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Three.js 粒子星空教程

粒子星空 ·Starry Sky· ▶ 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

  • ShaderMaterial 自定义着色器实现核心视觉效果
  • OrbitControls 相机轨道交互
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示粒子星空效果:基于 WebGL 实现「粒子星空」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、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。
  • ShaderMaterial通过uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false
  • 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
  • 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)
  • 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'

    const box = document.getElementById('box')

    const scene = new THREE.Scene()

    const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)

    camera.position.set(0, 0, 0.6)

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

    renderer.setSize(box.clientWidth, box.clientHeight)

    box.appendChild(renderer.domElement)

    const controls = new OrbitControls(camera, renderer.domElement)

    controls.enableDamping = true

    window.onresize = () => {

    renderer.setSize(box.clientWidth, box.clientHeight)

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

    }

    const uniforms = {

    iTime: {

    value: 0

    },

    iResolution: {

    value: new THREE.Vector2(box.clientWidth, box.clientHeight)

    }

    }

    const geometry = new THREE.PlaneGeometry(1, 1)

    const material = new THREE.ShaderMaterial({

    uniforms,

    transparent: true,

    side: THREE.DoubleSide,

    vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); gl_Position = projectionMatrix * mvPosition; }, fragmentShader:uniform float iTime; uniform vec2 iResolution; varying vec2 vUv;

    #define PASS_COUNT 1 vec4 iMouse = vec4(.0, 0, 0.2, 0); float fBrightness = 2.5;

    // Number of angular segments float fSteps = 121.0;

    float fParticleSize = 0.015; float fParticleLength = 0.5 / 60.0;

    // Min and Max star position radius. Min must be present to prevent stars too near camera float fMinDist = 0.8; float fMaxDist = 5.0;

    float fRepeatMin = 1.0; float fRepeatMax = 2.0;

    // fog density float fDepthFade = 0.8;

    float Random(float x) { return fract(sin(x123.456)23.4567 + sin(x345.678)45.6789 + sin(x456.789)56.789); }

    vec3 GetParticleColour( const in vec3 vParticlePos, const in float fParticleSize, const in vec3 vRayDir ) { vec2 vNormDir = normalize(vRayDir.xy); float d1 = dot(vParticlePos.xy, vNormDir.xy) / length(vRayDir.xy); vec3 vClosest2d = vRayDir * d1;

    vec3 vClampedPos = vParticlePos;

    vClampedPos.z = clamp(vClosest2d.z, vParticlePos.z - fParticleLength, vParticlePos.z + fParticleLength);

    float d = dot(vClampedPos, vRayDir);

    vec3 vClosestPos = vRayDir * d;

    vec3 vDeltaPos = vClampedPos - vClosestPos; float fClosestDist = length(vDeltaPos) / fParticleSize;

    float fShade = clamp(1.0 - fClosestDist, 0.0, 1.0); fShade = fShadeexp2(-dfDepthFade) * fBrightness;

    return vec3(fShade); }

    vec3 GetParticlePos( const in vec3 vRayDir, const in float fZPos, const in float fSeed ) { float fAngle = atan(vRayDir.x, vRayDir.y); float fAngleFraction = fract(fAngle / (3.14 * 2.0));

    float fSegment = floor(fAngleFraction * fSteps + fSeed) + 0.5 - fSeed; float fParticleAngle = fSegment / fSteps(3.142.0);

    float fSegmentPos = fSegment / fSteps; float fRadius = fMinDist + Random(fSegmentPos + fSeed) * (fMaxDist - fMinDist);

    float tunnelZ = vRayDir.z / length(vRayDir.xy / fRadius);

    tunnelZ += fZPos;

    float fRepeat = fRepeatMin + Random(fSegmentPos + 0.1 + fSeed) * (fRepeatMax - fRepeatMin);

    float fParticleZ = (ceil(tunnelZ / fRepeat) - 0.5) * fRepeat - fZPos;

    return vec3( sin(fParticleAngle)fRadius, cos(fParticleAngle)fRadius, fParticleZ ); }

    vec3 Starfield( const in vec3 vRayDir, const in float fZPos, const in float fSeed ) { vec3 vParticlePos = GetParticlePos(vRayDir, fZPos, fSeed);

