无限网格 ·Infinite 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requestAnimationFrame渲染循环与resize自适应效果说明本案例演示无限网格效果基于 WebGL 实现「无限网格」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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { Sky } from three/examples/jsm/objects/Sky.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000000)camera.position.set(1000, 1000, 1000)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping trueanimate()function animate() {requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}scene.add(new THREE.AmbientLight(0x222222))const light new THREE.DirectionalLight(0xffffff, 1)light.position.set(80, 80, 80)scene.add(light)const sky new Sky()sky.scale.setScalar(450000)const { uniforms } sky.materialuniforms.sunPosition.value new THREE.Vector3().setFromSphericalCoords(1, THREE.MathUtils.degToRad(90), THREE.MathUtils.degToRad(180)) uniforms[rayleigh].value 2scene.add(sky);class InfiniteGridHelper extends THREE.Mesh {constructor(size1 10, size2 100, color new THREE.Color(white), distance 8000, axes xzy) {const planeAxes axes.substring(0, 2);const geometry new THREE.PlaneGeometry(2, 2, 1, 1);const material new THREE.ShaderMaterial({ side: THREE.DoubleSide, uniforms: { uSize1: { value: size1 }, uSize2: { value: size2 }, uColor: { value: color }, uDistance: { value: distance } }, transparent: true, vertexShader:varying vec3 worldPosition; uniform float uDistance;void main() { vec3 pos position.${axes} * uDistance; pos.${planeAxes} cameraPosition.${planeAxes}; worldPosition pos; gl_Position projectionMatrixmodelViewMatrixvec4(pos, 1.0); }, fragmentShader:varying vec3 worldPosition; uniform float uSize1; uniform float uSize2; uniform vec3 uColor; uniform float uDistance;float getGrid(float size) { vec2 r worldPosition.${planeAxes} / size; vec2 grid abs(fract(r - 0.5) - 0.5) / fwidth(r); float line min(grid.x, grid.y); return 1.0 - min(line, 1.0); }void main() { float d 1.0 - min(distance(cameraPosition.${planeAxes}, worldPosition.${planeAxes}) / uDistance, 1.0); float g1 getGrid(uSize1); float g2 getGrid(uSize2); gl_FragColor vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 3.0)); gl_FragColor.a mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2); if (gl_FragColor.a 0.0) discard; }, extensions: { derivatives: true } });super(geometry, material);this.frustumCulled false; } }const gridHelper new InfiniteGridHelper(10, 100);scene.add(gridHelper)完整源码GitHub小结本文提供无限网格完整 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
Three.js 无限网格教程
无限网格 ·Infinite 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requestAnimationFrame渲染循环与resize自适应效果说明本案例演示无限网格效果基于 WebGL 实现「无限网格」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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { Sky } from three/examples/jsm/objects/Sky.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000000)camera.position.set(1000, 1000, 1000)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping trueanimate()function animate() {requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}scene.add(new THREE.AmbientLight(0x222222))const light new THREE.DirectionalLight(0xffffff, 1)light.position.set(80, 80, 80)scene.add(light)const sky new Sky()sky.scale.setScalar(450000)const { uniforms } sky.materialuniforms.sunPosition.value new THREE.Vector3().setFromSphericalCoords(1, THREE.MathUtils.degToRad(90), THREE.MathUtils.degToRad(180)) uniforms[rayleigh].value 2scene.add(sky);class InfiniteGridHelper extends THREE.Mesh {constructor(size1 10, size2 100, color new THREE.Color(white), distance 8000, axes xzy) {const planeAxes axes.substring(0, 2);const geometry new THREE.PlaneGeometry(2, 2, 1, 1);const material new THREE.ShaderMaterial({ side: THREE.DoubleSide, uniforms: { uSize1: { value: size1 }, uSize2: { value: size2 }, uColor: { value: color }, uDistance: { value: distance } }, transparent: true, vertexShader:varying vec3 worldPosition; uniform float uDistance;void main() { vec3 pos position.${axes} * uDistance; pos.${planeAxes} cameraPosition.${planeAxes}; worldPosition pos; gl_Position projectionMatrixmodelViewMatrixvec4(pos, 1.0); }, fragmentShader:varying vec3 worldPosition; uniform float uSize1; uniform float uSize2; uniform vec3 uColor; uniform float uDistance;float getGrid(float size) { vec2 r worldPosition.${planeAxes} / size; vec2 grid abs(fract(r - 0.5) - 0.5) / fwidth(r); float line min(grid.x, grid.y); return 1.0 - min(line, 1.0); }void main() { float d 1.0 - min(distance(cameraPosition.${planeAxes}, worldPosition.${planeAxes}) / uDistance, 1.0); float g1 getGrid(uSize1); float g2 getGrid(uSize2); gl_FragColor vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 3.0)); gl_FragColor.a mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2); if (gl_FragColor.a 0.0) discard; }, extensions: { derivatives: true } });super(geometry, material);this.frustumCulled false; } }const gridHelper new InfiniteGridHelper(10, 100);scene.add(gridHelper)完整源码GitHub小结本文提供无限网格完整 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