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-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 threeimport { 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.guiconst 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 3.1415926535897932384626433832795varying 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