波扫描 ·Wave Scan· ▶ 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波扫描效果基于 WebGL 实现「波扫描」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/examples/jsm/controls/OrbitControls.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 0, 0.6)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 truewindow.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}const uniforms {iTime: {value: 0},iResolution: {value: new THREE.Vector2(box.clientWidth, box.clientHeight)}}const geometry new THREE.PlaneGeometry(1, 1)const material new THREE.ShaderMaterial({uniforms,transparent: true,side: THREE.DoubleSide,vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv uv; vec4 mvPosition modelViewMatrix * vec4(position, 1.0); gl_Position projectionMatrix * mvPosition; }, fragmentShader:uniform float iTime; const float PI 3.14159265359;float random(float p){ return fract(sin(p) * 10000.0); } float noise(vec2 p){ float t iTime / 2000.0; if(t 1.0) t - floor(t); return random(p.x14. p.ysin(t) * 0.5); }vec2 sw(vec2 p){ return vec2(floor(p.x), floor(p.y)); } vec2 se(vec2 p){ return vec2(ceil(p.x), floor(p.y)); } vec2 nw(vec2 p){ return vec2(floor(p.x), ceil(p.y)); } vec2 ne(vec2 p){ return vec2(ceil(p.x), ceil(p.y)); }float smoothNoise(vec2 p){ vec2 inter smoothstep(0.0, 1.0, fract(p)); float s mix(noise(sw(p)), noise(se(p)), inter.x); float n mix(noise(nw(p)), noise(ne(p)), inter.x); return mix(s, n, inter.y); }mat2 rotate (in float theta){ float c cos(theta); float s sin(theta); return mat2(c, -s, s, c); }float circ(vec2 p){ float r length(p); r log(sqrt(r)); return abs(mod(4.0r, PI2.0) - PI) * 3.0 0.2; }float fbm(in vec2 p){ float z 2.0; float rz 0.0; vec2 bp p; for(float i 1.0; i 6.0; i){ rz abs((smoothNoise(p) - 0.5)* 2.0) / z; z * 2.0; p * 2.0; } return rz; } float distanceTo(vec2 src, vec2 dst) { float dx src.x - dst.x; float dy src.y - dst.y; float dv dxdx dydy; return sqrt(dv); } varying vec2 vUv; uniform vec2 iResolution; void main() { float len distanceTo(vec2(0.5, 0.5), vec2(vUv.x, vUv.y)) * 2.0;vec2 p vUv - 0.5; p.x * iResolution.x / iResolution.y; p * 8.0; float rz fbm(p); p / exp(mod(iTime * 2.0, PI)); rz * pow(abs(0.1 - circ(p)), 0.9); vec3 col vec3(0.2, 0.1, 0.643); gl_FragColor vec4(col / rz, 1.0 - pow(len, 3.0)) ; }})const mesh new THREE.Mesh(geometry, material)scene.add(mesh)animate()function animate() {uniforms.iTime.value 0.01requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}完整源码GitHub小结本文提供波扫描完整 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 波扫描教程
波扫描 ·Wave Scan· ▶ 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波扫描效果基于 WebGL 实现「波扫描」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/examples/jsm/controls/OrbitControls.jsconst box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 0, 0.6)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 truewindow.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}const uniforms {iTime: {value: 0},iResolution: {value: new THREE.Vector2(box.clientWidth, box.clientHeight)}}const geometry new THREE.PlaneGeometry(1, 1)const material new THREE.ShaderMaterial({uniforms,transparent: true,side: THREE.DoubleSide,vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv uv; vec4 mvPosition modelViewMatrix * vec4(position, 1.0); gl_Position projectionMatrix * mvPosition; }, fragmentShader:uniform float iTime; const float PI 3.14159265359;float random(float p){ return fract(sin(p) * 10000.0); } float noise(vec2 p){ float t iTime / 2000.0; if(t 1.0) t - floor(t); return random(p.x14. p.ysin(t) * 0.5); }vec2 sw(vec2 p){ return vec2(floor(p.x), floor(p.y)); } vec2 se(vec2 p){ return vec2(ceil(p.x), floor(p.y)); } vec2 nw(vec2 p){ return vec2(floor(p.x), ceil(p.y)); } vec2 ne(vec2 p){ return vec2(ceil(p.x), ceil(p.y)); }float smoothNoise(vec2 p){ vec2 inter smoothstep(0.0, 1.0, fract(p)); float s mix(noise(sw(p)), noise(se(p)), inter.x); float n mix(noise(nw(p)), noise(ne(p)), inter.x); return mix(s, n, inter.y); }mat2 rotate (in float theta){ float c cos(theta); float s sin(theta); return mat2(c, -s, s, c); }float circ(vec2 p){ float r length(p); r log(sqrt(r)); return abs(mod(4.0r, PI2.0) - PI) * 3.0 0.2; }float fbm(in vec2 p){ float z 2.0; float rz 0.0; vec2 bp p; for(float i 1.0; i 6.0; i){ rz abs((smoothNoise(p) - 0.5)* 2.0) / z; z * 2.0; p * 2.0; } return rz; } float distanceTo(vec2 src, vec2 dst) { float dx src.x - dst.x; float dy src.y - dst.y; float dv dxdx dydy; return sqrt(dv); } varying vec2 vUv; uniform vec2 iResolution; void main() { float len distanceTo(vec2(0.5, 0.5), vec2(vUv.x, vUv.y)) * 2.0;vec2 p vUv - 0.5; p.x * iResolution.x / iResolution.y; p * 8.0; float rz fbm(p); p / exp(mod(iTime * 2.0, PI)); rz * pow(abs(0.1 - circ(p)), 0.9); vec3 col vec3(0.2, 0.1, 0.643); gl_FragColor vec4(col / rz, 1.0 - pow(len, 3.0)) ; }})const mesh new THREE.Mesh(geometry, material)scene.add(mesh)animate()function animate() {uniforms.iTime.value 0.01requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}完整源码GitHub小结本文提供波扫描完整 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