Three.js 咖啡教程

咖啡 · Coffee Mug · ▶ 在线运行案例

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)
  • requestAnimationFrame 循环中更新状态并 render(Cesium 为 viewer.render 或自动渲染)

代码要点

复制代码
  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