终末地-据点围栏 · EndField Fence · ▶ 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
- Canvas 动态纹理贴图
- BufferGeometry 自定义顶点/索引数据
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 终末地-据点围栏 效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 ShaderMaterial、OrbitControls、Canvas。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()。 - CanvasTexture 每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
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 { GUI } from "dat.gui";
/** <typedef> Fence_Constructor_Opts
* @typedef {Object} Fence_Constructor_Opts
* @property {THREE.Vector3Like} range 围栏范围
* @property {number} [segment] 单位长度内围栏分段数
* @property {number} [width] 单个栅栏的宽度比例
* @property {THREE.ColorRepresentation} [color] 围栏颜色
* @property {boolean} [useSimp] 是否启用远处栅栏简化
*/
/** ## 终末地据点风格围栏
* @author ylfq
*
* ### tips
* - 使用时需保证边长与分段数的比值为整数,否则边缘会出现偏差
*/
class Fence extends THREE.Group {
/** ### 创建围栏
* @param {Fence_Constructor_Opts} opts
*/
constructor(opts) {
super();
// 复制参数并创建参数中对象的副本
/** @type {Required<Fence_Constructor_Opts>} */
const params = {
range: new THREE.Vector3().copy(opts.range),
segment: opts.segment ?? 1,
width: opts.width ?? 0.7,
color: new THREE.Color(opts.color ?? 0xffff00),
useSimp: opts.useSimp ?? true,
};
this.params = params;
// 通用 uniform 访问器,统一控制参数
const commonUniforms = {
U_range: {
get value() {
return params.range;
},
},
U_segment: {
get value() {
return params.segment;
},
},
U_color: {
get value() {
return params.color;
},
},
U_width: {
get value() {
return params.width;
},
},
U_useSimp: {
get value() {
return params.useSimp;
},
},
U_time: {
value: 0,
},
};
// 通用材质设置
const commonMaterialSettings = {
side: THREE.DoubleSide,
transparent: true,
depthTest: false,
depthWrite: false,
};
// part_0 竖向围栏,四面包围无顶无底
// 竖向围栏为四个平面,仅需访问此平面内的分段数,所以使用一套着色器, segment 参数在 uniform 中设置
// X轴向分段材质
const part_0_mat_x = new THREE.ShaderMaterial({
uniforms: {
...commonUniforms,
U_segment: {
get value() {
return params.segment * params.range.x;
},
},
},
vertexShader: Fence.part_0_mat_vs,
fragmentShader: Fence.part_0_mat_fs,
...commonMaterialSettings,
});
// Z轴向分段材质
const part_0_mat_z = new THREE.ShaderMaterial({
uniforms: {
...commonUniforms,
U_segment: {
get value() {
return params.segment * params.range.z;
},
},
},
vertexShader: Fence.part_0_mat_vs,
fragmentShader: Fence.part_0_mat_fs,
...commonMaterialSettings,
});
this.part_0 = new THREE.Mesh(Fence.part_0_geo, [part_0_mat_z, part_0_mat_x]);
// part_1 底部条带
const part_1_mat = new THREE.ShaderMaterial({
uniforms: {
...commonUniforms,
},
vertexShader: Fence.part_1_mat_vs,
fragmentShader: Fence.part_1_mat_fs,
...commonMaterialSettings,
});
this.part_1 = new THREE.Mesh(Fence.part_1_geo, part_1_mat);
this.add(this.part_0, this.part_1);
}
/** ### 存储创建时参数
* @type {Required<Fence_Constructor_Opts>}
*/
params;
/** ### part_0 竖向围栏
* @type {THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial[]>}
*/
