等高线 ·Contour Line· ▶ 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
- Canvas 动态纹理贴图
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示等高线效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 ShaderMaterial、OrbitControls、Canvas。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()。 - CanvasTexture每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
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"; import { GUI } from "dat.gui";
const canvas = document.createElement("canvas"); canvas.style.width = "100vw !important"; canvas.style.height = "100vh !important"; document.body.appendChild(canvas);
const renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true, alpha: true }); renderer.setClearColor(0x161616, 1);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(90, 1, 0.1, 1000); camera.position.set(0, 26, 40);
const controls = new OrbitControls(camera, canvas); controls.enableDamping = true; // controls.maxDistance = 25;
class PerlinNoise { static noise(x, y) { const posIntX = Math.floor(x); const posIntY = Math.floor(y); const posFloatX = x - posIntX; const posFloatY = y - posIntY;
const sx = PerlinNoise.cubicInterpolate(posFloatX); const sy = PerlinNoise.cubicInterpolate(posFloatY);
const v00 = PerlinNoise.hash(posIntX, posIntY); const v10 = PerlinNoise.hash(posIntX + 1, posIntY); const v01 = PerlinNoise.hash(posIntX, posIntY + 1); const v11 = PerlinNoise.hash(posIntX + 1, posIntY + 1);
const v0 = PerlinNoise.mix(v00, v10, sx); const v1 = PerlinNoise.mix(v01, v11, sx); return PerlinNoise.mix(v0, v1, sy); }
static mix(a, b, t) { return a(1 - t) + bt; }
static hash(x, y) { const dot = x12.9898 + y78.233; const value = Math.sin(dot) * 43758.5453; return value - Math.floor(value); }
static cubicInterpolate(x) { return 3.0Math.pow(x, 2.0) - 2.0Math.pow(x, 3.0); } }
class GroundGeometry extends THREE.PlaneGeometry { constructor(width, height, widthSegments, heightSegments) { super(width, height, widthSegments, heightSegments);
this.rotateX(-Math.PI / 2);
const attr_pos = this.attributes.position; for (let i = 0; i < attr_pos.count; i++) { const x = attr_pos.getX(i); const z = attr_pos.getZ(i);
attr_pos.setY(i, PerlinNoise.noise(x0.1, z0.1) * 12.0); }
this.computeVertexNormals(); } }
const ground_geo = new GroundGeometry(50, 50, 60, 60); const ground_mat = new THREE.ShaderMaterial({ uniforms: { // 高度范围 range: { value: 12.0, }, // 等高线宽度 lw: { value: 0.1, }, // 等高线段数 ln: { value: 10, }, // 背景色 c_bg: { value: new THREE.Color(0x161616), }, // 等高线颜色 0 c_l_0: { value: new THREE.Color(0x01bbbff), }, c_l_1: { value: new THREE.Color(0xff4199), }, // 时间 t: { value: 0.0, }, }, vertexShader: /glsl/
uniform float range ;varying vec3 vPos ; varying vec3 vNormal ;
void main() { vec3 pos = position;
vPos = pos; vNormal = normalize(normal);
gl_Position = projectionMatrixmodelViewMatrixvec4(pos, 1.0); }, fragmentShader: /glsl/uniform float range ; uniform float lw ; uniform float ln ; uniform vec3 c_bg ; uniform vec3 c_l_0 ; uniform vec3 c_l_1 ; uniform float t ;varying vec3 vPos ; varying vec3 vNormal ;
void main() { vec4 c_out = vec4(c_bg, 1.0);
// 使用法线校正等高线绘制的范围,保证宽度一致 float a = length(vNormal / vNormal.y); float c = a / sqrt(a * a - 1.0); float clw = lw / c;
// 取高度值,并应用时间轴动画 float h = vPos.y - t * 0.5;
// 在范围 (Z + clw, Z + 1.0) 的范围内绘制 if(fract(h) > 1.0 - clw){ float d = abs(fract(h) - 1.0 + clw * 0.5) / clw; float v = 1.0 - pow(d, 1.6); c_out.rgb = mix(c_bg, mix(c_l_0, c_l_1, vPos.y / range), v); }
gl_FragColor = c_out; }, });const ground = new THREE.Mesh(ground_geo, ground_mat); scene.add(ground);
const timer = new THREE.Timer();
const tick = (delta, elapsed) => { controls.update(delta); ground_mat.uniforms.t.value = elapsed; };
const render = () => { renderer.render(scene, camera); };
const ani = () => { const elapsed = timer.getElapsed(); const delta = timer.getDelta();
timer.update();
tick(delta, elapsed); render();
requestAnimationFrame(ani); };
const data = { get range() { return ground_mat.uniforms.range.value; }, set range(v) { ground_mat.uniforms.range.value = v; }, get lw() { return ground_mat.uniforms.lw.value; }, set lw(v) { ground_mat.uniforms.lw.value = v; }, get c_l_0() { return
#${ground_mat.uniforms.c_l_0.value.getHexString()}; }, set c_l_0(v) { ground_mat.uniforms.c_l_0.value.set(v); }, get c_l_1() { return#${ground_mat.uniforms.c_l_1.value.getHexString()}; }, set c_l_1(v) { ground_mat.uniforms.c_l_1.value.set(v); }, }; const gui = new GUI(); gui.add(data, "lw", 0.01, 0.2, 0.001).name("宽度"); gui.addColor(data, "c_l_0").name("颜色0"); gui.addColor(data, "c_l_1").name("颜色1");new ResizeObserver(() => { const rect = document.body.getBoundingClientRect(); const w = rect.width; const h = rect.height; const a = w / h; const dpr = window.devicePixelRatio * 1.25;
renderer.setSize(w, h, false); renderer.setPixelRatio(dpr);
camera.aspect = a; camera.updateProjectionMatrix(); }).observe(document.body);
ani();
完整源码:GitHub
小结
- 本文提供等高线完整 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