1.3D区块泛光轮廓
网上好多是LineMaterial画的轮廓,通过attributes的color来配置高亮部分颜色,我这里用的是TubeGeometry,就想有点线宽的样子。
1.画个3D区块
createRegion(points) {
const extrudeSettings = {
depth: 0.2,
bevelEnabled: false
};
const shape = new THREE.Shape();
shape.moveTo(points[0].x, points[0].z);
for (let i = 1; i < points.length; i = i + 2) {
shape.lineTo(points[i].x, points[i].z);
}
shape.lineTo(points[0].x, points[0].z);
//添加区块形状
const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
//卫星贴图
const tex = new THREE.TextureLoader().load('./assets/tex.png');
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
const material = new THREE.MeshBasicMaterial({
map: tex,
color: new THREE.Color('#00FFFF')
});
const mesh = new THREE.Mesh(geometry, material);
//将竖着的形状转个90度
mesh.rotateX(Math.PI * 0.5);
return mesh
}
注意:
- points是区块外边界,这里用的是广州的。卫星贴图是随便截图的正方形图片,不是真实的,只是为了好看。
- 经纬度坐标记得用d3-geo转换成px
import d3geo from './d3-geo.min.js';
let geoFun;
export function initGeoFun(size) {
//放大倍数
geoFun = d3geo.geoMercator().scale(size);
}
export const latlng2px = (pos) => {
if (pos[0] >= -180 && pos[0] <= 180 && pos[1] >= -90 && pos[1] <= 90) {
return geoFun(pos);
}
return pos;
};
initGeoFun(180);
let points = await this.getData();
//转换经纬度
points = points.map((item) => {
const p = latlng2px(item);
return new THREE.Vector3(p[0], 0, p[1]);
});
详细3D区块地图实现请参考:用Three.js搞个炫酷的3D区块地图
2.区块轮廓
createLine(points) {
const curve = new THREE.CatmullRomCurve3(points, true, 'catmullrom', 0);
const geometry = new THREE.TubeGeometry(
curve,
Math.round(points.length * 0.5),
0.01,
8,
true
);
const material = new THREE.MeshBasicMaterial({ color: 'white' });
const mesh = new THREE.Mesh(geometry, material);
return mesh;
}
注意:
- CatmullRomCurve3传入的点经纬度是x位经度,z为纬度。
- 因为是基于CatmullRomCurve3计算的,可能轮廓有一小部分不重合,但是别纠结,看上去没问题就行。
3.让轮廓动起来
顶点着色器
uniform float time;
uniform float size;
uniform float len;
uniform vec3 color1;
uniform vec3 color2;
varying vec3 vColor;
void main() {
vColor =color1;
vec3 newPosition = position;
float d = uv.x - time;//当前运动点的距离
if(abs(d) < len) {//如果在范围内,则管道宽度变大,颜色变成color2
newPosition = newPosition + normal * size;
vColor = color2;
}
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
片元着色器
varying vec3 vColor;
void main() {
gl_FragColor =vec4(vColor, 1.0);
}
将材质换成ShaderMaterial
const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0.0 },//运动时间
len: { value: 0.05 },//运动点距离范围
size: { value: 0.02 },//管道增加宽度
color1: { value: new THREE.Color('#FFFFFF') },
color2: { value: new THREE.Color('yellow') }
},
vertexShader: ``,
fragmentShader: ``
});
this.material = material;
动画修改time,让轮廓随着时间动起来
animateAction() {
if (this.material) {
if (this.time >= 1.0) {
this.time = 0.0;
}
this.time = this.time + 0.005;
this.material.uniforms.time.value = this.time;
}
}
4.添加后期泛光效果
只有轮廓需要泛光,这里用了visible显隐来控制部分泛光
initBloom(params) {
const renderScene = new RenderPass(this.scene, this.camera);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(this.container.offsetWidth, this.container.offsetHeight),
1.5,
0.4,
0.85
);
bloomPass.threshold = params.threshold;
bloomPass.strength = params.strength;
bloomPass.radius = params.radius;
const composer = new EffectComposer(this.renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
const outputPass = new OutputPass();
composer.addPass(outputPass);
this.composer = composer;
}
animate(){
this.renderer.setViewport(
0,
0,
this.container.offsetWidth,
this.container.offsetHeight
);
//必须关闭autoClear,避免渲染效果被清除
this.renderer.autoClear = false;
this.renderer.clear();
//不需要发光的物体在bloom后期前隐藏
this.normalObj.visible = false;
this.composer.render();
this.renderer.clearDepth();
//不需要发光的物体在bloom后期后显示
this.normalObj.visible = true;
this.renderer.render(this.scene, this.camera);
2.3D区块渐变围栏
- 先将区块形状画出来
createShape(points) {
const shape = new THREE.Shape();
shape.moveTo(points[0].x, points[0].z);
for (let i = 1; i < points.length; i = i + 2) {
shape.lineTo(points[i].x, points[i].z);
}
shape.lineTo(points[0].x, points[0].z);
return shape;
}
- 围栏和区块都共用这个形状,分别创建两个ExtrudeGeometry,区块的厚度小点,围栏的厚度大点。
- 要实现渐变围栏则需要使用ShaderMaterial
顶点着色器
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
片元着色器
uniform vec3 color1;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
//顶面和底面都为透明
if(vNormal.z == 1.0 || vNormal.z == -1.0 || vUv.y == 0.0) {
discard;
} else {
gl_FragColor = vec4(color1, mix(1.0, 0.0, vUv.y));//透明度根据竖直方向渐变
}
}
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,//双面可见
transparent: true,//开启透明度
depthTest: false,//关闭深度测试
uniforms: {
color1: { value: new THREE.Color('#00FFFF') }//围栏颜色
},
vertexShader: ``,
fragmentShader: ``
});
注意:
- 围栏记得开启透明度,否则没有渐变效果。
- 另外因为有透明的问题,会出现深度冲突,轮廓重叠的地方有点奇怪的黑边,所以关闭深度测试来纠正。
- 围栏和区块还要根据厚度调整一下位置才能呈现合适的效果。
3.3D区块多重渐变围栏
- 根据上面的围栏只需要稍微修改一下片元着色器
uniform vec3 color1;
uniform float time;
uniform float num;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
if(vNormal.z == 1.0 || vNormal.z == -1.0 || vUv.y == 0.0) {
discard;
} else {
//随着时间移动的多重渐变
gl_FragColor = vec4(color1, 1.0 - fract((vUv.y - time) * num));
}
}
- 对应的ShaderMaterial也要添加参数
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
transparent: true,
depthTest: false,
uniforms: {
time: { value: 0.0 },//时间变化
num: { value: 5.0 },//几重渐变
color1: { value: new THREE.Color('#00FFFF') }
},
vertexShader: ``,
fragmentShader: ``
});
animateAction() {//改变时间动起来
if (this.material) {
if (this.time >= 1.0) {
this.time = 0.0;
}
this.time = this.time + 0.005;
this.material.uniforms.time.value = this.time;
}
}
Github地址
原文链接:https://juejin.cn/post/7343902899095306259 作者:敲敲敲敲暴你脑袋