Three.js 人物虚化教程
人物虚化 ·人物虚化· ▶ 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-examples400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FBXLoader 加载 FBX 城市/角色模型骨骼动画与 AnimationMixerrequestAnimationFrame渲染循环与resize自适应效果说明本案例演示人物虚化效果用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理核心用到 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 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from three;import { FBXLoader } from three/examples/jsm/loaders/FBXLoader.js; import { OrbitControls } from three/examples/jsm/controls/OrbitControls.js; import { GUI } from dat.gui;const modelUrl https://ylfq.github.io/model/walk.fbx;const canvas document.createElement(canvas); canvas.style.width 100vw !important; canvas.style.height 100vh !important; document.body.appendChild(canvas);const renderer new THREE.WebGLRenderer({ canvas: canvas, antialias: true, alpha: true }); renderer.setClearColor(0x333333, 0); renderer.shadowMap.enabled true; renderer.shadowMap.type THREE.PCFShadowMap;const scene new THREE.Scene();const loader_fbx new FBXLoader();const modelMaterialUniforms { blur: 0.85, blockSize: 12.0, };const model await loader_fbx.loadAsync(modelUrl); model.traverse((obj) { if (obj instanceof THREE.Mesh) { obj.castShadow true; obj.receiveShadow true;/* type {THREE.MeshPhongMaterial}/ const m obj.material; m.onBeforeCompile (shader) { shader.uniforms.blur { get value() { return modelMaterialUniforms.blur; }, }; shader.uniforms.blockSize { get value() { return modelMaterialUniforms.blockSize; }, };shader.fragmentShader shader.fragmentShader.replace( /glsl/void main() {, /glsl/// 虚化阈值 uniform float blur; // 虚化区块大小 uniform float blockSize;// 虚化矩阵自定义区块内的虚化顺序当像素对应的虚化矩阵值小于blur时该像素不进行渲染 const mat4 blurMatrix mat4( 0.1, 0.5, 0.7, 0.3, 0.6, 0.6, 0.9, 0.8, 0.8, 1.0, 0.2, 0.6, 0.3, 0.7, 0.5, 0.4 ); void main() { ivec2 xyInBlur ivec2(fract(gl_FragCoord.xy / blockSize) * 4.0); if (blurMatrix[xyInBlur.y][xyInBlur.x] blur) discard;); }; } }); const mixer new THREE.AnimationMixer(model); const action mixer.clipAction(model.animations[0]); action.setLoop(THREE.LoopRepeat); action.play();const light_ambient new THREE.AmbientLight(0xffffff, 0.7);const light_directional new THREE.DirectionalLight(0xffffff, 0.8); light_directional.position.set(200, 200, 200); light_directional.castShadow true; light_directional.shadow.camera.left -100; light_directional.shadow.camera.right 100; light_directional.shadow.camera.top 100; light_directional.shadow.camera.bottom -100; light_directional.shadow.camera.near 1; light_directional.shadow.camera.far 1000; light_directional.shadow.mapSize.width 1024; light_directional.shadow.mapSize.height 1024;scene.add(model, light_ambient, light_directional);const camera new THREE.PerspectiveCamera(90, 1, 0.1, 1000); camera.position.set(0, 0, 140);const controls new OrbitControls(camera, canvas); controls.enableDamping true;const timer new THREE.Timer();const tick (delta, elapsed) { controls.update(delta);// 更新动画并限制模型不进行移动 mixer.update(delta * 0.9); model.children[2].children[0].position.set(0, 0, 0); };const render () { renderer.render(scene, camera); };const ani () { const elapsed timer.getElapsed(); const delta timer.getDelta();timer.update();tick(delta, elapsed); render();requestAnimationFrame(ani); };const data { get blur() { return modelMaterialUniforms.blur; }, set blur(v) { modelMaterialUniforms.blur v; },get blockSize() { return modelMaterialUniforms.blockSize; }, set blockSize(v) { modelMaterialUniforms.blockSize v; }, }; const gui new GUI(); gui.add(data, blur, 0, 1, 0.001).name(虚化强度); gui.add(data, blockSize, 2.0, 20.0, 4.0).name(虚化区块大小);new ResizeObserver(() { const rect document.body.getBoundingClientRect(); const w rect.width; const h rect.height; const a w / h; const dpr window.devicePixelRatio * 1.25;renderer.setSize(w, h, false); renderer.setPixelRatio(dpr);camera.aspect a; camera.updateProjectionMatrix(); }).observe(document.body);ani();完整源码GitHub小结本文提供人物虚化完整 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