内发光 · Inner Glow · ▶ 在线运行案例

内发光

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
  • requestAnimationFrame 渲染循环与 resize 自适应

效果说明

本案例演示 内发光 效果:基于 WebGL 实现「内发光」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

  1. 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理 resize
  2. 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
  3. 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  4. 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(50, box.clientWidth / box.clientHeight, 0.1, 1000)

camera.position.set(5, 5, 10)

const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

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

box.appendChild(renderer.domElement)

scene.add(new THREE.AxesHelper(50))

const controls = new OrbitControls(camera, renderer.domElement)

controls.enableDamping = true

animate()

function animate() {

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera)

}

const vertexShader = `
varying vec3 vNormal;
varying vec3 vPositionNormal;

void main() {
  // 视图空间下的单位法线向量
  vNormal = normalize(normalMatrix * normal);
  // 视图空间下的单位坐标向量
  vPositionNormal = normalize((modelViewMatrix * vec4(position, 1.0) ).xyz);
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`

/**
* 需要注意法线向量值,菲涅尔反射对于法线向量差别比较大的模型效果明显,即不规则物体
* 模型表面平整的话效果较差,不过可以使用法线贴图更改物体法线向量
*/
const fragmentShader = `
uniform vec3 uColor;
uniform float uBias;
uniform float uPower;
uniform float uScale;

varying vec3 vNormal;
varying vec3 vPositionNormal;

// 菲涅尔反射
float fresnelReflex() {
    return pow(uBias + uScale * abs(dot(vNormal, vPositionNormal)), uPower);
}

void main() {
    float opacity = fresnelReflex();
    gl_FragColor = vec4(uColor, opacity);
}`

const material = new THREE.ShaderMaterial({
    uniforms: {
        uColor: { value: new THREE.Color(0x00ffff) },
        uBias: { value: 1.0 },
        uScale: { value: -1.0 },
        uPower: { value: 2.0 }
    },
    vertexShader,
    fragmentShader,
    transparent: true
})


const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16), material)

scene.add(sphere)


const vertexShader1 = `
  varying vec2 vUV;

  void main() {
  vUV = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
  `
const fragmentShader1 = `
  uniform vec3 uColor;

  varying vec2 vUV;

  float glow(vec2 coord, float radius, float intensity) {
    return pow(radius / length(coord), intensity);
  }

  void main() {
    float ratio = glow(vUV - vec2(0.5), 0.1, 3.0);
    gl_FragColor = vec4(uColor * ratio, ratio);
  }

  `
const material1 = new THREE.ShaderMaterial({
  uniforms: {
    uColor: { value: new THREE.Color(0x00ffff) }
  },
  vertexShader: vertexShader1,
  fragmentShader: fragmentShader1,
  depthWrite: false,
  transparent: true
})

const plane = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material1)

plane.position.set(1, 0, 1)

scene.add(plane)

完整源码:GitHub

小结