This commit is contained in:
56
js/globe.js
56
js/globe.js
@@ -58,11 +58,12 @@
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return 1 - Math.pow(1 - t, 3);
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}
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// 准备粒子数据:startPositions / targetPositions / current positions
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// 准备粒子数据:startPositions / targetPositions / current positions / size
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var geometry = new THREE.BufferGeometry();
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var positions = new Float32Array(PARTICLE_COUNT * 3);
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var startPositions = new Float32Array(PARTICLE_COUNT * 3);
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var targetPositions = new Float32Array(PARTICLE_COUNT * 3);
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var sizes = new Float32Array(PARTICLE_COUNT);
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// 随机在球壳表面生成点(均匀分布),作为目标位置
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function randomPointOnSphere(radius) {
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@@ -108,19 +109,56 @@
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positions[i3] = start.x;
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positions[i3 + 1] = start.y;
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positions[i3 + 2] = start.z;
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// 粒子尺寸:每个粒子随机一个基础大小,后续在顶点着色器中再做距离衰减
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// 你可以调节下方这两个数,控制整体粒子大小的分布范围
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sizes[i] = 0.8 + Math.random() * 2.2; // 0.8 ~ 3.0 之间
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}
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geometry.setAttribute(
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"position",
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new THREE.BufferAttribute(positions, 3)
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);
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geometry.setAttribute(
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"size",
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new THREE.BufferAttribute(sizes, 1)
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);
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var material = new THREE.PointsMaterial({
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color: 0x38bdf8, // 粒子主色(可自行调整)
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size: 0.08, // 每个粒子在世界中的尺寸
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sizeAttenuation: true,
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// 使用自定义着色器,让粒子可以拥有不同大小
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var material = new THREE.ShaderMaterial({
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uniforms: {
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uColor: { value: new THREE.Color(0x38bdf8) }, // 粒子主色
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uOpacity: { value: 0.95 },
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uSize: { value: 18.0 }, // 全局尺寸基准,越大粒子越大
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uPixelRatio: { value: Math.min(window.devicePixelRatio || 1, 2) },
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},
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vertexShader: `
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attribute float size;
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uniform float uSize;
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uniform float uPixelRatio;
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * mvPosition;
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// 简单的距离衰减,让远处粒子稍微小一些
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float dist = length(mvPosition.xyz);
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float att = 1.0 / (0.1 + dist * 0.35);
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gl_PointSize = size * uSize * uPixelRatio * att;
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}
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`,
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fragmentShader: `
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uniform vec3 uColor;
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uniform float uOpacity;
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void main() {
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// 将点渲染成柔和的圆形(不使用默认的方形 point sprite)
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vec2 c = gl_PointCoord - vec2(0.5);
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float d = length(c);
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if (d > 0.5) discard;
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float alpha = (1.0 - d * 2.0) * uOpacity;
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if (alpha <= 0.0) discard;
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gl_FragColor = vec4(uColor, alpha);
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}
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`,
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transparent: true,
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opacity: 0.95,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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@@ -133,7 +171,7 @@
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var innerSphereMat = new THREE.MeshBasicMaterial({
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color: 0x0f172a,
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transparent: true,
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opacity: 0.25,
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opacity: 0.0, // 表面颜色完全透明,只保留粒子视觉
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side: THREE.BackSide,
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});
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var innerSphereMesh = new THREE.Mesh(innerSphereGeom, innerSphereMat);
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@@ -161,6 +199,10 @@
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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// 同步像素比,避免在缩放/视网膜屏下粒子尺寸异常
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if (material && material.uniforms && material.uniforms.uPixelRatio) {
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material.uniforms.uPixelRatio.value = Math.min(window.devicePixelRatio || 1, 2);
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}
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}
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window.addEventListener("resize", onResize);
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