栅格网格 · Raster 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
效果说明
本案例演示 栅格网格 效果:基于 WebGL 实现「栅格网格」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/addons/controls/OrbitControls.js";
const { innerWidth, innerHeight } = window;
const aspect = innerWidth / innerHeight;
class Base {
constructor() {
this.init();
this.main();
}
main() {
const geometry = new THREE.PlaneGeometry(10,10,100,100);
const vertexShader = `
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`;
const fragmentShader = `
uniform float iTime;
varying vec2 vUv;
#define PI 3.14159
vec3 palette(float t){
vec3 a = vec3(0.5,0.5,0.5);
vec3 b = vec3(0.5,0.5,0.5);
vec3 c = vec3(1.0,1.0,1.0);
vec3 d = vec3(0.263,0.416,0.557);
return a+b*cos(PI*2.0*(c*t+d));
}
vec4 mainImage(){
vec3 finalColor = vec3(0.0);
vec2 uuv = vUv*2.0-1.0;
vec2 uv = vUv*2.0-1.0;
for(float i = 0.0;i<4.0;i++){
uv = fract(uv*1.5)-0.5;
float d = length(uv) * exp(-length(uuv));
vec3 col = palette(length(uuv) + i*.4 + iTime*.4);
d = sin(d*8. + iTime)/8.;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
return vec4(finalColor,1.0);
}
void main(){
gl_FragColor = mainImage();
}
`;
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
iTime: {
value: 0,
},
},
side: THREE.DoubleSide,
});
const plane = new THREE.Mesh(geometry, material);
this.material = plane.material;
this.scene.add(plane);
}
init() {
this.clock = new THREE.Clock();
this.renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true,
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(innerWidth, innerHeight);
this.renderer.setAnimationLoop(this.animate.bind(this));
document.body.appendChild(this.renderer.domElement);
this.camera = new THREE.PerspectiveCamera(60, aspect, 0.01, 10000);
this.camera.position.set(5, 5, 5);
this.scene = new THREE.Scene();
this.controls = new OrbitControls(
this.camera,
this.renderer.domElement
);
const grid = new THREE.GridHelper(100);
this.scene.add(grid);
const light = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(light);
}
animate() {
this.controls.update();
this.renderer.render(this.scene, this.camera);
this.material.uniforms.iTime.value += 0.01;
}
}
new Base();
完整源码:GitHub
小结
- 本文提供 栅格网格 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