part_0;
/** ### part_1 底部条带
* @type {THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial>}
*/
part_1;
/** ### 标记围栏是否已被销毁
* @type {boolean}
*/
disposed = false;
/** ### 更新时间
* @param {number} elapsed 场景时间
*/
update(elapsed) {
this.part_1.material.uniforms.U_time.value = elapsed;
}
/** ### 重设围栏参数
* @param {Partial<Fence_Constructor_Opts>} opts
*/
setParams(opts) {
if (this.disposed) {
console.warn("围栏已被销毁,设置参数无效");
return;
}
for (const key in opts) {
const oldValue = this.params[key];
const newValue = opts[key];
if (oldValue instanceof THREE.Vector3) {
oldValue.copy(newValue);
} else if (oldValue instanceof THREE.Color) {
oldValue.set(newValue);
} else {
this.params[key] = newValue;
}
}
}
/** ### 销毁围栏
*/
dispose() {
if (this.disposed) {
console.warn("围栏已被销毁,无需重复销毁");
return;
}
this.part_0.material[0].dispose();
this.part_0.material[1].dispose();
this.part_0.removeFromParent();
this.part_0 = null;
this.part_1.material.dispose();
this.part_1.removeFromParent();
this.part_1 = null;
this.disposed = true;
}
/** ### part_0 geometry
* @type {THREE.BufferGeometry}
*/
static part_0_geo;
/** ### part_1 geometry
* @type {THREE.BufferGeometry}
*/
static part_1_geo;
/** ### part_0 material vertexShader
* @type {string}
*/
static part_0_mat_vs;
/** ### part_0 material fragmentShader
* @type {string}
*/
static part_0_mat_fs;
/** ### part_1 material vertexShader
* @type {string}
*/
static part_1_mat_vs;
/** ### part_1 material fragmentShader
* @type {string}
*/
static part_1_mat_fs;
}
// 由于需要频繁更新围栏范围,所以 attribute position 存储归一化坐标,在着色器中计算实际位置
Fence.part_0_geo = (() => {
const res = new THREE.BufferGeometry();
res.setIndex(
[
[0, 1, 3],
[0, 3, 2],
[4, 5, 7],
[4, 7, 6],
[8, 9, 11],
[8, 11, 10],
[12, 13, 15],
[12, 15, 14],
].flat()
);
res.setAttribute(
"position",
new THREE.Float32BufferAttribute(
[
[0.5, 0, 0.5],
[0.5, 0, -0.5],
[0.5, 1, 0.5],
[0.5, 1, -0.5],
[0.5, 0, -0.5],
[-0.5, 0, -0.5],
[0.5, 1, -0.5],
[-0.5, 1, -0.5],
[-0.5, 0, -0.5],
[-0.5, 0, 0.5],
[-0.5, 1, -0.5],
[-0.5, 1, 0.5],
[-0.5, 0, 0.5],
[0.5, 0, 0.5],
[-0.5, 1, 0.5],
[0.5, 1, 0.5],
].flat(),
3
)
);
res.setAttribute(
"uv",
new THREE.Float32BufferAttribute(
[
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
].flat(),
2
)
);
res.setAttribute(
"normal",
new THREE.Float32BufferAttribute(
[
[1, 0, 0],
[1, 0, 0],
[1, 0, 0],
[1, 0, 0],
[0, 0, -1],
[0, 0, -1],
[0, 0, -1],
[0, 0, -1],
[-1, 0, 0],
[-1, 0, 0],
[-1, 0, 0],
[-1, 0, 0],
[0, 0, 1],
[0, 0, 1],
[0, 0, 1],
[0, 0, 1],
].flat(),
3
)
);
res.addGroup(0, 6, 0);
res.addGroup(6, 6, 1);
res.addGroup(12, 6, 0);
res.addGroup(18, 6, 1);
return res;
})();
Fence.part_1_geo = (() => {
const res = new THREE.BufferGeometry();
res.setIndex([0, 1, 2, 0, 2, 3]);
res.setAttribute(
"position",
new THREE.Float32BufferAttribute(
[
[0.5, 0, 0.5],
[-0.5, 0, 0.5],
[-0.5, 0, -0.5],
[0.5, 0, -0.5],
].flat(),
3
)
);
res.setAttribute(
"uv",
new THREE.Float32BufferAttribute(
[
