Three.js 一团揉动教程
2026/7/5 15:14:42 网站建设 项目流程

一团揉动 ·Blob Shader· ▶ 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
  • THREE.Points 粒子点渲染
  • GSAP 时间轴与补间动画
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示一团揉动效果:基于 WebGL 实现「一团揉动」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、THREE.Points。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()
  • THREE.Points将每个顶点渲染为可控大小的粒子;可用自定义 attribute(如u_index)驱动片元/顶点动画。

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)
  • 在定时器或 GSAP 时间轴中更新 uniform / 变换,驱动特效播放
  • 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' import gsap from 'gsap'

    var Theme = { primary: 0xFFFFFF, secundary: 0x292733, danger: 0xFF0000, darker: 0x000000 };

    // reference https://codepen.io/vcomics/pen/ZwNgvX var scene, camera, renderer, mat; var _width, _height; var _primitive; var shapeGroup = new THREE.Group(); var start = Date.now();

    function createWorld() { _width = window.innerWidth; _height= window.innerHeight; scene = new THREE.Scene(); scene.background = new THREE.Color(Theme.secundary); camera = new THREE.PerspectiveCamera(35, _width/_height, 1, 1000); camera.position.set(0,10,26); renderer = new THREE.WebGLRenderer({antialias:false, alpha:false}); renderer.setSize(_width, _height); renderer.shadowMap.enabled = true;

    const controls = new OrbitControls(camera, renderer.domElement) document.body.appendChild(renderer.domElement); window.addEventListener('resize', onWindowResize, false); } function onWindowResize() { _width = window.innerWidth; _height = window.innerHeight; renderer.setSize(_width, _height); camera.aspect = _width / _height; camera.updateProjectionMatrix(); console.log('- resize -'); }

    var primitiveElement = function() { this.mesh = new THREE.Object3D(); mat = new THREE.ShaderMaterial( { side:THREE.DoubleSide, uniforms: { time: { type: "f", value: 0.1 }, pointscale: { type: "f", value: 0.2 }, decay: { type: "f", value: 0.3 }, size: { type: "f", value: 0.3 }, displace: { type: "f", value: 0.3 }, complex: { type: "f", value: 0.0 }, waves: { type: "f", value: 0.10 }, eqcolor: { type: "f", value: 0.0 }, rcolor: { type: "f", value: 0.0 }, gcolor: { type: "f", value: 0.0 }, bcolor: { type: "f", value: 0.0 }, fragment: { type: "i", value: true }, redhell: { type: "i", value: true } }, vertexShader:vec3 mod289(vec3 x) { return x - floor(x(1.0 / 289.0))289.0; } vec4 mod289(vec4 x) { return x - floor(x(1.0 / 289.0))289.0; } vec4 permute(vec4 x) { return mod289(((x34.0)+1.0)x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return ttt(t(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 5.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 5.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 5.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 5.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } // Classic Perlin noise, periodic variant float pnoise(vec3 P, vec3 rep) { vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 5.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 5.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 5.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 5.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 1.5 * n_xyz; } // Turbulence By Jaume Sanchez => https://codepen.io/spite/ varying vec2 vUv; varying float noise; varying float qnoise; varying float displacement; uniform float time; uniform float displace; uniform float pointscale; uniform float decay; uniform float size; uniform float complex; uniform float waves; uniform float eqcolor; uniform bool fragment; float turbulence( vec3 p) { float t = - 0.005; for (float f = 1.0 ; f <= 1.0 ; f++ ){ float power = pow( 1.3, f ); t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power ); } return t; } void main() { vUv = uv; noise = (2.0- waves)turbulence( decay * abs(normal + time)); qnoise = (0.3- eqcolor)turbulence( decay * abs(normal + time)); float b = pnoise( complex(position) + vec3( (decay2.0) * time ), vec3( 100.0 ) ); displacement = - atan(noise) + tan(b * displace); vec3 newPosition = (position) + (normal * displacement); gl_Position = (projectionMatrixmodelViewMatrix)vec4( newPosition, abs(size) ); gl_PointSize = (3.0); }, fragmentShader:varying float qnoise; varying float noise; uniform float time; uniform bool redhell; uniform float rcolor; uniform float gcolor; uniform float bcolor; void main() { float r, g, b; if (!redhell == true) { r = sin(qnoise + rcolor); g = normalize(qnoise + (gcolor / 2.0)); b = tan(qnoise + bcolor); } else { r = normalize(qnoise + rcolor); g = cos(qnoise + gcolor); b = sin(qnoise + bcolor); } gl_FragColor = vec4(r, g, b, 1.0); }}); var wir_mat = new THREE.MeshBasicMaterial({color:Theme.darker}); var geo = new THREE.IcosahedronGeometry(2, 60); var wir = new THREE.IcosahedronGeometry(2.3, 20); this.shape = new THREE.Mesh(geo, mat); this.point = new THREE.Points(wir, mat); shapeGroup.add(this.point); shapeGroup.add(this.shape); scene.add(shapeGroup); } function createPrimitive() { _primitive = new primitiveElement(); }

