mapbox+three.js实现泛光效果
在Mapbox和Three.js中实现泛光效果,你需要先设置好Mapbox地图,并在其上面设置Three.js场景。然后,你可以使用Three.js的ShaderMaterial和自定义的光线Shader来实现泛光效果。
以下是一个简化的例子,展示如何在Mapbox地图上实现泛光效果:
// 初始化Mapbox地图
mapboxgl.accessToken = 'YOUR_MAPBOX_ACCESS_TOKEN';
var map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/streets-v110',
center: [0, 0],
zoom:
});
// 初始化Three.js场景与相机
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 1;
// 创建一个用于渲染的canvas
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 创建泛光效果的材质
var glowMaterial = new THREE.ShaderMaterial({
uniforms: {
'c': { value: new THREE.Color(0xff00ff) },
'p': { value: 10 },
'glowEmission': { value: 1.0 },
'glowColor': { value: new THREE.Color(0xff00ff) },
'glowWeight': { value: 1.75 },
'viewVector': { value: new THREE.Vector3() }
},
vertexShader: `
varying vec3 vNormal;
varying vec2 vUv;
varying float intensity;
uniform vec3 viewVector;
void main() {
vNormal = normalize(normalMatrix * normal);
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
intensity = pow(abs(dot(vNormal, normalize(viewVector))), 2.0);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 glowColor;
uniform float glowEmission;
uniform float glowWeight;
varying vec2 vUv;
varying vec3 vNormal;
varying float intensity;
void main() {
vec3 glow = glowColor * glowEmission * intensity;
gl_FragColor = vec4(glow, 1.0);
}
`
});
// 创建一个Three.js几何体,比如一个球体
var geometry = new THREE.SphereGeometry(1, 20, 20);
var sphere = new THREE.Mesh(geometry, glowMaterial);
scene.add(sphere);
// 将Three.js场景渲染到Mapbox地图上
map.on('load', function() {
var mapCanvas = map.getCanvasContainer();
var width = mapCanvas.offsetWidth;
var height = mapCanvas.offsetHeight;
renderer.setSize(width, height);
// 定期更新camera和uniforms
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
var ve
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