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Three.js 城市混合扫光教程

城市混合扫光 ·City Blend Light· ▶ 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

  • 封装modelBlendShader批量改模型材质
  • 模型空间距离做环形扫光带
  • mix(diff, color3, r)双色渐变 +intensity增亮
  • model.render钩子驱动 uniform 动画

效果说明

FBX 城市场景上,一道青蓝→深蓝的光环从中心向外扩散,扫过建筑表面;可选isDisCard丢弃暗色像素(镂空楼体)。

核心概念

扫光逻辑(片元)

float dis = length(v_position - center);

if (dis < (innerCircleWidth + circleWidth) && dis > innerCircleWidth) { float r = (dis - innerCircleWidth) / circleWidth; diffuseColor = vec4(mix(diff, color3, r) * intensity, opacity); } else { if (isDisCard) discard; else diffuseColor = vec4(diffuse, opacity); }

| uniform | 作用 | |---------|------| |innerCircleWidth| 环内缘半径(动画递增) | |circleWidth| 环带宽度 | |circleMax| 到达后重置为 0 | |center| 扫光中心(模型空间 vec3) |

批量 onBeforeCompile

model.traverse(c => c.isMesh && materials.push(c.material));

materials = [...new Set(materials)]; // 去重共享材质

materials.forEach(material => { material.onBeforeCompile = (shader) => { Object.keys(uniforms).forEach(key => shader.uniforms[key] = uniforms[key]); // 替换 void main / diffuseColor 行 }; });

model.render = () => { if (uniforms.innerCircleWidth.value < uniforms.circleMax.value) uniforms.innerCircleWidth.value += uniforms.circleSpeed.value; else uniforms.innerCircleWidth.value = 0; };

animate 里调用model.render?.()

实现步骤

  • FBXLoader 加载 city.FBX,scale/position 调整
  • modelBlendShader(object3d)收集材质、注入 GLSL
  • rAF 更新 innerCircleWidth 并 render
  • 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(75, box.clientWidth / box.clientHeight, 0.1, 100000)

    camera.position.set(157, 545, -987)

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

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

    renderer.setClearColor(0x000000, 0)

    renderer.setPixelRatio(window.devicePixelRatio * 2)

    new OrbitControls(camera, renderer.domElement)

    window.onresize = () => {

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

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

    }

    box.appendChild(renderer.domElement)

    const dirLight = new THREE.DirectionalLight(0xffffff, 3.8)

    dirLight.position.set(83, 61, -183)

    dirLight.target.position.set(10, -11, -194)

    scene.add(dirLight)

    const pointLight = new THREE.PointLight(0xffffff, 2)

    pointLight.position.set(-60, 182, -98)

    scene.add(pointLight)

    let model = null

    // 加载模型 new FBXLoader().load(HOST + '/files/model/city.FBX', (object3d) => {

    scene.add(object3d)

    object3d.scale.set(0.04, 0.04, 0.04)

    object3d.position.set(224, -9, -49)

    model = object3d

    modelBlendShader(object3d, box)

    })

    // 渲染 animate()

    function animate() {

    model && model.render?.()

    renderer.render(scene, camera)

    requestAnimationFrame(animate)

    }

    /混合着色/ function modelBlendShader(model) {

    let materials = []

    model.traverse(c => c.isMesh && materials.push(c.material))

    materials = [... new Set(materials)]

    const uniforms = {

    innerCircleWidth: { value: 480, type: 'number', unit: 'float' },

    circleWidth: { value: 160, type: 'number', unit: 'float' },

    circleMax: { value: 940, type: 'number', unit: 'float' },

    circleSpeed: { value: 1.5, type: 'number', unit: 'float' },

    diff: { value: new THREE.Color(0x6edbe8), type: 'color', unit: 'vec3' },

    color3: { value: new THREE.Color(0x1919f9), type: 'color', unit: 'vec3' },

    center: { value: new THREE.Vector3(-1, 0, 0), type: 'position', unit: 'vec3' },

    intensity: { value: 4, type: 'number', unit: 'float' },

    isDisCard: { value: false, type: 'bool', unit: 'bool' },

    }

    const glslProps = {

    vertexHeader:varying vec2 vUv; varying vec3 v_position; void main() { vUv = uv; v_position = position;,

    fragHeader: Object.keys(uniforms).map(i => 'uniform ' + uniforms[i].unit + ' ' + i + ';').join('\n') + '\n' + 'varying vec3 v_position; varying vec2 vUv;\n',

    fragBody:float dis = length(v_position - center); vec4 diffuseColor; if(dis < (innerCircleWidth + circleWidth) && dis > innerCircleWidth) { float r = (dis - innerCircleWidth) / circleWidth; #ifdef USE_MAP vec3 textureColor = texture2D(map, vUv).rgb; if(isDisCard && textureColor.r < 0.1 && textureColor.g < 0.1 && textureColor.b < 0.1 ) discard; #endif diffuseColor = vec4( mix(diff, color3, r) * vec3(intensity, intensity, intensity) , opacity); } else { if(isDisCard) discard ; else diffuseColor = vec4( diffuse, opacity ); }

    }

    materials.forEach(material => {

    material.onBeforeCompile = (shader) => {

    Object.keys(uniforms).forEach((key) => shader.uniforms[key] = uniforms[key])

    shader.vertexShader = shader.vertexShader.replace(void main() {, glslProps.vertexHeader)

    shader.fragmentShader = shader.fragmentShader.replace(/#include /, glslProps.fragHeader + '\n#include \n')

    shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );', glslProps.fragBody)

    }

    material.needsUpdate = true

    })

    model.render = () => uniforms.innerCircleWidth.value < uniforms.circleMax.value ? uniforms.innerCircleWidth.value += uniforms.circleSpeed.value : uniforms.innerCircleWidth.value = 0

    }

    完整源码:GitHub

    小结

    • 本文提供城市混合扫光完整 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
http://www.jsqmd.com/news/1130115/

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