无限网格 · Infinite Grid · ▶ 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
- ShaderMaterial 自定义着色器实现核心视觉效果
- OrbitControls 相机轨道交互
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 无限网格 效果:基于 WebGL 实现「无限网格」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、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。 - ShaderMaterial 通过
uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false。 - 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 { Sky } from 'three/examples/jsm/objects/Sky.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000000)
camera.position.set(1000, 1000, 1000)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
animate()
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
scene.add(new THREE.AmbientLight(0x222222))
const light = new THREE.DirectionalLight(0xffffff, 1)
light.position.set(80, 80, 80)
scene.add(light)
const sky = new Sky()
sky.scale.setScalar(450000)
const { uniforms } = sky.material
uniforms.sunPosition.value = new THREE.Vector3().setFromSphericalCoords(1, THREE.MathUtils.degToRad(90), THREE.MathUtils.degToRad(180))
uniforms["rayleigh"].value = 2
scene.add(sky);
class InfiniteGridHelper extends THREE.Mesh {
constructor(size1 = 10, size2 = 100, color = new THREE.Color('white'), distance = 8000, axes = 'xzy') {
const planeAxes = axes.substring(0, 2);
const geometry = new THREE.PlaneGeometry(2, 2, 1, 1);
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms: {
uSize1: { value: size1 },
uSize2: { value: size2 },
uColor: { value: color },
uDistance: { value: distance }
},
transparent: true,
vertexShader: `
varying vec3 worldPosition;
uniform float uDistance;
void main() {
vec3 pos = position.${axes} * uDistance;
pos.${planeAxes} += cameraPosition.${planeAxes};
worldPosition = pos;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec3 worldPosition;
uniform float uSize1;
uniform float uSize2;
uniform vec3 uColor;
uniform float uDistance;
float getGrid(float size) {
vec2 r = worldPosition.${planeAxes} / size;
vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
void main() {
float d = 1.0 - min(distance(cameraPosition.${planeAxes}, worldPosition.${planeAxes}) / uDistance, 1.0);
float g1 = getGrid(uSize1);
float g2 = getGrid(uSize2);
gl_FragColor = vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 3.0));
gl_FragColor.a = mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2);
if (gl_FragColor.a <= 0.0) discard;
}
`,
extensions: {
derivatives: true
}
});
super(geometry, material);
this.frustumCulled = false;
}
}
const gridHelper = new InfiniteGridHelper(10, 100);
scene.add(gridHelper)
完整源码:GitHub
小结
- 本文提供 无限网格 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