栅格网格 ·Raster Grid· ▶ 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ShaderMaterial 自定义着色器实现核心视觉效果OrbitControls 相机轨道交互效果说明本案例演示栅格网格效果基于 WebGL 实现「栅格网格」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 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from three;import { OrbitControls } from three/addons/controls/OrbitControls.js;const { innerWidth, innerHeight } window; const aspect innerWidth / innerHeight;class Base { constructor() { this.init(); this.main(); } main() { const geometry new THREE.PlaneGeometry(10,10,100,100);const vertexShader varying vec2 vUv;void main(){ vUv uv;gl_Position projectionMatrixmodelViewMatrixvec4(position,1.0);}; const fragmentShader uniform float iTime; varying vec2 vUv; #define PI 3.14159vec3 palette(float t){ vec3 a vec3(0.5,0.5,0.5); vec3 b vec3(0.5,0.5,0.5); vec3 c vec3(1.0,1.0,1.0); vec3 d vec3(0.263,0.416,0.557);return abcos(PI2.0(ctd)); }vec4 mainImage(){ vec3 finalColor vec3(0.0); vec2 uuv vUv*2.0-1.0; vec2 uv vUv*2.0-1.0; for(float i 0.0;i4.0;i){ uv fract(uv*1.5)-0.5; float d length(uv) * exp(-length(uuv));vec3 col palette(length(uuv) i.4 iTime.4);d sin(d*8. iTime)/8.; d abs(d);d pow(0.01 / d, 1.2);finalColor col * d; } return vec4(finalColor,1.0); } void main(){ gl_FragColor mainImage(); }; const material new THREE.ShaderMaterial({ vertexShader, fragmentShader, uniforms: { iTime: { value: 0, }, }, side: THREE.DoubleSide, });const plane new THREE.Mesh(geometry, material); this.material plane.material; this.scene.add(plane); } init() { this.clock new THREE.Clock();this.renderer new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true, }); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.setSize(innerWidth, innerHeight); this.renderer.setAnimationLoop(this.animate.bind(this)); document.body.appendChild(this.renderer.domElement);this.camera new THREE.PerspectiveCamera(60, aspect, 0.01, 10000); this.camera.position.set(5, 5, 5);this.scene new THREE.Scene();this.controls new OrbitControls( this.camera, this.renderer.domElement );const grid new THREE.GridHelper(100); this.scene.add(grid);const light new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(light); } animate() { this.controls.update(); this.renderer.render(this.scene, this.camera); this.material.uniforms.iTime.value 0.01; } } new Base();完整源码GitHub小结本文提供栅格网格完整 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