码:GitHub
小结
- 本文提供内发光完整 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