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

  1. 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理 resize
  2. 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
  3. 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
  4. 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  5. 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