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This commit is contained in:
yiqiu
2025-11-22 19:08:21 +08:00
parent 3eddc86169
commit e2ebf4e2f0

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