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Three.js 城市光效教程

城市光效 ·City Effect· ▶ 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-examples
  • 400个案例代码:网盘链接

你将学到什么

  • Material.onBeforeCompile在不写完整 ShaderMaterial 的情况下改内置 shader
  • 替换#include/#include注入 GLSL
  • 四套大屏特效:生长、上升流光、圆扩散、扫光
  • FBX 分层处理:建筑 / 地面 / 道路 +EdgesGeometry线框

效果说明

加载上海 FBX 城市模型,建筑从低到高「长出来」,表面有蓝色上升带、紫色同心扩散波、青色 X 向扫光;建筑边线同步生长,地面与道路单独设色。

核心概念

onBeforeCompile 工作方式

Three.js 内置MeshStandardMaterial等会先拼好 vertex/fragment shader,再调用:

material.onBeforeCompile = (shader) => {

shader.uniforms.uProgress = { value: 0 }; shader.vertexShader = shader.vertexShader.replace( '#include ',#include transformed.z = position.z * min(uProgress, 1.0);); };

#includeshaderChunk片段,可在 Three 源码renderers/shaders/ShaderChunk/查原文。

四套特效分工

| 函数 | 注入位置 | 视觉 | |------|---------|------| |applyGrowShader| vertexbegin_vertex|uProgress压扁 Z,建筑生长 | |applyRiseShader| fragmentdithering_fragment| 沿高度smoothstep上升亮带 | |applySpreadShader| fragment | 距原点距离环形波mod(uSpreadTime)| |applySweepShader| fragment | 沿 X 的扫光条 |

uniform 在 rAF 里通过renderList回调统一更新:

const renderList = [];

renderList.push((time) => { shader.uniforms.uRiseTime.value = time * 30.0; });

function animate() { renderList.forEach(fn => fn(clock.getElapsedTime())); // ... }

FBX 分层 modelHandlerMap

const modelHandlerMap = {

CITY_UNTRIANGULATED: (model, group) => { /建筑 + 线框 + 四套 shader/ }, LANDMASS: (model) => { /深色地面/ }, ROADS: (model) => { /道路色/ }, };

线框:EdgesGeometry+LineSegments,需rotateX(-Math.PI/2)对齐 FBX 坐标系。

实现步骤

  • Scene / Camera / Renderer / OrbitControls,CubeTexture 天空盒
  • FBXLoader 加载城市,按child.name走 handler
  • 建筑材质onBeforeCompile链式调用四个 apply 函数
  • 线框材质同样applyGrowShader同步生长
  • Clock + renderList 驱动所有 uniform 动画
  • 代码要点

    import * as THREE from 'three'

    import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js'

    const box = document.getElementById('box')

    const scene = new THREE.Scene()

    const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000)

    camera.position.set(0, 400, 1000)

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

    renderer.setPixelRatio(window.devicePixelRatio * 1.3)

    renderer.setSize(box.clientWidth, box.clientHeight)

    box.appendChild(renderer.domElement)

    const controls = new OrbitControls(camera, renderer.domElement)

    controls.enableDamping = true

    // 文件地址 const urls = [0, 1, 2, 3, 4, 5].map(k => (FILE_HOST + 'files/sky/skyBox0/' + (k + 1) + '.png'));

    const textureCube = new THREE.CubeTextureLoader().load(urls);

    scene.background = textureCube;

    const renderList = []

    const light = new THREE.AmbientLight(0xadadad)

    scene.add(light)

    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5)

    directionalLight.position.set(600, 600, 0)

    scene.add(directionalLight)

    /**

    • 对于shader内容的修改,需要根据具体内容进行处理
    • shader中会存在#include 等语句,这些事three定义的glsl,具体脚本内容查看three源码中renderer/shaders/shaderChunk下对应脚本文件
    • 而修改shader就是在对应的脚本语句后修改脚本或增加语句
    */ const applyGrowShader = (shader) => { shader.uniforms.uProgress = { value: 0 } shader.vertexShader =uniform float uProgress; ${shader.vertexShader}shader.vertexShader = shader.vertexShader.replace( '#include ',#include transformed.z = position.z * min(uProgress, 1.0);) renderList.push((progress) => { shader.uniforms.uProgress.value = progress }) } // 建筑表面流动上升效果 const applyRiseShader = (shader) => { shader.uniforms.uRiseTime = { value: 0 } shader.uniforms.uRiseColor = { value: new THREE.Color('#87CEEB') }

    shader.vertexShader = shader.vertexShader.replace( '#include ',#include varying vec3 vTransformedNormal; varying float vHeight;) shader.vertexShader = shader.vertexShader.replace( '#include ',#include vTransformedNormal = normalize(normal); vHeight = transformed.z;)

    shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include uniform vec3 uRiseColor; uniform float uRiseTime; varying float vHeight; varying vec3 vTransformedNormal; vec3 riseLine() { float smoothness = 1.8; float speed = uRiseTime; bool isTopBottom = (vTransformedNormal.z > 0.0 || vTransformedNormal.z < 0.0) && vTransformedNormal.x == 0.0 && vTransformedNormal.y == 0.0; float ratio = isTopBottom ? 0.0 : smoothstep(speed, speed + smoothness, vHeight) - smoothstep(speed + smoothness, speed + smoothness * 2.0, vHeight); return uRiseColor * ratio; }) shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include gl_FragColor = gl_FragColor + vec4(riseLine(), 1.0);) renderList.push((time) => { shader.uniforms.uRiseTime.value = time * 30.0 }) }