    var options = { perlin: { speed: 0.4, size: 0.7, perlins: 1.0, decay: 1.20, displace: 1.00, complex: 0.50, waves: 3.7, eqcolor: 10.0, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, fragment: true, points: true, redhell: true }, perlinRandom: function() { gsap.to(this.perlin, 2, { //decay: Math.random() * 1.0, waves: Math.random() * 20.0, complex: Math.random() * 1.0, displace: Math.random() * 2.5, }); }, random: function() { //this.perlin.redhell = Math.random() >= 0.5; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { eqcolor: 11.0, rcolor: Math.random() * 1.5, gcolor: Math.random() * 0.5, bcolor: Math.random() * 1.5, }); }, normal: function() { this.perlin.redhell = true; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { //speed: 0.12, eqcolor: 10.0, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, }); }, darker: function() { this.perlin.redhell = false; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { //speed: 0.5, eqcolor: 9.0, rcolor: 0.4, gcolor: 0.05, bcolor: 0.6, }); }, volcano: function() { this.perlin.redhell = false; // 10 1 0.1 1.2 //this.perlin.speed = 0.83; gsap.to(this.perlin, 1, { size: 0.7, waves: 0.6, complex: 1.0, displace: 0.3, eqcolor: 9.0, rcolor: 0.85, gcolor: 0.05, bcolor: 0.32, }); }, cloud: function() { this.perlin.redhell = true; // 10 1 0.1 1.2 //this.perlin.speed = 0.1; gsap.to(this.perlin, 1, { size: 1.0, waves :20.0, complex: 0.1, displace: 0.1, eqcolor: 4.0, rcolor: 1.5, gcolor: 0.7, bcolor: 1.5, }); }, tornasol: function() { this.perlin.redhell = true; // 10 1 0.1 1.2 //this.perlin.speed = 0.25; gsap.to(this.perlin, 1, { size: 1.0, waves: 3.0, complex: 0.65, displace: 0.5, eqcolor: 9.5, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, }); } }

    function createGUI() { var gui = new dat.GUI(); var perlinGUI = gui.addFolder('Shape Setup'); perlinGUI.add(options, 'perlinRandom').name('• Random Shape'); perlinGUI.add(options.perlin, 'speed', 0.1, 1.0).name('Speed').listen(); perlinGUI.add(options.perlin, 'size', 0.0, 3.0).name('Size').listen(); //perlinGUI.add(options.perlin, 'decay', 0.0, 1.0).name('Decay').listen(); perlinGUI.add(options.perlin, 'waves', 0.0, 20.0).name('Waves').listen(); perlinGUI.add(options.perlin, 'complex', 0.1, 1.0).name('Complex').listen(); perlinGUI.add(options.perlin, 'displace', 0.1, 2.5).name('Displacement').listen(); //perlinGUI.open(); var colorGUI = gui.addFolder('Color'); colorGUI.add(options, 'random').name('• Random colors'); colorGUI.add(options, 'normal').name('• Normal colors'); colorGUI.add(options, 'darker').name('• Dark colors'); colorGUI.add(options.perlin, 'eqcolor', 0.0, 30.0).name('Hue').listen(); colorGUI.add(options.perlin, 'rcolor', 0.0, 2.5).name('R').listen(); colorGUI.add(options.perlin, 'gcolor', 0.0, 2.5).name('G').listen(); colorGUI.add(options.perlin, 'bcolor', 0.0, 2.5).name('B').listen(); colorGUI.add(options.perlin, 'redhell', true).name('Electroflow'); //colorGUI.open(); gui.add(options, 'volcano').name('• Volcano'); gui.add(options, 'tornasol').name('• Tornasol'); gui.add(options, 'cloud').name('• Cotton Candy'); gui.add(options.perlin, 'points', true).name('Points'); }

    function animation() { var performance = Date.now() * 0.003; //_primitive.shape.visible = !options.perlin.points; _primitive.point.visible = options.perlin.points; mat.uniforms['time'].value = (options.perlin.speed / 1000) * (Date.now() - start); mat.uniforms['pointscale'].value = options.perlin.perlins; mat.uniforms['decay'].value = options.perlin.decay; mat.uniforms['size'].value = options.perlin.size; mat.uniforms['displace'].value = options.perlin.displace; mat.uniforms['complex'].value = options.perlin.complex; mat.uniforms['waves'].value = options.perlin.waves; mat.uniforms['fragment'].value = options.perlin.fragment; mat.uniforms['redhell'].value = options.perlin.redhell; mat.uniforms['eqcolor'].value = options.perlin.eqcolor; mat.uniforms['rcolor'].value = options.perlin.rcolor; mat.uniforms['gcolor'].value = options.perlin.gcolor; mat.uniforms['bcolor'].value = options.perlin.bcolor;

    requestAnimationFrame(animation); renderer.render(scene, camera); }

    createWorld(); createGUI(); createPrimitive(); animation();

    完整源码:GitHub

    小结

    • 本文提供一团揉动完整 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

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