
多视图 ·Mult Views· ▶ 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EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 效果OrbitControls 相机轨道交互glTF/Draco 模型加载与优化骨骼动画与 AnimationMixerrequestAnimationFrame渲染循环与resize自适应效果说明本案例演示多视图效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 EffectComposer、UnrealBloomPass、OrbitControls。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。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。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组装 EffectComposer Pass 链在 animate 中调用composer.render()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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js import { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js import { GLTFLoader } from three/examples/jsm/loaders/GLTFLoader.js import { DRACOLoader } from three/examples/jsm/loaders/DRACOLoader.jsconst box document.getElementById(box) const scene new THREE.Scene()const renderer new THREE.WebGLRenderer() renderer.setSize(box.clientWidth, box.clientHeight) box.appendChild(renderer.domElement)// 视口尺寸计算主视口占 65%下方三个子视口各占 35%/3 const layout () { const W box.clientWidth, H box.clientHeight const subH Math.floor(H * 0.35) return { W, H, subH, mainH: H - subH, subW: Math.floor(W / 3) } }// composer 工厂 const makeComposer (cam, w, h) { const c new EffectComposer(renderer) c.addPass(new RenderPass(scene, cam)) c.addPass(new UnrealBloomPass(new THREE.Vector2(w, h), 0.8, 0, 0)) c.setSize(w, h) return c }// 主相机透视 const { W: W0, mainH: mainH0, subH: subH0, subW: subW0 } layout() const camera new THREE.PerspectiveCamera(75, W0 / mainH0, 0.1, 1000) camera.position.set(400, 400, 400) const mainComposer makeComposer(camera, W0, mainH0)// 正交相机工厂前视图 / 左视图 / 俯视图 const ORTHO 500 const makeOrtho (pos, up) { const aspect subW0 / subH0 const cam new THREE.OrthographicCamera(-ORTHOaspect, ORTHOaspect, ORTHO, -ORTHO, 0.1, 5000) cam.position.copy(pos); cam.up.copy(up); cam.lookAt(0, 0, 0) return cam } const subCams [ makeOrtho(new THREE.Vector3(0, 0, 2000), new THREE.Vector3(0, 1, 0)), // 前视图 makeOrtho(new THREE.Vector3(2000, 0, 0), new THREE.Vector3(0, 1, 0)), // 左视图 makeOrtho(new THREE.Vector3(0, 2000, 0), new THREE.Vector3(0, 0, -1)), // 俯视图 ] const subComposers subCams.map(cam makeComposer(cam, subW0, subH0))// 控制器点击哪个视口就激活哪个 const mainControls new OrbitControls(camera, renderer.domElement) const subControls subCams.map(cam { const ctrl new OrbitControls(cam, renderer.domElement) ctrl.enabled false return ctrl }) renderer.domElement.addEventListener(pointerdown, e { const rect renderer.domElement.getBoundingClientRect() const { mainH, subW } layout() const py e.clientY - rect.top const px e.clientX - rect.left mainControls.enabled false subControls.forEach(c c.enabled false) if (py mainH) mainControls.enabled true else subControls[Math.min(Math.floor(px / subW), 2)].enabled true }, { capture: true })// 动画循环 const clock new THREE.Clock() let mixer nullfunction animate() { requestAnimationFrame(animate) const { W, subH, mainH, subW } layout()renderer.setScissorTest(true)renderer.setViewport(0, subH, W, mainH) renderer.setScissor(0, subH, W, mainH) mainComposer.render()subComposers.forEach((c, i) { renderer.setViewport(i * subW, 0, subW, subH) renderer.setScissor(i * subW, 0, subW, subH) c.render() })mainControls.update() subControls.forEach(c c.update()) if (mixer) mixer.update(clock.getDelta()) } animate()window.onresize () { const { W, H, subH, mainH, subW } layout() renderer.setSize(W, H) camera.aspect W / mainH camera.updateProjectionMatrix() mainComposer.setSize(W, mainH) subCams.forEach(cam { cam.left -ORTHOsubW / subH; cam.right ORTHOsubW / subH cam.updateProjectionMatrix() }) subComposers.forEach(c c.setSize(subW, subH)) }// 加载模型 const loader new GLTFLoader() loader.setDRACOLoader(new DRACOLoader().setDecoderPath(FILE_HOST js/three/draco/))const textureCube new THREE.CubeTextureLoader().load( [1, 2, 3, 4, 5, 6].map(k FILE_HOST files/sky/skyBox0/ k .png) )loader.load(FILE_HOST /files/model/LittlestTokyo.glb, gltf { gltf.scene.traverse(child { if (child.isMesh) child.material.envMap textureCube }) scene.add(gltf.scene) mixer new THREE.AnimationMixer(gltf.scene) gltf.animations.forEach(clip mixer.clipAction(clip).play()) })完整源码GitHub小结本文提供多视图完整 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