[1, 1],
[1, 0],
[0, 0],
[0, 1],
].flat(),
2
)
);
res.setAttribute(
"normal",
new THREE.Float32BufferAttribute(
[
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
].flat(),
3
)
);
return res;
})();
// 材质仅 uniform 有区别,所以分离着色器定义
Fence.part_0_mat_vs = /* glsl */ `
uniform vec3 U_range ;
varying vec3 V_mvpos ;
varying vec2 V_uv ;
varying vec3 V_normal ;
void main() {
vec3 pos = position * U_range;
vec4 mvPos = modelViewMatrix * vec4(pos, 1.0);
vec3 norm = normalMatrix * normal;
V_mvpos = mvPos.xyz ;
V_uv = uv ;
V_normal = norm ;
gl_Position = projectionMatrix * mvPos;
}
`;
Fence.part_0_mat_fs = /* glsl */ `
uniform vec3 U_color ;
uniform float U_segment ;
uniform float U_width ;
uniform bool U_useSimp ;
varying vec3 V_mvpos ;
varying vec2 V_uv ;
varying vec3 V_normal ;
vec4 getColor_fence() {
// 在较远处或法线与视角夹角较大的地方使用纯色带避免摩尔纹
float s = 400.0 / length(V_mvpos) * abs(dot(normalize(V_normal), normalize(-V_mvpos)));
float v = U_useSimp ? smoothstep(0.0, 1.0, (s - 0.9) * 0.7) : 1.0;
// Y轴上从下往上衰减
float vy = 1.0 - pow(V_uv.y, 1.5);
vec4 c_0 = vec4(U_color, pow(U_width, 2.0) * vy * 0.8);
if (v == 0.0) return c_0;
// 按照分段划分区块,计算区块内坐标
float f = fract(V_uv.x * U_segment);
// X轴上以 0.5 为中心,向左右两侧衰减,且宽度从下往上衰减,边界值为 0.5 +- 0.5 * U_width * vy
float vx = max(1.0 - pow(abs((0.5 - f) / (U_width * vy)) * 2.0, 1.5), 0.0);
vec4 c_1 = vec4(U_color, vx * vy * 0.8);
return mix(c_0, c_1, v);
}
void main() {
vec4 c_out = getColor_fence();
if (c_out.a == 0.0) discard;
gl_FragColor = c_out;
}
`;
Fence.part_1_mat_vs = /* glsl */ `
uniform vec3 U_range ;
uniform float U_segment ;
varying vec3 V_pos ;
varying vec3 V_wpos ;
varying vec3 V_mvpos ;
varying vec2 V_uv ;
varying vec3 V_normal ;
void main() {
// 底面需要比围栏实际范围稍大一点
vec3 pos = position * (U_range + 1.0 / U_segment);
vec4 wPos = modelMatrix * vec4(pos, 1.0);
vec4 mvPos = modelViewMatrix * vec4(pos, 1.0);
vec3 norm = normalMatrix * normal;
V_pos = pos ;
V_wpos = wPos.xyz ;
V_mvpos = mvPos.xyz ;
V_uv = uv ;
V_normal = norm ;
gl_Position = projectionMatrix * mvPos;
}
`;
Fence.part_1_mat_fs = /* glsl */ `
uniform vec3 U_range ;
uniform vec3 U_color ;
uniform float U_segment ;
uniform float U_width ;
uniform bool U_useSimp ;
uniform float U_time ;
varying vec3 V_pos ;
varying vec3 V_wpos ;
varying vec3 V_mvpos ;
varying vec2 V_uv ;
varying vec3 V_normal ;
// 获取底部圆点颜色
vec4 getColor_dot() {
// 按照分段划分区块,计算区块内坐标
// 由于底部实际比围栏大了一个分段,所以这里的实际分段数需要 + 1
vec2 uv = fract(V_uv * (U_range.zx * U_segment + 1.0));
// 计算此处的颜色强度值
float v = max(1.0 - pow(length((uv - 0.5) * 2.0) / U_width * 1.5, 4.5), 0.0);
return vec4(U_color, v);
}
// 获取底部条纹带颜色
vec4 getColor_stripe() {
// 在较远处或法线与视角夹角较大的地方使用纯色带避免摩尔纹
float s = 300.0 / length(V_mvpos) * abs(dot(normalize(V_normal), normalize(-V_mvpos)));
float v = U_useSimp ? smoothstep(0.0, 1.0, (s - 0.9) * 0.7) : 1.0;
// 纯色色带
vec4 c_0 = vec4(U_color, 0.8);
if (v == 0.0) return c_0;
// 斜 45 度条纹带,应用时间轴偏移动画
