马赛克 · Mosaic Shader · ▶ 在线运行案例

马赛克

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 马赛克 效果:基于 WebGL 实现「马赛克」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'
import * as dat from 'dat.gui'

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)

const renderer = new THREE.WebGLRenderer()

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

box.appendChild(renderer.domElement)

new OrbitControls(camera, renderer.domElement)

animate()

function animate() {

    requestAnimationFrame(animate)

    renderer.render(scene, camera)

}

window.onresize = () => {

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

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

}

const vertexShader = ` 
    varying vec2 vUv;
    void main(){
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`

const fragmentShader = `
    varying vec2 vUv;
    uniform sampler2D tDiffuse;
    uniform vec2 vScreenSize;
    uniform float fMosaicScale;
    void main() {
    vec2 vUv2 = vUv;
    vUv2.x = floor(vUv2.x * vScreenSize.x / fMosaicScale) / (vScreenSize.x / fMosaicScale) + (fMosaicScale / 2.0) / vScreenSize.x;
    vUv2.y = floor(vUv2.y * vScreenSize.y / fMosaicScale) / (vScreenSize.y / fMosaicScale) + (fMosaicScale / 2.0) / vScreenSize.y;

    vec4 color = texture2D(tDiffuse, vUv2);
    gl_FragColor = color;
}`

const uniforms = {

    tDiffuse: { type: 't', value: new THREE.TextureLoader().load(HOST + 'files/author/z2586300277.png') },

    vScreenSize: { type: "v2", value: new THREE.Vector2(window.innerWidth, window.innerHeight) },

    fMosaicScale: { type: "f", value: 20.0 },

}

const material = new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader });

const geometry = new THREE.PlaneGeometry();

const mesh = new THREE.Mesh(geometry, material);

scene.add(mesh);

var gui = new dat.GUI();
gui.add(uniforms['fMosaicScale'], 'value', 1.0, 100.0).step(1.0).name('mosaicScale');

完整源码:GitHub

小结