1000stars留念 · 1000stars · ▶ 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
- onBeforeCompile 注入 GLSL 改造内置材质
- OrbitControls 相机轨道交互
- GSAP 时间轴与补间动画
- 场景雾效增强纵深
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 1000stars留念 效果:基于 WebGL 实现「1000stars留念」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、GSAP。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。 - onBeforeCompile 在 Three 拼好内置 shader 后替换
#include <xxx>片段,适合在 PBR 材质上叠加大屏特效。 - OrbitControls 提供轨道旋转/缩放;开启
enableDamping后需在 animate 中controls.update()。
实现步骤
- 搭建灯光与环境(如有)
- requestAnimationFrame 循环 update + render
代码要点
import * as THREE from "three";
import { ImprovedNoise } from 'three/examples/jsm/Addons.js';
// 700stars留念 共筑 共享
import { DirectionalLight, AmbientLight, Mesh, PlaneGeometry, MeshLambertMaterial, Vector2,Color } from 'three';
let fbm = `
// https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
#define NUM_OCTAVES 6
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
`;
let renderer,scene,camera
let init_scene = async () => {
const box = document.getElementById("box");
console.log(box);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
60,
box.clientWidth / box.clientHeight,
0.1,
1000
);
let vHeight = 3;
camera.position.set(30, vHeight + 2, 20).setLength(15);
scene.background = new Color(0.5, 1, 0.875);
// scene.fog = new Fog(scene.background, 20, 45);
// camera.position.set(20, 50, 0);
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
logarithmicDepthBuffer: true,
});
renderer.setSize(box.clientWidth, box.clientHeight);
box.appendChild(renderer.domElement);
// new OrbitControls(camera, renderer.domElement);
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight);
camera.aspect = box.clientWidth / box.clientHeight;
camera.updateProjectionMatrix();
};
let light = new DirectionalLight(0xffffff, 0.25);
light.position.setScalar(1);
scene.add(light, new AmbientLight(0xffffff, 0.75));
};
let terrain;
let plane, material;
const load_terrain = () => {
let perlin = new ImprovedNoise();
plane = new PlaneGeometry(50, 50, 500, 500);
plane.rotateX(-Math.PI / 2);
let { position } = plane.attributes;
let uv = plane.attributes.uv;
let v2 = new Vector2();
for (let i = 0; i < position.count; i++) {
v2.fromBufferAttribute(uv, i).multiplyScalar(15);
let n = perlin.noise(v2.x, v2.y, 0.314);
n = Math.abs(n);
n = Math.pow(n, 3);
position.setY(i, Math.min(n * 35, 10));
}
plane.computeVertexNormals();
material = new MeshLambertMaterial({
color: 0xface8d,
// wireframe:true
});
material.onBeforeCompile = (shader) => {
// shader.uniforms.time = globalUniforms.time;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(`#include <begin_vertex>`, `#include <begin_vertex>
vPos = position;`);
shader.fragmentShader = `
#define ss(a,b,c) smoothstep(a,b,c)
uniform float time;
varying vec3 vPos;
${fbm}
${shader.fragmentShader}
`
.replace(`vec4 diffuseColor = vec4( diffuse, opacity );`, `
vec3 col = diffuse;
float d = noise(vPos * vec3(0.05, 1, 0.05));
col = mix(col + 0.2, vec3(1, 0.2, 0.01), d);
vec3 strokePos = vPos * vec3(0.1, 3., 0.1);
d = fbm(strokePos);
float e = fwidth(strokePos.y);
col = mix(col * (0.5 + 0.5 * ss(2., 8., vPos.y)), col, ss(0.4 - e, 0.4, abs(d)));
col = mix(diffuse + 0.1, col, ss(0.5, 1.5, vPos.y));
// wind
float dw = noise(vec3(vPos.x, vPos.y, vPos.z + time) * vec3(0.1, 10, 0.1));
