代码云 · Code Cloud · ▶ 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 代码云 效果:基于 WebGL 实现「代码云」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)
- 在定时器或 GSAP 时间轴中更新 uniform / 变换,驱动特效播放
- 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 Stats from 'three/examples/jsm/libs/stats.module.js';
var scene, camera, renderer, clock, controller, stats
var shader_material, cloud, range = 50
init();
animate();
// - Functions -
function init() {
scene = new THREE.Scene();
clock = new THREE.Clock();
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(10, 10, 10)
renderer = new THREE.WebGLRenderer({
antialias: true, // 开启抗锯齿处理
alpha: true,
});
renderer.setClearColor(0x000000)
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio)
var axisHelper = new THREE.AxesHelper(10);
scene.add(axisHelper);
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.9);
directionalLight.position.set(400, 200, 300);
// directionalLight.castShadow = true
scene.add(directionalLight);
// 方向光2
var directionalLight2 = new THREE.DirectionalLight(0xffffff, 0.9);
directionalLight2.position.set(-400, -200, -300);
scene.add(directionalLight2);
//环境光
var ambient = new THREE.AmbientLight(0x404040, 0.6);
scene.add(ambient);
stats = new Stats()
document.body.appendChild(stats.dom);
// --------
cloud = new THREE.Group()
scene.add(cloud)
shader_material = initMaterial()
let width = 128, height = 128
for (var i = 0; i < 1000; i++) {
var pos = new THREE.Vector3(
Math.random() * range - range / 2,
Math.random() * range - range / 2,
Math.random() * range - range / 2)
pos.vX = ((Math.random() - 0.5) / 3) / 10
pos.vY = (0.05 + Math.random() * 0.1) / 5
let geometry = new THREE.PlaneGeometry(4, 4);
let s = Math.floor(Math.random() * 1000) + 1
geometry.attributes.uv.array = geometry.attributes.uv.array.map(e => e += s)
var plane = new THREE.Mesh(geometry, shader_material);
plane.position.copy(pos)
plane.userData.pos = pos
cloud.add(plane)
}
setInterval(() => {
if (cloud) {
cloud.children.map(plane => {
plane.material.uniforms.random.value = Math.random()
// let s = Math.floor(Math.random()*1000) + 1
// plane.geometry.attributes.uv.array = plane.geometry.attributes.uv.array.map(e => e=s)
})
}
}, 100)
// --------
controller = new OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
window.onresize = onResize;
}
function initMaterial() {
let loader = new THREE.TextureLoader()
return new THREE.ShaderMaterial({
uniforms: {
texture1: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/1.png')
},
texture2: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/2.png')
},
texture3: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/3.png')
},
texture4: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/4.png')
},
texture5: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/5.png')
},
texture6: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/6.png')
},
texture7: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/7.png')
},
texture8: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/8.png')
},
texture9: {
value: loader.load(FILE_HOST + 'threeExamples/application/codeCloud/9.png')
},
random: {
value: Math.random()
}
},
vertexShader: ` varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: ` varying vec2 vUv;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
uniform sampler2D texture6;
uniform sampler2D texture7;
uniform sampler2D texture8;
uniform sampler2D texture9;
uniform float random;
void main() {
//if(vUv.y > 0.5) {
// gl_FragColor = texture2D( texture0, vec2(fract(vUv.y * 2.0), vUv.x));
//}else {
// gl_FragColor = texture2D( texture1, vec2(fract(vUv.y * 2.0), vUv.x));
//}
float selfRandom = vUv.y - fract(vUv.y);
float k = abs(sin(selfRandom * random))*10.0;
if(k < 1.0) {
gl_FragColor = texture2D( texture1, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 2.0) {
gl_FragColor = texture2D( texture2, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 3.0) {
gl_FragColor = texture2D( texture3, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 4.0) {
gl_FragColor = texture2D( texture4, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 5.0) {
gl_FragColor = texture2D( texture5, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 6.0) {
gl_FragColor = texture2D( texture6, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 7.0) {
gl_FragColor = texture2D( texture7, vec2(fract(vUv.x), fract(vUv.y)));
}else if(k < 8.0) {
gl_FragColor = texture2D( texture8, vec2(fract(vUv.x), fract(vUv.y)));
}
else {
gl_FragColor = texture2D( texture9, vec2(fract(vUv.x), fract(vUv.y)));
}
}`,
// vertexColors: THREE.VertexColors, // 以顶点颜色为准进行渲染
// side:THREE.DoubleSide, // 双面可见
depthWrite: false,
transparent: true
});
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
stats.update();
controller.update(clock.getDelta());
snowanimate()
}
function snowanimate() {
if (cloud) {
cloud.children.map(plane => {
plane.rotation.y = camera.rotation.y
let pos = plane.userData.pos
// plane.position.x += pos.vX
plane.position.y += pos.vY
// if(plane.position.x <= -range/2 || plane.position.x >= range/2) pos.vX *= -1
if (plane.position.y >= range / 2) plane.position.y = -range / 2
// plane.material.uniforms.random.value = Math.random()
})
}
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
完整源码:GitHub
小结
- 本文提供 代码云 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