Canvas贴图 ·Canvas Texture· ▶ 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
- onBeforeCompile 注入 GLSL 改造内置材质
- OrbitControls 相机轨道交互
- Canvas 动态纹理贴图
- ECharts 与 WebGL 场景联动
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示Canvas贴图效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理,ECharts 图表与 Three.js 场景同屏联动展示;核心用到 onBeforeCompile、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。 - onBeforeCompile在 Three 拼好内置 shader 后替换
#include片段,适合在 PBR 材质上叠加大屏特效。 - 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)
- 在定时器或 GSAP 时间轴中更新 uniform / 变换,驱动特效播放
- 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 * as echarts from 'echarts'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 100000)
camera.position.set(0, 0, 3)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
const w = 800, h = 600 const container = document.createElement('canvas') // 设置实际尺寸而不是CSS尺寸 container.width = w container.height = h // 保持CSS尺寸以便echarts正确初始化 container.style.width = w + "px" container.style.height = h + "px"
const myChart = echarts.init(container, null, { devicePixelRatio: window.devicePixelRatio // 使用正确的设备像素比 }) const texture = new THREE.CanvasTexture(container) // 设置贴图过滤模式以提高清晰度 texture.minFilter = THREE.LinearFilter texture.magFilter = THREE.LinearFilter
// 计算保持纵横比的平面尺寸 const aspectRatio = w / h const planeWidth = 4 const planeHeight = planeWidth / aspectRatio const planeGeometry = new THREE.PlaneGeometry(planeWidth, planeHeight) const planeMaterial = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide, transparent: true }) const plane = new THREE.Mesh(planeGeometry, planeMaterial) scene.add(plane)
const uniforms = { iResolution: { type: 'v2', value: new THREE.Vector2(box.clientWidth, box.clientHeight) }, iTime: { type: 'f', value: 1.0 } } planeMaterial.onBeforeCompile = shader => { shader.uniforms.iResolution = uniforms.iResolution shader.uniforms.iTime = uniforms.iTime shader.fragmentShader = shader.fragmentShader.replace(/#include /,
uniform vec2 iResolution; uniform float iTime; #include) shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );',vec3 c; float l,z=iTime; for(int i=0;i<3;i++) { vec2 uv,p=gl_FragCoord.xy/iResolution; uv=p + 2.0; p-=.5; p.x*=iResolution.x/iResolution.y; z+=.07; l=length(p); uv+=p/l(sin(z)+1.)abs(sin(l*9.-z-z)); c[i]=.01/length(mod(uv,1.)-.5); } vec4 diffuseColor = vec4( diffusecvec3(8.,8.,8.), opacity );) }animate()
function animate() { texture.needsUpdate = true uniforms.iTime.value += 0.05 requestAnimationFrame(animate) renderer.render(scene, camera)
}
const data = [820, 932, 901, 934, 1290, 1330, 1320] const option = { xAxis: { type: 'category', data: ['Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun'] }, yAxis: { type: 'value' }, series: [ { data, type: 'line', areaStyle: {} } ] } myChart.setOption(option) setInterval(() => { data.forEach((item, index) => { data[index] = Math.floor(Math.random() * 1000) }) myChart.setOption({ series: [{ data: data }] }) }, 2000)完整源码:GitHub
小结
- 本文提供Canvas贴图完整 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