灯罩 ·Lampshade· ▶ 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
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示灯罩效果:基于 WebGL 实现「灯罩」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
- 创建 OrbitControls 并处理 resize
- 定义 uniforms,在 rAF 中更新并 render
- 搭建灯光与环境(如有)
- requestAnimationFrame 循环 update + render
代码要点
import {Color, CylinderGeometry, Group, Mesh, MeshBasicMaterial, MeshStandardMaterial, PerspectiveCamera, PlaneGeometry, PointLight, Scene, ShaderMaterial, SphereGeometry, WebGLRenderer } from 'three' import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const size = { width: window.innerWidth, height: window.innerHeight } const scene = new Scene() scene.background = new Color('#070630')
const camera = new PerspectiveCamera(45, size.width / size.height, 0.1, 1000) camera.position.set(30, 30, 30)
const renderer = new WebGLRenderer({ antialias: true }) renderer.setSize(size.width, size.height) renderer.setPixelRatio(window.devicePixelRatio) document.body.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
class DeskLamp extends Group { constructor() { super() this.#createWick() this.#createLampshade() }
/*灯芯/ #createWick() { const geometry = new SphereGeometry(1, 32, 16, 0, Math.PI * 2, 0, Math.PI / 2) const material = new MeshBasicMaterial({ color: 0xffffff }) const sphere = new Mesh(geometry, material) sphere.position.set(0, 3, 0) this.#createLight(sphere) this.add(sphere) }
/*灯罩/ #createLampshade() { const cylinderGeometry = new CylinderGeometry(1, 5, 3, 32) const cylinderMaterial = new ShaderMaterial({ transparent: true, uniforms: { color: { value: new Color('#CB00E3') } }, vertexShader:
varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }, fragmentShader:uniform vec3 color; varying vec2 vUv; void main() { gl_FragColor = vec4(color, vUv.y); }}) const cylinder = new Mesh(cylinderGeometry, cylinderMaterial) cylinder.position.set(0, 1.7, 0) this.add(cylinder) }/*点光源/ #createLight(mesh) { const pointLight = new PointLight(0xffffff, 1, 100) pointLight.power = 1000 mesh.add(pointLight) } }
const light1 = new DeskLamp() light1.position.set(0, 10, 0) scene.add(light1)
const light2 = new DeskLamp() light2.position.set(10, 10, 0) scene.add(light2)
const light3 = new DeskLamp() light3.position.set(0, 10, 10) scene.add(light3)
/**
- 创建地面
animate() function animate() {
renderer.render(scene, camera) requestAnimationFrame(animate) }完整源码:GitHub
小结
- 本文提供灯罩完整 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