水流粒子 · Water Leakage · ▶ 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
- 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 水流粒子 效果:基于 WebGL 实现「水流粒子」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、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。 - 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()。 - 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'
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.0000001, 100000) // 调整相机的近裁剪面为更小的值,让近距离的粒子可见
camera.position.set(10, 10, 5)
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)
scene.add(new THREE.AxesHelper(10))
const mesh = createMesh()
scene.add(mesh)
function animate() {
mesh.render()
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate()
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
/* 方法 */
function createMesh() {
const params = {
maxParticles: 3000,
spawnRate: 12,
gravity: 10,
minSize: 0.5,
maxSize: 1,
minStrength: 1,
maxStrength: 4,
spread: 0.6,
burstProbability: 0.7,
burstMultiplier: 3,
color: "#9da7af",
blendingMode: "Additive",
rainLength: 0.6,
opacity: 0.6,
collisionY: 0, // 改名为collisionY,表示碰撞高度,而不是地面
enableSplash: true,
splashParticles: 6,
splashSize: 0.3,
splashSpeed: 3,
splashLifeTime: 0.6
}
// 设置UI
const gui = new GUI();
const particleFolder = gui.addFolder('粒子系统');
particleFolder.add(params, 'maxParticles').name('最大粒子数').onChange(value => {
scene.remove(emitter.points);
emitter = new ParticleSystem(value);
scene.add(emitter.points);
});
particleFolder.add(params, 'spawnRate').name('生成速率');
const particlePhysicsFolder = gui.addFolder('物理属性');
particlePhysicsFolder.add(params, 'gravity').name('重力');
particlePhysicsFolder.add(params, 'minStrength').name('最小喷射强度');
particlePhysicsFolder.add(params, 'maxStrength').name('最大喷射强度');
particlePhysicsFolder.add(params, 'spread').name('发散程度').step(0.01).max(1).min(0)
const particleVisualFolder = gui.addFolder('视觉属性');
particleVisualFolder.add(params, 'minSize').name('最小粒子尺寸');
particleVisualFolder.add(params, 'maxSize').name('最大粒子尺寸');
particleVisualFolder.addColor(params, 'color').name('粒子颜色').onChange(value => {
emitter.material.uniforms.color.value.set(value);
splashSystem.material.uniforms.color.value.set(value); // 同步更新水花颜色
});
particleVisualFolder.add(params, 'burstProbability').name('突发概率');
particleVisualFolder.add(params, 'burstMultiplier').name('突发倍数');
particleVisualFolder.add(params, 'blendingMode', ['Additive', 'Normal']).name('混合模式').onChange(value => {
emitter.material.blending = value === 'Additive' ? THREE.AdditiveBlending : THREE.NormalBlending;
emitter.material.needsUpdate = true;
});
particleVisualFolder.add(params, 'rainLength', 0.1, 1.0).name('雨滴长度').onChange(value => {
emitter.material.uniforms.rainLength.value = value;
});
particleVisualFolder.add(params, 'opacity', 0.1, 1.0).step(0.1).name('整体透明度').onChange(value => {
emitter.material.uniforms.globalOpacity.value = value;
splashSystem.material.uniforms.globalOpacity.value = value; // 同步更新水花透明度
});
const splashFolder = gui.addFolder('水花效果');
splashFolder.add(params, 'enableSplash').name('启用水花效果');
splashFolder.add(params, 'splashParticles', 1, 15).step(1).name('水花粒子数');
splashFolder.add(params, 'splashSize', 0.1, 1.0).name('水花大小');
splashFolder.add(params, 'splashSpeed', 1, 10).name('水花飞溅速度');
splashFolder.add(params, 'splashLifeTime', 0.1, 2.0).name('水花生命时间');
splashFolder.add(params, 'collisionY').name('碰撞高度'); // 修改名称
splashFolder.open();
particleFolder.open();
particlePhysicsFolder.open();
particleVisualFolder.open();
class SplashParticle {
constructor(position) {
this.position = position.clone();
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * params.splashSpeed;
this.velocity = new THREE.Vector3(
Math.cos(angle) * speed,
Math.random() * speed * 0.8 + speed * 0.5,
Math.sin(angle) * speed
);
this.life = 0;
this.maxLife = params.splashLifeTime * (0.7 + Math.random() * 0.6);
this.size = params.splashSize * (0.5 + Math.random() * 0.5);
}
update(delta) {
this.velocity.y -= params.gravity * delta * 0.8;
this.position.addScaledVector(this.velocity, delta);
this.life += delta;
if (this.position.y < params.collisionY) { // 更新属性名
this.position.y = params.collisionY;
this.velocity.y = 0;
}
return this.life <= this.maxLife;
}
}
class SplashSystem {
constructor(maxCount = 1000) {
this.maxCount = maxCount;
this.particles = [];
this.geometry = new THREE.BufferGeometry();
this.positions = new Float32Array(maxCount * 3);
this.sizes = new Float32Array(maxCount);
this.opacities = new Float32Array(maxCount);
this.geometry.setAttribute('position', new THREE.BufferAttribute(this.positions, 3));
this.geometry.setAttribute('size', new THREE.BufferAttribute(this.sizes, 1));
this.geometry.setAttribute('opacity', new THREE.BufferAttribute(this.opacities, 1));
this.geometry.setDrawRange(0, 0);
this.material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color(params.color) },
globalOpacity: { value: params.opacity }
},
vertexShader: `
attribute float size;
attribute float opacity;
varying float vOpacity;
void main() {
vOpacity = opacity;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