d = ss(0.1, 0., abs(dw));
d = max(d, ss(1., 0., abs(dw)));
d = max(d, pow(abs(noise(vPos - vec3(0, 0, time))), 1.));
d *= smoothstep(2., -0.5, abs(vPos.y));
col = mix(col, diffuse + 0.25, d);
vec4 diffuseColor = vec4( col, opacity );
`)
.replace(`#include <dithering_fragment>`, `gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.5, 1, 0.875), pow(ss(7., 10., vPos.y), 0.5));`);
};
terrain = new Mesh(plane, material);
scene.add(terrain);
};
// 定时生成新地形并平滑过渡
const generate_new_terrain_1 = () => {
let perlin = new ImprovedNoise();
let new_position = plane.attributes.position.clone();
let uv = plane.attributes.uv;
let v2 = new Vector2();
let random = Math.random();
for (let i = 0; i < new_position.count; i++) {
v2.fromBufferAttribute(uv, i).multiplyScalar(15);
let n = perlin.noise(v2.x, v2.y, random);
n = Math.abs(n);
n = Math.pow(n, 3);
new_position.setY(i, Math.min(n * 35, 10));
}
new_position.needsUpdate = true;
// const old_position_array = plane.attributes.position.array
const new_position_array = new_position.array;
return new_position_array;
};
// 地形插值
import { gsap } from 'gsap';
const new_fun = () => {
const position = plane.attributes.position;
const position_array = position.array;
const new_position_array = generate_new_terrain_1;
gsap.to(position_array, {
duration: 1.5, // 动画时长
ease: "power2.out", // 缓动效果
endArray: new_position_array, // 动画目标值
onUpdate: () => {
position.needsUpdate = true; // 通知 Three.js 属性已更新
},
});
};
const render = () => {
renderer.render(scene, camera);
requestAnimationFrame(render);
};
init_scene();
load_terrain();
setInterval(() => {
new_fun();
}, 2000);
render();
// 文字
const ele = () => {
const box = document.getElementById("box");
box.style.position = 'relative';
const div = document.createElement('div');
div.style.position = 'absolute';
div.style.top = '0';
div.style.left = '0';
div.style.width = '100%';
div.style.height = '100%';
div.style.display = 'flex';
div.style.justifyContent = 'center';
div.style.alignItems = 'center';
div.innerHTML = `
<div style="text-align: center;
width: 90%;
max-width: 800px;
background: rgba(255, 255, 255, 0.1);
backdrop-filter: blur(10px);
padding: 2rem;
border-radius: 20px;
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.1);">
<div style="font-size: min(5vw, 45px);
margin-bottom: 1.5rem;
white-space: nowrap;
color: #2d3436;
font-weight: bold;
text-shadow: 2px 2px 4px rgba(0,0,0,0.2);
transition: transform 0.3s;
cursor: pointer;
font-family: 'Microsoft YaHei', sans-serif;"
onmouseover="this.style.transform='scale(1.05)'"
onmouseout="this.style.transform='scale(1)'">
共筑3D世界,共享3D世界
</div>
<div style="font-size: min(5vw, 45px);
margin-bottom: 1.5rem;
white-space: nowrap;
color: #2d3436;
font-weight: bold;
text-shadow: 2px 2px 4px rgba(0,0,0,0.2);
transition: transform 0.3s;
cursor: pointer;
font-family: 'Arial', sans-serif;"
onmouseover="this.style.transform='scale(1.05)'"
onmouseout="this.style.transform='scale(1)'">
Build & Share 3D World Together
</div>
<div style="font-size: min(2vw, 16px);
text-align: right;
margin-top: 2rem;
color:rgb(173, 233, 255);
font-style: italic;
letter-spacing: 1px;">
for three-cesium-examples 1000 stars ⭐
</div>
</div>
`;
box.appendChild(div);
};
ele()
完整源码:GitHub
小结
- 本文提供 1000stars留念 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