vec4 c_1 = vec4(U_color, fract(V_wpos.x - V_wpos.z + U_time * 2.0) < 0.5 ? 1.0 : 0.0);
return mix(c_0, c_1, v);
}
void main() {
vec4 c_out = vec4(0.0);
float unitSize = 1.0 / U_segment;
// 计算当前片元到围栏边缘的距离
vec2 d_xz = U_range.xz * 0.5 - abs(V_pos.xz);
float d = min(d_xz.x, d_xz.y);
if (d < unitSize * 0.5) {
c_out = getColor_dot();
} else if (d > unitSize * 1.0 && d < unitSize * 2.5) {
c_out = getColor_stripe();
}
if (c_out.a == 0.0) discard;
gl_FragColor = c_out;
}
`;
const canvas = document.createElement("canvas");
canvas.style.width = "100vw !important";
canvas.style.height = "100vh !important";
document.body.appendChild(canvas);
const renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true, alpha: true });
renderer.setClearColor(0x333333, 0);
const scene = new THREE.Scene();
const fence = new Fence({
range: { x: 100, y: 10, z: 100 },
segment: 0.7,
width: 0.75,
color: 0xffff00,
});
scene.add(fence);
const camera = new THREE.PerspectiveCamera(90, 1, 0.1, 1000);
camera.position.set(40, 50, 100);
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
const timer = new THREE.Timer();
const tick = (delta, elapsed) => {
controls.update(delta);
fence.update(elapsed);
};
const render = () => {
renderer.render(scene, camera);
};
const ani = () => {
const elapsed = timer.getElapsed();
const delta = timer.getDelta();
timer.update();
tick(delta, elapsed);
render();
requestAnimationFrame(ani);
};
const data = {
_range: { x: 100, y: 10, z: 100 },
get x() {
return this._range.x;
},
set x(v) {
this._range.x = v;
fence.setParams({ range: this._range });
},
get y() {
return this._range.y;
},
set y(v) {
this._range.y = v;
fence.setParams({ range: this._range });
},
get z() {
return this._range.z;
},
set z(v) {
this._range.z = v;
fence.setParams({ range: this._range });
},
get segment() {
return fence.params.segment;
},
set segment(v) {
fence.setParams({ segment: v });
},
get width() {
return fence.params.width;
},
set width(v) {
fence.setParams({ width: v });
},
get color() {
return `#${fence.params.color.getHexString()}`;
},
set color(v) {
fence.setParams({ color: v });
},
get useSimp() {
return fence.params.useSimp;
},
set useSimp(v) {
fence.setParams({ useSimp: v });
},
};
const gui = new GUI();
gui.add(data, "x", 50, 200, 0.001);
gui.add(data, "y", 5, 20, 0.001);
gui.add(data, "z", 50, 200, 0.001);
gui.add(data, "segment", 0.1, 2.0, 0.001).name("围栏密度");
gui.add(data, "width", 0.1, 1.0, 0.001).name("围栏宽度");
gui.addColor(data, "color").name("围栏颜色");
gui.add(data, "useSimp").name("启用简化");
new ResizeObserver(() => {
const rect = document.body.getBoundingClientRect();
const w = rect.width;
const h = rect.height;
const a = w / h;
const dpr = window.devicePixelRatio * 1.25;
renderer.setSize(w, h, false);
renderer.setPixelRatio(dpr);
camera.aspect = a;
camera.updateProjectionMatrix();
}).observe(document.body);
ani();
完整源码:GitHub
小结
- 本文提供 终末地-据点围栏 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