Three.js 内发光教程

Three.js 内发光教程

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)
  • 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
    */ const fragmentShader =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;

    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 material1 = new THREE.ShaderMaterial({ uniforms: { uColor: { value: new THREE.Color(0x00ffff) } }, vertexShader: vertexShader1, fragmentShader: fragmentShader1, depthWrite: false, transparent: true })

    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