科技粒子 · Technology · ▶ 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
- onBeforeCompile 注入 GLSL 改造内置材质
- OrbitControls 相机轨道交互
- THREE.Points 粒子点渲染
- BufferGeometry 自定义顶点/索引数据
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 科技粒子 效果:基于 WebGL 实现「科技粒子」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、THREE.Points。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()。 - THREE.Points 将每个顶点渲染为可控大小的粒子;可用自定义 attribute(如
u_index)驱动片元/顶点动画。
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)
- 在
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(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 10, 25)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
const curve = new THREE.EllipseCurve(0, 0, 8, 8, 0, 2 * Math.PI, false, 0);
let pointsPos = [];
for (let i = 0; i < 5; i++) {
pointsPos.push(...curve.getPoints(719));
curve.xRadius += 0.2;
curve.yRadius += 0.2;
}
const aIndex = pointsPos.map((_, index) => index);
const geometry = new THREE.BufferGeometry().setFromPoints(pointsPos);
geometry.rotateX(Math.PI * 0.5);
geometry.translate(0, 0.1, 2.5);
const geoPosList = geometry.getAttribute('position').array;
const aNormals = new Float32Array(geoPosList.length);
for (let i = 0; i < geoPosList.length / 3; i++) {
const i3 = i * 3;
geoPosList[i3 + 1] += Math.floor(i / 720) * 0.15;
const baseIndex = (i % 720) * 3;
const offsetIndex = ((i % 720) + 720 * 4) * 3;
aNormals[i3] = geoPosList[offsetIndex] - geoPosList[baseIndex];
aNormals[i3 + 1] = geoPosList[offsetIndex + 1] - geoPosList[baseIndex + 1];
aNormals[i3 + 2] = geoPosList[offsetIndex + 2] - geoPosList[baseIndex + 2];
}
geometry.setAttribute('aNormal', new THREE.BufferAttribute(aNormals, 3));
geometry.setAttribute('aIndex', new THREE.BufferAttribute(new Float32Array(aIndex), 1));
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(geoPosList), 3));
const pointsMaterial = new THREE.PointsMaterial({
color: 0x409eff,
size: 0.4,
map: new THREE.TextureLoader().load(FILE_HOST + 'images/texture/circle.png'),
alphaMap: new THREE.TextureLoader().load(FILE_HOST + 'images/texture/circle.png'),
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
});
const uTime = { value: 0 };
pointsMaterial.onBeforeCompile = ((shader) => {
shader.uniforms.uTime = uTime
shader.uniforms.uPerlinTexture = { value: new THREE.TextureLoader().load(FILE_HOST + 'images/texture/noise.png') };
shader.uniforms.baseColor1 = { value: new THREE.Color(0x90EE90) };
shader.uniforms.baseColor2 = { value: new THREE.Color(0xFFA500) };
shader.uniforms.baseColor3 = { value: new THREE.Color(0x9B30FF) };
shader.vertexShader = shader.vertexShader.replace("#include <common>",
`#include <common>
attribute float aIndex;
attribute vec3 aNormal;
uniform float uTime;
uniform sampler2D uPerlinTexture;
varying float vIndex;
varying float vSelfIndex;
varying float vCircleNum;
float getStrength(float aIndex,float uTime,vec3 aNormal){
float selfIndex = mod(aIndex, 720.0); // 计算每个点在圆环上的位置索引
float circleNum = (aIndex - selfIndex) / 720.0; // 计算点所在的“圈号”,但此值目前未使用
vec3 pDir = normalize(aNormal); // 获取法线方向,后续将用其调整偏移方向
float waveWidth = 90.0; // 波动效果的宽度
float totalLength = 720.0; // 圆的总长度(720度)
float modUtime = mod(uTime * 50.0, 720.0); // 时间的循环,乘以 30.0 是加速效果
float dw = waveWidth*0.5; // 平滑过渡的宽度,控制波动的范围
// 计算波动强度
// 对首尾连接部分(0 和 720)进行平滑过渡处理
