旋转的圆 · Circle Rotate · ▶ 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
- 水面反射/镜像材质
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 旋转的圆 效果:基于 WebGL 实现「旋转的圆」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、水面反射/镜像材质。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, 1.5)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const uniforms = {
iTime: {
value: 0
},
iResolution: {
value: new THREE.Vector2(box.clientWidth, box.clientHeight)
}
}
const geometry = new THREE.PlaneGeometry(1, 1)
const material = new THREE.ShaderMaterial({
uniforms,
transparent: true,
side: THREE.DoubleSide,
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 iMouse;
varying vec2 vUv;
#define PI 3.1415926
#define NUM 20.
#define PALETTE vec3(.0, 1.4, 2.)+1.5
#define COLORED
#define MIRROR
//#define ROTATE
#define ROT_OFST
#define TRIANGLE_NOISE
//#define SHOW_TRIANGLE_NOISE_ONLY
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);}
float tri(in float x){return abs(fract(x)-.5);}
vec2 tri2(in vec2 p){return vec2(tri(p.x+tri(p.y*2.)),tri(p.y+tri(p.x*2.)));}
mat2 m2 = mat2( 0.970, 0.242, -0.242, 0.970 );
float triangleNoise(in vec2 p)
{
float z=1.5;
float z2=1.5;
float rz = 0.;
vec2 bp = p;
for (float i=0.; i<=3.; i++ )
{
vec2 dg = tri2(bp*2.)*.8;
dg *= mm2(iTime*.3);
p += dg/z2;
bp *= 1.6;
z2 *= .6;
z *= 1.8;
p *= 1.2;
p*= m2;
rz+= (tri(p.x+tri(p.y)))/z;
}
return rz;
}
void main(void) {
float time = iTime* 1.2;
float aspect = iResolution.x/iResolution.y;
float w = 50./sqrt(iResolution.x*aspect+iResolution.y);
vec2 p = (vUv -0.5) * 2.0 ;
p.x *= aspect;
p*= 1.05;
vec2 bp = p;
#ifdef ROTATE
p *= mm2(time*.25);
#endif
float lp = length(p);
float id = floor(lp*NUM+.5)/NUM;
#ifdef ROT_OFST
p *= mm2(id*11.);
#endif
#ifdef MIRROR
p.y = abs(p.y);
#endif
//polar coords
vec2 plr = vec2(lp, atan(p.y, p.x));
//Draw concentric circles
float rz = 1.-pow(abs(sin(plr.x*PI*NUM))*1.25/pow(w,0.25),2.5);
//get the current arc length for a given id
float enp = plr.y+sin((time+id*5.5))*1.52-1.5;
rz *= smoothstep(0., 0.05, enp);
//smooth out both sides of the arcs (and clamp the number)
rz *= smoothstep(0.,.022*w/plr.x, enp)*step(id,1.);
#ifndef MIRROR
rz *= smoothstep(-0.01,.02*w/plr.x,PI-plr.y);
#endif
#ifdef TRIANGLE_NOISE
rz *= (triangleNoise(p/(w*w))*0.9+0.4);
vec3 col = (sin(PALETTE+id*5.+time)*0.5+0.5)*rz;
col += smoothstep(.4,1.,rz)*0.15;
col *= smoothstep(.2,1.,rz)+1.;
#else
vec3 col = (sin(PALETTE+id*5.+time)*0.5+0.5)*rz;
col *= smoothstep(.8,1.15,rz)*.7+.8;
#endif
#ifndef COLORED
col = vec3(dot(col,vec3(.7)));
#endif
#ifdef SHOW_TRIANGLE_NOISE_ONLY
col = vec3(triangleNoise(bp));
#endif
// 剔除黑色
if (col.r < 0.1 && col.g < 0.1 && col.b < 0.1) {
discard;
}
gl_FragColor = vec4(col,1.0);
}
`
})
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
animate()
function animate() {
uniforms.iTime.value += 0.01
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
完整源码:GitHub
小结
- 本文提供 旋转的圆 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