跳动的心 · Jump Heart · ▶ 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 跳动的心 效果:基于 WebGL 实现「跳动的心」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'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 0, 10)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
scene.add(new THREE.AxesHelper(50000))
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const { mesh, uniforms } = getShaderMesh()
scene.add(mesh)
animate()
function animate() {
uniforms.iTime.value += 0.01
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
function getShaderMesh() {
const uniforms = {
iTime: {
value: 0
},
iResolution: {
value: new THREE.Vector2(1900, 1900)
},
iChannel0: {
value: window.iChannel0
}
}
const geometry = new THREE.PlaneGeometry(20, 20);
const material = new THREE.ShaderMaterial({
uniforms,
side: 2,
depthWrite: false,
transparent: true,
vertexShader: `
varying vec3 vPosition;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
void main(void) {
vec2 p = (vUv - 0.5 ) * 2.0;
// vec2 p = (2.0*fragCoord-iResolution.xy)/min(iResolution.y,iResolution.x);
// background color
vec3 bcol = vec3(1.0,0.8,0.7-0.07*p.y)*(1.0-0.25*length(p));
// animate
float tt = mod(iTime,1.5)/1.5;
float ss = pow(tt,.2)*0.5 + 0.5;
ss = 1.0 + ss*0.5*sin(tt*6.2831*3.0 + p.y*0.5)*exp(-tt*4.0);
p *= vec2(0.5,1.5) + ss*vec2(0.5,-0.5);
// shape
#if 0
p *= 0.8;
p.y = -0.1 - p.y*1.2 + abs(p.x)*(1.0-abs(p.x));
float r = length(p);
float d = 0.5;
#else
p.y -= 0.25;
float a = atan(p.x,p.y)/3.141593;
float r = length(p);
float h = abs(a);
float d = (13.0*h - 22.0*h*h + 10.0*h*h*h)/(6.0-5.0*h);
#endif
// color
float s = 0.75 + 0.75*p.x;
s *= 1.0-0.4*r;
s = 0.3 + 0.7*s;
s *= 0.5+0.5*pow( 1.0-clamp(r/d, 0.0, 1.0 ), 0.1 );
vec3 hcol = vec3(1.0,0.4*r,0.3)*s;
vec3 col = mix( bcol, hcol, smoothstep( -0.01, 0.01, d-r) );
gl_FragColor = vec4(col,1.0);
// gl_FragColor = vec4(col*1.3, 1.0);
}
`
})
const mesh = new THREE.Mesh(geometry, material);
return {
mesh,
uniforms
}
}
完整源码:GitHub
小结
- 本文提供 跳动的心 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