幻影花烟 · Flower Smoke · ▶ 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
- 监听窗口
resize同步更新 camera 与 renderer
效果说明
本案例演示 幻影花烟 效果:基于 WebGL 实现「幻影花烟」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、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。 - 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 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 render(Cesium 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.js";
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js"
// reference https://codepen.io/prisoner849/pen/LYmXKrr
let noise = `
// Simplex 4D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float snoise(vec4 v){
const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
0.309016994374947451); // (sqrt(5) - 1)/4 F4
// First corner
vec4 i = floor(v + dot(v, C.yyyy) );
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C
vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations
i = mod(i, 289.0);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
`
let innerWidth = window.innerWidth;
let innerHeight = window.innerHeight;
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(10, 10, 7).setLength(13);
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
new OrbitControls(camera, renderer.domElement);
let g = new THREE.CylinderGeometry(1, 1, 10, 200, 200, true);
let gu = {
time: { value: 0 },
color1: { value: new THREE.Color(0x00ff00) },
color2: { value: new THREE.Color(0xff0000) }
};
let m = new THREE.MeshBasicMaterial({
depthTest: false,
depthWrite: false,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.75,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.color1 = gu.color1;
shader.uniforms.color2 = gu.color2;
shader.vertexShader = `
#define ss(a, b, c) smoothstep(a, b, c)
uniform float time;
varying vec3 nView;
varying vec3 nNor;
${noise}
vec3 getShaped(vec3 p) {
float curve = ss(0., 0.2, uv.y) + ss(0.5, 1., uv.y) * 2.5;
p.xz *= 0.75 + curve;
return p;
}
vec3 getNoised(vec3 p) {
float t = time * 0.5;
float n = snoise(vec4(p * 0.4 - vec3(0, t, 0), 3.14)) * (0.5 + 0.5 * uv.y);
p += normal * n;
return p;
}
vec3 rotY(vec3 p, float a) {
float s = sin(a), c = cos(a);
p.xz *= mat2(c, -s, s, c);
return p;
}
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vec3 pos = getNoised(getShaped(position));
vec3 pos2 = getNoised(getShaped(rotY(position, 3.1415926 * 0.001)));
vec3 pos3 = getNoised(getShaped(position + vec3(0., 0.001, 0.)));
transformed = pos;
nNor = normalMatrix * cross(normalize(pos2 - pos), normalize(pos3 - pos));
`
).replace(
`#include <fog_vertex>`,
`#include <fog_vertex>
nView = normalize(mvPosition.xyz);
`
);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
varying vec3 nView;
varying vec3 nNor;
uniform vec3 color1;
uniform vec3 color2;
${shader.fragmentShader}
`.replace(
`#include <color_fragment>`,
`#include <color_fragment>
diffuseColor.rgb = mix(color1, color2, pow(vUv.y, 2.));
float alpha = ss(0., 0.2, vUv.y) - ss(0.8, 1., vUv.y);
vec3 nor = nNor * (gl_FrontFacing ? 1. : -1.);
float vAlpha = abs(dot(normalize(nView), nor));
float angleAlpha = (1. - vAlpha) * 0.9 + 0.1;
float totalAlpha = clamp(alpha * 0.5 + angleAlpha * 0.5, 0., 1.) * alpha;
diffuseColor.rgb += vec3(1) * totalAlpha * 0.1;
diffuseColor.a *= totalAlpha;
`
);
}
});
m.defines = { "USE_UV": "" } // to use vUv
let o = new THREE.Mesh(g, m);
scene.add(o);
let gui = new GUI();
gui.addColor(gu.color1, "value").name("Color 1");
gui.addColor(gu.color2, "value").name("Color 2");
let clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
gu.time.value = clock.getElapsedTime();
renderer.render(scene, camera);
});
完整源码:GitHub
小结
- 本文提供 幻影花烟 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