智慧城市扫光 · City Move · ▶ 在线运行案例

智慧城市扫光

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
  • FBXLoader 加载 FBX 城市/角色模型
  • requestAnimationFrame 渲染循环与 resize 自适应

效果说明

本案例演示 智慧城市扫光 效果:基于 WebGL 实现「智慧城市扫光」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、FBXLoader。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
  • 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
  • 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)
  • 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 { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.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(10, 10, 10)

    const renderer = new THREE.WebGLRenderer()

    renderer.setPixelRatio(window.devicePixelRatio * 1.5)

    renderer.setSize(box.clientWidth, box.clientHeight)

    new OrbitControls(camera, renderer.domElement)

    window.onresize = () => {

    renderer.setSize(box.clientWidth, box.clientHeight)

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix() }

    box.appendChild(renderer.domElement)

    // 坐标轴 scene.add(new THREE.AxesHelper(100000))

    // 着色器 const uniforms = {

    innerCircleWidth: { value: 0 },

    circleWidth: { value: 300 },

    diff: { value: new THREE.Color(1., 1., 1.) },

    color: { value: new THREE.Color('#8f95ff') },

    opacity: { value: 0.6 },

    center: { value: new THREE.Vector3(0, 0, 0) }

    }

    const material = new THREE.ShaderMaterial({

    uniforms,

    transparent: true,

    vertexShader: varying vec2 vUv; varying vec3 v_position; void main() { vUv = uv; v_position = position; gl_Position = projectionMatrix modelViewMatrix vec4(position, 1.0); } ,

    fragmentShader: varying vec2 vUv; varying vec3 v_position;

    uniform float innerCircleWidth; uniform float circleWidth; uniform float opacity; uniform vec3 center; uniform vec3 color; uniform vec3 diff;

    void main() { float dis = length(v_position - center); if(dis < (innerCircleWidth + circleWidth) && dis > innerCircleWidth) { float r = (dis - innerCircleWidth) / circleWidth; gl_FragColor = mix(vec4(diff, opacity), vec4(color, opacity), r); }else { gl_FragColor = vec4(diff, opacity); } }

    })

    // 加载模型 new FBXLoader().load(HOST + '/files/model/city.FBX', (object3d) => {

    scene.add(object3d)

    object3d.scale.set(0.001, 0.001, 0.001)

    object3d.traverse((child) => {

    if (child.isMesh) child.material = material

    })

    })

    // 渲染 animate()

    function animate() {

    if (uniforms.innerCircleWidth.value < 1000) uniforms.innerCircleWidth.value += 3 else uniforms.innerCircleWidth.value = 0

    renderer.render(scene, camera)

    requestAnimationFrame(animate)

    }

    完整源码:GitHub

    小结

Logo

北京人形旗下天工造物具身智能开源社区,聚焦具身天工与慧思开物两大平台

更多推荐