咖啡 · Coffee Mug · ▶ 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
- glTF/Draco 模型加载与优化
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 咖啡 效果:基于 WebGL 实现「咖啡」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、glTF/Draco。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
- 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理
resize - 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
- 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 Stats from 'three/examples/jsm/libs/stats.module.js';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import {GUI} from 'dat.gui'
const initializeScene = ({ root, antialias = true } = {}) => {
// Create scene
const scene = new THREE.Scene();
// Create camera
const camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
0.1,
1000,
);
camera.position.z = 110;
// Create renderer
const renderer = new THREE.WebGLRenderer({ antialias });
renderer.setSize(window.innerWidth, window.innerHeight);
// renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
root.appendChild(renderer.domElement);
const onWindowResize = () => {
// Adjust camera and renderer on window resize
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
controls.update();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.render(scene, camera);
};
onWindowResize();
window.addEventListener('resize', onWindowResize, false);
// Create GUI
const gui = new GUI({ container: root });
const stats = new Stats();
stats.showPanel(0);
root.appendChild(stats.domElement);
return {
scene,
renderer,
camera,
controls,
gui,
stats,
};
};
const init = (root) => {
const { scene, renderer, camera, gui, stats, controls } = initializeScene({
root,
});
camera.position.set(12, 6, 12);
const gltfLoader = new GLTFLoader();
gltfLoader.load(FILE_HOST + 'examples/coffeeMug/coffeeMug.glb', (gltf) => {
gltf.scene.getObjectByName('baked').material.map.anisotropy = 8;
controls.target.y += 3;
scene.add(gltf.scene);
});
const textureLoader = new THREE.TextureLoader();
const perlinTexture = textureLoader.load(FILE_HOST + 'examples/coffeeMug/perlin.png');
perlinTexture.wrapS = THREE.RepeatWrapping;
perlinTexture.wrapT = THREE.RepeatWrapping;
const smokeGeometry = new THREE.PlaneGeometry(1, 1, 16, 64);
smokeGeometry.translate(0, 0.5, 0);
smokeGeometry.scale(1.5, 6, 1.5);
const smokeMaterial = new THREE.ShaderMaterial({
// wireframe: true,
vertexShader:`#define M_PI 3.1415926535897932384626433832795`
`
`varying vec2 vUv;
uniform float uTime;
uniform sampler2D uPerlinTexture;
vec2 rotate2D(vec2 value, float angle)
{
float s = sin(angle);
float c = cos(angle);
mat2 m = mat2(c, s, -s, c);
return m * value;
}
`
``void main()
{
vUv = uv;
vec3 newPosition = position;
float angle = texture(
uPerlinTexture,
vec2(0.5, uv.y `0.3 + uTime` 0.02
)).x * 7.;
newPosition.xz = rotate2D(position.xz, angle);
vec2 windOffset = vec2(
texture(uPerlinTexture, vec2(0.2, uTime * 0.02)).x - 0.5,
texture(uPerlinTexture, vec2(0.7, uTime * 0.02)).x - 0.5
);
newPosition.xz += windOffset `pow(uv.y, 2.)` 8.;
gl_Position = projectionMatrix `viewMatrix` modelMatrix * vec4(newPosition, 1.0);
}
``,
fragmentShader:``varying vec2 vUv;`
`uniform float uTime;
uniform sampler2D uPerlinTexture;
void main()
{
vec2 uv = vec2(vUv.x `0.5, vUv.y` 0.3 - uTime / 15.);
float intensity = texture2D(uPerlinTexture, uv).x;
intensity = smoothstep(0.4, 1.0, intensity);
intensity *= smoothstep(0.0, 0.1, vUv.x);
intensity *= smoothstep(1.0, 0.9, vUv.x);
intensity *= smoothstep(0.0, 0.1, vUv.y);
intensity *= smoothstep(1.0, 0.4, vUv.y);
gl_FragColor = vec4(1.0, 0.8, 0.6, intensity);
#include
#include
}
`,
uniforms: {
uTime: { value: 0 },
uPerlinTexture: { value: perlinTexture },
},
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
});
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
smoke.position.y = 1.83;
scene.add(smoke);
const clock = new THREE.Clock();
const tick = () => {
requestAnimationFrame(tick);
stats.begin();
controls.update();
smokeMaterial.uniforms.uTime.value = clock.getElapsedTime();
stats.end();
renderer.render(scene, camera);
};
tick();
return renderer;
};
init(document.getElementById('box'));
完整源码:GitHub
小结
- 本文提供 咖啡 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