    // 扩散波效果 const applySpreadShader = (shader) => { shader.uniforms.uSpreadTime = { value: 0 } shader.uniforms.uSpreadColor = { value: new THREE.Color('#9932CC') }

    shader.vertexShader = shader.vertexShader.replace( '#include ',#include varying vec2 vTransformedPosition;) shader.vertexShader = shader.vertexShader.replace( '#include ',#include vTransformedPosition = vec2(position.x, position.y);) shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include uniform vec3 uSpreadColor; uniform float uSpreadTime; varying vec2 vTransformedPosition; vec3 spread() { vec2 center = vec2(0.0); float smoothness = 60.0; float start = mod(uSpreadTime, 1800.0); float distance = length(vTransformedPosition - center); float ratio = smoothstep(start, start + smoothness, distance) - smoothstep(start + smoothness, start + smoothness * 2.0, distance); return uSpreadColor * ratio; }) shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include gl_FragColor = gl_FragColor + vec4(spread(), 1.0);) renderList.push((time) => { shader.uniforms.uSpreadTime.value = time * 200.0 }) } // 扫光 const applySweepShader = (shader) => { shader.uniforms.uSweepTime = { value: 0 } shader.uniforms.uSweepColor = { value: new THREE.Color('#00FFFF') }

    shader.vertexShader = shader.vertexShader.replace( '#include ',#include varying vec2 vSweepPosition;) shader.vertexShader = shader.vertexShader.replace( '#include ',#include vSweepPosition = vec2(position.x, position.y);) shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include uniform vec3 uSweepColor; uniform float uSweepTime; varying vec2 vSweepPosition; vec3 sweep() { vec2 center = vec2(0.0); float smoothness = 60.0; float start = mod(uSweepTime, 1800.0) - 800.0; float ratio = smoothstep(start, start + smoothness, vSweepPosition.x) - smoothstep(start + smoothness, start + smoothness * 2.0, vSweepPosition.x); return uSweepColor * ratio; }) shader.fragmentShader = shader.fragmentShader.replace( '#include ',#include gl_FragColor = gl_FragColor + vec4(sweep(), 1.0);) renderList.push((time) => { shader.uniforms.uSweepTime.value = time * 160.0 }) }

    const modelHandlerMap = { CITY_UNTRIANGULATED: (model, group) => { // 城市建筑 const { geometry, position, material } = model

    // 模型线框化 const lienMaterial = new THREE.LineBasicMaterial({ color: '#2685fe' }) const lineBox = new THREE.LineSegments(new THREE.EdgesGeometry(geometry, 1), lienMaterial) lineBox.position.copy(position) // 模型坐标系与WebGL坐标系不同需要处理 lineBox.rotateX(-Math.PI / 2) group.add(lineBox)

    // 在原先材质效果的基础上修改shader material.onBeforeCompile = (shader) => { material.color = new THREE.Color('#0e233d') material.transparent = true material.opacity = 0.9 // 实现生长效果 applyGrowShader(shader) applyRiseShader(shader) applySpreadShader(shader) applySweepShader(shader) } lienMaterial.onBeforeCompile = (shader) => { applyGrowShader(shader) } }, LANDMASS: (model) => { // 地面 const material = model.material material.color = new THREE.Color('#040912') material.transparent = true material.opacity = 0.8 }, ROADS: (model) => { // 道路 const material = model.material material.color = new THREE.Color('#292e4c') } }

    new FBXLoader().load(FILE_HOST + 'models/fbx/shanghai.FBX', cityScene => {

    const group = new THREE.Group()

    cityScene.children.forEach((item) => {

    const clonedData = item.clone()

    modelHandlerMap[clonedData.name]?.(clonedData, group)

    group.add(clonedData)

    })

    scene.add(group) })

    const clock = new THREE.Clock()

    animate()

    function animate() {

    renderList.forEach(fn => fn(clock.getElapsedTime()))

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera)

    }

    window.onresize = () => {

    renderer.setSize(box.clientWidth, box.clientHeight)

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

    }

    完整源码:GitHub

    小结

    • 本文提供城市光效完整 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
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