随机粒子效果 · Random · ▶ 在线运行案例

随机粒子效果

你将学到什么

  • onBeforeCompile 注入 GLSL 改造内置材质
  • OrbitControls 相机轨道交互
  • BufferGeometry 自定义顶点/索引数据
  • 监听窗口 resize 同步更新 camera 与 renderer

效果说明

本案例演示 随机粒子效果 效果:基于 WebGL 实现「随机粒子效果」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、BufferGeometry。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。
  • onBeforeCompile 在 Three 拼好内置 shader 后替换 #include <xxx> 片段,适合在 PBR 材质上叠加大屏特效。
  • OrbitControls 提供轨道旋转/缩放;开启 enableDamping 后需在 animate 中 controls.update()

实现步骤

  1. 搭建灯光与环境(如有)
  2. requestAnimationFrame 循环 update + render

代码要点

<!DOCTYPE html>
<html lang="en">

<head>
    <title>three.js</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">

</head>

<body>

    <script type="importmap">
        {
          "imports": {
            "three": "https://threejs.org/build/three.module.js",
            "three/addons/": "https://threejs.org/examples/jsm/"
          }
        }
      </script>
    <script>
        let noise = `//	Simplex 4D Noise 
      //	by Ian McEwan, Ashima Arts
      //
      vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
      float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
      vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
      float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
      
      vec4 grad4(float j, vec4 ip){
        const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
        vec4 p,s;
      
        p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
        p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
        s = vec4(lessThan(p, vec4(0.0)));
        p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 
      
        return p;
      }
      
      float snoise(vec4 v){
        const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                              0.309016994374947451); // (sqrt(5) - 1)/4   F4
      // First corner
        vec4 i  = floor(v + dot(v, C.yyyy) );
        vec4 x0 = v -   i + dot(i, C.xxxx);
      
      // Other corners
      
      // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
        vec4 i0;
      
        vec3 isX = step( x0.yzw, x0.xxx );
        vec3 isYZ = step( x0.zww, x0.yyz );
      //  i0.x = dot( isX, vec3( 1.0 ) );
        i0.x = isX.x + isX.y + isX.z;
        i0.yzw = 1.0 - isX;
      
      //  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
        i0.y += isYZ.x + isYZ.y;
        i0.zw += 1.0 - isYZ.xy;
      
        i0.z += isYZ.z;
        i0.w += 1.0 - isYZ.z;
      
        // i0 now contains the unique values 0,1,2,3 in each channel
        vec4 i3 = clamp( i0, 0.0, 1.0 );
        vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
        vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
      
        //  x0 = x0 - 0.0 + 0.0 * C 
        vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
        vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
        vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
        vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
      
      // Permutations
        i = mod(i, 289.0); 
        float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
        vec4 j1 = permute( permute( permute( permute (
                   i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
                 + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
                 + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
                 + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
      // Gradients
      // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
      // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
      
        vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
      
        vec4 p0 = grad4(j0,   ip);
        vec4 p1 = grad4(j1.x, ip);
        vec4 p2 = grad4(j1.y, ip);
        vec4 p3 = grad4(j1.z, ip);
        vec4 p4 = grad4(j1.w, ip);
      
      // Normalise gradients
        vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
        p0 *= norm.x;
        p1 *= norm.y;
        p2 *= norm.z;
        p3 *= norm.w;
        p4 *= taylorInvSqrt(dot(p4,p4));
      
      // Mix contributions from the five corners
        vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
        vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
        m0 = m0 * m0;
        m1 = m1 * m1;
        return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
                     + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
      
      }`;
    </script>
    <script type="module">
        import * as THREE from "three";
        import { OrbitControls } from "three/addons/controls/OrbitControls.js";

        class Particles extends THREE.Points {
            constructor(gu) {
                let particlePos = []; //vec4 (speed, shift radius, phase, reserved);
                let particleAlpha = []; //vec4 (phase, speed, reserved, reserved)
                let g = new THREE.BufferGeometry()
                    .setFromPoints(
                        new Array(1000).fill().map((_) => {
                            particlePos.push(
                                Math.random() * 0.2 + 0.2,
                                Math.random() + 1,
                                Math.random(),
                                0
                            );
                            particleAlpha.push(
                                Math.random(),
                                Math.random() * 0.4 + 0.1,
                                0,
                                0
                            );

