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
- 用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