    return GetParticleColour(vParticlePos, fParticleSize, vRayDir); }

    vec3 RotateX( const in vec3 vPos, const in float fAngle ) { float s = sin(fAngle); float c = cos(fAngle);

    vec3 vResult = vec3( vPos.x, cvPos.y + svPos.z, -svPos.y + cvPos.z);

    return vResult; }

    vec3 RotateY( const in vec3 vPos, const in float fAngle ) { float s = sin(fAngle); float c = cos(fAngle);

    vec3 vResult = vec3( cvPos.x + svPos.z, vPos.y, -svPos.x + cvPos.z);

    return vResult; }

    vec3 RotateZ( const in vec3 vPos, const in float fAngle ) { float s = sin(fAngle); float c = cos(fAngle);

    vec3 vResult = vec3( cvPos.x + svPos.y, -svPos.x + cvPos.y, vPos.z);

    return vResult; }

    void mainVR( out vec4 fragColor, in vec2 fragCoord, vec3 vRayOrigin, vec3 vRayDir ) { /* vec2 vScreenUV = fragCoord.xy / iResolution.xy;

    vec2 vScreenPos = vScreenUV * 2.0 - 1.0; vScreenPos.x *= iResolution.x / iResolution.y;

    vec3 vRayDir = normalize(vec3(vScreenPos, 1.0));

    vec3 vEuler = vec3(0.5 + sin(iTime0.2)0.125, 0.5 + sin(iTime0.1)0.125, iTime0.1 + sin(iTime0.3) * 0.5); if(iMouse.z > 0.0) { vEuler.x = -((iMouse.y / iResolution.y) * 2.0 - 1.0); vEuler.y = -((iMouse.x / iResolution.x) * 2.0 - 1.0); vEuler.z = 0.0; } vRayDir = RotateX(vRayDir, vEuler.x); vRayDir = RotateY(vRayDir, vEuler.y); vRayDir = RotateZ(vRayDir, vEuler.z); */ float fShade = 0.0; float a = 0.2; float b = 10.0; float c = 1.0; float fZPos = 5.0 + iTimec + sin(iTimea) * b; float fSpeed = c + abcos(a * iTime);

    fParticleLength = 0.25 * fSpeed / 60.0;

    float fSeed = 0.0;

    vec3 vResult = mix(vec3(0.005, 0.0, 0.01), vec3(0.01, 0.005, 0.0), vRayDir.y * 0.5 + 0.5);

    for(int i=0; i

    fragColor = vec4(sqrt(vResult),1.0); }

    void main(void) { vec2 vScreenUV = (vUv - 0.5) * 10.0;

    vec2 vScreenPos = vScreenUV * 2.0 - 1.0; vScreenPos.x *= iResolution.x / iResolution.y;

    vec3 vRayDir = normalize(vec3(vScreenPos, 1.0));

    vec3 vEuler = vec3(0.5 + sin(iTime0.2)0.125, 0.5 + sin(iTime0.1)0.125, iTime0.1 + sin(iTime0.3) * 0.5); if(iMouse.z > 0.0) { vEuler.x = -((iMouse.y / iResolution.y) * 2.0 - 1.0); vEuler.y = -((iMouse.x / iResolution.x) * 2.0 - 1.0); vEuler.z = 0.0; } vRayDir = RotateX(vRayDir, vEuler.x); vRayDir = RotateY(vRayDir, vEuler.y); vRayDir = RotateZ(vRayDir, vEuler.z);

    float fShade = 0.0; float a = 0.2; float b = 10.0; float c = 1.0; float fZPos = 5.0 + iTimec + sin(iTimea) * b; float fSpeed = c + abcos(a * iTime);

    fParticleLength = 0.25 * fSpeed / 60.0;

    float fSeed = 0.0;

    vec3 vResult = mix(vec3(0.005, 0.0, 0.01), vec3(0.01, 0.005, 0.0), vRayDir.y * 0.5 + 0.5);

    for(int i=0; i

    gl_FragColor = vec4(sqrt(vResult),1.0); }})

    const mesh = new THREE.Mesh(geometry, material)

    scene.add(mesh)

    animate()

    function animate() {

    uniforms.iTime.value += 0.01

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera)

    }

    完整源码:GitHub

    小结

    • 本文提供粒子星空完整 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
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