Three.js 点星感谢教程

Three.js 点星感谢教程 点星感谢 ·Text Star· ▶ 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监听窗口resize同步更新 camera 与 renderer效果说明本案例演示点星感谢效果基于 WebGL 实现「点星感谢」可视化效果附完整可运行源码核心用到 ShaderMaterial。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。阅读下方完整源码时建议从init/load/animate三条主线入手再深入 shader 与工具函数。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 { TrackballControls } from three/addons/controls/TrackballControls.js; import { TessellateModifier } from three/addons/modifiers/TessellateModifier.js; import { FontLoader } from three/addons/loaders/FontLoader.js; import { TextGeometry } from three/addons/geometries/TextGeometry.js;const data await new Promise((r) { fetch(https://api.github.com/repos/z2586300277/three-cesium-examples).then(res res.json()).then(d r(d)) setTimeout(() r({ stargazers_count: 230, forks_count: 40 }), 1000) })let mesh, uniforms, renderer, scene, camera, controls;const loader new FontLoader() loader.load(FILE_HOST files/json/font.json, font init(font))const text three-cesium-examplesStars ${data.stargazers_count} Fork ${data.forks_count}Thanks for your starfunction init(font) {camera new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000); camera.position.set(100, 400, 600);scene new THREE.Scene(); scene.background new THREE.Color(0x050505);let geometry new TextGeometry(text, { font: font, size: 30, depth: 5, curveSegments: 3, bevelThickness: 2, bevelSize: 1, bevelEnabled: true })geometry.center(); const tessellateModifier new TessellateModifier(4, 3); geometry tessellateModifier.modify(geometry); const numFaces geometry.attributes.position.count / 3; const colors new Float32Array(numFaces33); const displacement new Float32Array(numFaces33); const color new THREE.Color();for (let f 0; f numFaces; f) { const index 9 * f; if (Math.random() 0.5) {const h 0.2 * Math.random(); const s 0.5 0.5 * Math.random(); const l 0.5 0.5 * Math.random();color.setHSL(h, s, l); } else color.set(0xa58fb5); const d 60 * (0.5 - Math.random()); for (let i 0; i 3; i) { colors[index (3 * i)] color.r; colors[index (3 * i) 1] color.g; colors[index (3 * i) 2] color.b; displacement[index (3 * i)] d; displacement[index (3 * i) 1] d; displacement[index (3 * i) 2] d; } }geometry.setAttribute(customColor, new THREE.BufferAttribute(colors, 3)); geometry.setAttribute(displacement, new THREE.BufferAttribute(displacement, 3));uniforms { amplitude: { value: 0.0 }, opacityf: { value: 0.8 } }const shaderMaterial new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader:uniform float amplitude; attribute vec3 customColor; attribute vec3 displacement; varying vec3 vNormal; varying vec3 vColor; varying vec2 vUv; void main() { vUv uv; vNormal normal; vColor customColor; vec3 newPosition position normalamplitudedisplacement; gl_Position projectionMatrixmodelViewMatrixvec4( newPosition, 1.0 ); }, fragmentShader:varying vec3 vNormal; varying vec3 vColor; varying vec2 vUv; uniform float opacityf; uniform float amplitude; void main() {vec2 uv vUv; float iTime amplitude; vec3 wave_color vec3(0.0); float wave_width 0.0; for(float i 0.0; i 28.0; i) { uv.y (0.2(0.9sin(iTime0.4)sin(uv.x i/3.0 3.0iTime ))); uv.x 1.7sin(iTime0.4); wave_width abs(1.0 / (200.0abs(cos(iTime))uv.y)); wave_color vec3(wave_width( 0.4((i1.0)/18.0)), wave_width(i / 9.0), wave_width((i1.0)/ 8.0)1.9); } const float ambient 0.4; vec3 light vec3( 1.0 ); light normalize( light ); float directional max( dot( vNormal, light ), 0.0 ); gl_FragColor vec4( mix(( directional ambient ) * vColor, wave_color, 0.6), opacityf ); }, transparent: true, wireframe: true, wireframeLinewidth: 4 }) mesh new THREE.Mesh(geometry, shaderMaterial); scene.add(mesh);renderer new THREE.WebGLRenderer({ antialias: true }); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setAnimationLoop(render); document.body.appendChild(renderer.domElement); controls new TrackballControls(camera, renderer.domElement) window.addEventListener(resize, onWindowResize);}function onWindowResize() { camera.aspect window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }function render() { uniforms.amplitude.value Math.sin(Date.now() * 0.001); controls.update(); renderer.render(scene, camera); }完整源码GitHub小结本文提供点星感谢完整 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