float smoothStart = smoothstep(modUtime , modUtime+dw, selfIndex);
float smoothEnd = 1.0-smoothstep(modUtime+waveWidth - dw,modUtime+waveWidth, selfIndex);
// 创建平滑连接:确保波动在 [720 - dw, 720 + waveWidth] 和 [0, dw] 区间内平滑过渡
float strength = min(smoothStart,smoothEnd);
float isOver=step(720.0,modUtime+waveWidth);
float over=(modUtime+waveWidth-720.0);
float isOverStep1=(1.0-step(dw,over))*isOver;
float isOverStep2=step(dw,over);
float overStep1Left=min(smoothstep(modUtime,modUtime+dw,selfIndex),(1.0-smoothstep(modUtime+waveWidth - dw,modUtime+waveWidth, selfIndex)));
float overStep1Right=1.0-smoothstep(modUtime+waveWidth - dw,modUtime+waveWidth, selfIndex+720.0);
float overStep1=max(overStep1Left,overStep1Right);
float overStep2Left=smoothstep(modUtime,modUtime+dw,selfIndex);
float overStep2Right=min(smoothstep(modUtime,modUtime+dw,selfIndex+720.0),(1.0-smoothstep(modUtime+waveWidth - dw,modUtime+waveWidth, selfIndex+720.0)));
float overStep2=max(overStep2Left,overStep2Right);
float os=isOverStep1*overStep1+overStep2*isOverStep2;
strength=(1.0-isOver)*strength+isOver*os;
return strength;
}
`
);
shader.vertexShader = shader.vertexShader.replace(
"#include <begin_vertex>",
/* glsl */ `
#include <begin_vertex>
float selfIndex = mod(aIndex, 720.0);
float circleNum = (aIndex - selfIndex) / 720.0;
vec3 pDir = normalize(aNormal);
float noise=texture(uPerlinTexture,vec2((selfIndex/720.0),mod(uTime*0.1,1.0))).r;
float strength=getStrength(aIndex,uTime,aNormal);
strength+=getStrength(aIndex,uTime+10.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+20.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+30.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+40.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+50.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+60.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+70.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+80.0+noise,aNormal);
strength+=getStrength(aIndex,uTime+90.0+noise,aNormal);
// 偏移的强度因子,当前没有动态变化
// 基于法线方向和波动强度偏移点的 x 和 z 坐标
transformed.x += pDir.x * strength*0.5;
transformed.z += pDir.z* strength*0.5;
transformed.y += strength*circleNum*noise*0.6 ;
//transformed.y +=strength * circleNum*0.08;
vIndex = aIndex; // 将索引传递给片段着色器(或者用于调试)
`
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <common>",
/* glsl */ `
varying float vIndex;
uniform float uTime;
uniform vec3 baseColor1;
uniform sampler2D uPerlinTexture;
uniform vec3 baseColor2;
uniform vec3 baseColor3;
#include <common>
`
);
shader.fragmentShader = shader.fragmentShader.replace(
"vec4 diffuseColor = vec4( diffuse, opacity );",
/* glsl */ `
vec3 whiteColor = vec3( 1.0,1.0,1.0);
float selfIndex=mod(vIndex,720.0);
float circleNum=(vIndex - selfIndex)/720.0;
//float nuo=mod(uTime*0.2,1.0);
vec3 baseColor=mix(baseColor1,baseColor2,mod(uTime*0.1,1.0));
baseColor=mix(baseColor,baseColor3,mod(uTime*0.2,1.0));
vec3 finalColor=mix(baseColor,diffuse,circleNum/5.0);
finalColor*=1.0;
vec4 diffuseColor = vec4( finalColor, opacity );
`
);
})
const points = new THREE.Points(geometry, pointsMaterial);
scene.add(points);
animate()
function animate() {
uTime.value += 0.01
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
完整源码:GitHub
小结
- 本文提供 科技粒子 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