                            let r = 5;
                            return new THREE.Vector3().setFromCylindricalCoords(
                                Math.sqrt(r * r * Math.random()),
                                Math.random() * Math.PI * 2,
                                Math.random() * 10
                            );
                        })
                    )
                    .setAttribute(
                        "particlePos",
                        new THREE.Float32BufferAttribute(particlePos, 4)
                    )
                    .setAttribute(
                        "particleAlpha",
                        new THREE.Float32BufferAttribute(particleAlpha, 4)
                    );

                let m = new THREE.PointsMaterial({
                    size: 0.5,
                    color: "white",
                    transparent: true,
                    depthTest: false,
                    onBeforeCompile: (shader) => {
                        shader.uniforms.time = gu.time;
                        shader.uniforms.heightLimMin = { value: 0 };
                        shader.uniforms.heightLimMax = { value: 10 };
                        shader.vertexShader = `
          uniform float time;
          uniform float heightLimMin;
          uniform float heightLimMax;
          attribute vec4 particlePos;
          attribute vec4 particleAlpha;
          varying float vParticleAlpha;
          mat2 rot(float a){float c = cos(a); float s = sin(a); return mat2(c, s, -s, c);}
          ${noise}
          ${shader.vertexShader}
        `
                            .replace(
                                `#include <begin_vertex>`,
                                `#include <begin_vertex>
            float t = time;
          
            vParticleAlpha = sin(mod((particleAlpha.x + t * particleAlpha.y) * PI2, PI2)) * 0.5 + 0.5;
                        
            float hGap = heightLimMax - heightLimMin;
            float halfGap = hGap * 0.5;
            
            float verticalSpeed = particlePos.x;
            float verticalShift = mod((position.y - heightLimMin) + verticalSpeed * t, hGap);
            transformed.y = heightLimMin + verticalShift; // make it looped on Y-axis
            float verticalFade = smoothstep(halfGap, halfGap - 1., abs(verticalShift - halfGap)); // for both top and bottom
            vParticleAlpha *= verticalFade;
            
            // particle shift
            float n = snoise(vec4(position, t * 0.05));
            float radius = particlePos.y;
            float phase = particlePos.z;
            
            float angle = (phase + n) * PI ;
            vec2 shiftVec = rot(angle) * vec2(radius, 0.);
            
            transformed.xz += shiftVec; // make it shifting
            
          `
                            )
                            .replace(
                                `gl_PointSize = size;`,
                                `gl_PointSize = size * vParticleAlpha;`
                            );
                        //console.log(shader.vertexShader);
                        shader.fragmentShader = `
          varying float vParticleAlpha;
          ${shader.fragmentShader}
        `.replace(
                            `#include <color_fragment>`,
                            `#include <color_fragment>
          vec2 uv = gl_PointCoord.xy - 0.5;
          float d = sqrt(dot(uv, uv));
          if(d > 0.5) discard;
          float f = smoothstep(0.5, 0., d);
          f *= f * f * f * f;
          f = f * 0.95 + 0.05;
          diffuseColor.a = vParticleAlpha * f;
          `
                        );
                        //console.log(shader.fragmentShader);
                    },
                });
                super(g, m);
            }
        }

        let scene = new THREE.Scene();
        scene.background = new THREE.Color("maroon");
        let camera = new THREE.PerspectiveCamera(
            60,
            innerWidth / innerHeight,
            1,
            1000
        );
        camera.position.set(0, 5, 10);
        let renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(innerWidth, innerHeight);
        document.body.appendChild(renderer.domElement);
        window.addEventListener("resize", (event) => {
            camera.aspect = innerWidth / innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(innerWidth, innerHeight);
        });

        let controls = new OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true;
        controls.target.set(0, 5, 0);

        let gu = {
            time: { value: 0 },
        };

        let grid = new THREE.GridHelper();
        scene.add(grid);

        let particles = new Particles(gu);
        scene.add(particles);

        let clock = new THREE.Clock();

        renderer.setAnimationLoop((_) => {
            let t = clock.getElapsedTime();
            gu.time.value = t;
            controls.update();
            renderer.render(scene, camera);
        });
    </script>

</body>

</html>

完整源码:GitHub

小结