// 改进粒子大小计算,防止在近距离时粒子消失
float distance = max(length(mvPosition.xyz), 0.1); // 防止除以接近0的值
float scale = 300.0 / distance;
// 限制最大缩放比例,防止过近时粒子过大
scale = min(scale, 50.0);
gl_PointSize = size * scale;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
uniform float globalOpacity;
varying float vOpacity;
void main() {
vec2 center = vec2(0.5, 0.5);
float dist = distance(gl_PointCoord, center);
float alpha = smoothstep(0.5, 0.2, dist) * vOpacity * globalOpacity;
if (alpha < 0.01) discard;
gl_FragColor = vec4(color, alpha);
}
`,
blending: THREE.AdditiveBlending,
transparent: true
});
this.points = new THREE.Points(this.geometry, this.material);
scene.add(this.points);
}
addSplash(position) {
if (!params.enableSplash) return;
for (let i = 0; i < params.splashParticles; i++) {
if (this.particles.length < this.maxCount) {
this.particles.push(new SplashParticle(position));
}
}
}
update(delta) {
let alive = 0;
let aliveParticles = [];
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
if (p.update(delta)) {
this.positions[alive * 3] = p.position.x;
this.positions[alive * 3 + 1] = p.position.y;
this.positions[alive * 3 + 2] = p.position.z;
this.sizes[alive] = p.size;
this.opacities[alive] = 1.0 - (p.life / p.maxLife);
alive++;
aliveParticles.push(p);
}
}
this.particles = aliveParticles;
this.geometry.setDrawRange(0, alive);
this.geometry.attributes.position.needsUpdate = true;
this.geometry.attributes.size.needsUpdate = true;
this.geometry.attributes.opacity.needsUpdate = true;
}
}
const splashSystem = new SplashSystem();
splashSystem.points.frustumCulled = false // 禁用视锥体剔除,以确保水花在相机外也能渲染
class Particle {
constructor() {
this.position = new THREE.Vector3(0, 5, 0);
const angle = Math.random() * Math.PI * 2;
const strength = Math.random() * (params.maxStrength - params.minStrength) + params.minStrength;
const spread = Math.random() * params.spread;
this.velocity = new THREE.Vector3(
Math.cos(angle) * spread * strength,
-Math.random() * strength - 2,
Math.sin(angle) * spread * strength
);
this.life = 0;
this.maxLife = 1 + Math.random() * 0.5;
this.size = this.initialSize = Math.random() * (params.maxSize - params.minSize) + params.minSize;
}
update(delta) {
this.velocity.y -= params.gravity * delta * 0.5;
this.position.addScaledVector(this.velocity, delta);
this.life += delta;
const lifeRatio = this.life / this.maxLife;
this.size = this.initialSize * (1 - lifeRatio * 0.5);
if (this.position.y <= params.collisionY && this.velocity.y < 0) { // 更新属性名
splashSystem.addSplash(new THREE.Vector3(this.position.x, params.collisionY, this.position.z)); // 更新属性名
this.life = this.maxLife + 1;
}
return this.life <= this.maxLife;
}
}
class ParticleSystem {
constructor(maxCount = params.maxParticles) {
this.maxCount = maxCount;
this.particles = [];
this.geometry = new THREE.BufferGeometry();
this.positions = new Float32Array(this.maxCount * 3);
this.sizes = new Float32Array(this.maxCount);
this.opacities = new Float32Array(this.maxCount);
this.geometry.setAttribute('position', new THREE.BufferAttribute(this.positions, 3));
this.geometry.setAttribute('size', new THREE.BufferAttribute(this.sizes, 1));
this.geometry.setAttribute('opacity', new THREE.BufferAttribute(this.opacities, 1));
this.geometry.setDrawRange(0, 0);
this.material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color(params.color) },
rainLength: { value: params.rainLength },
globalOpacity: { value: params.opacity }
},
vertexShader: `
attribute float size;
attribute float opacity;
varying float vOpacity;
void main() {
vOpacity = opacity;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
// 改进粒子大小计算,防止在近距离时粒子消失
float distance = max(length(mvPosition.xyz), 0.1); // 防止除以接近0的值
float scale = 300.0 / distance;
// 限制最大缩放比例,防止过近时粒子过大
scale = min(scale, 50.0);
gl_PointSize = size * scale;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
uniform float rainLength;
uniform float globalOpacity;
varying float vOpacity;
void main() {
vec2 center = vec2(0.5, 0.5);
vec2 uv = gl_PointCoord - center;
float width = 0.05;
float y_offset = (gl_PointCoord.y - 0.5) * 2.0;
float shape = step(abs(uv.x), width * (1.0 - pow(y_offset, 2.0)));
shape *= step(gl_PointCoord.y, 0.5 + rainLength / 2.0) * step(0.5 - rainLength / 2.0, gl_PointCoord.y);
shape *= 1.0 - (0.5 - gl_PointCoord.y) * 0.5;
float alpha = shape * vOpacity * globalOpacity;
if (alpha < 0.01) discard;
gl_FragColor = vec4(color, alpha);
}
`,
blending: params.blendingMode === 'Additive' ? THREE.AdditiveBlending : THREE.NormalBlending,
depthTest: false,
side: THREE.DoubleSide,
transparent: true
});
this.points = new THREE.Points(this.geometry, this.material);
}
spawn(count = params.spawnRate) {
const burst = Math.random() > params.burstProbability ? params.burstMultiplier : 1;
for (let i = 0, n = count * burst; i < n && this.particles.length < this.maxCount; i++) {
this.particles.push(new Particle());
}
}
update(delta) {
let alive = 0;
let aliveParticles = [];
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
if (p.update(delta)) {
this.positions[alive * 3] = p.position.x;
this.positions[alive * 3 + 1] = p.position.y;
this.positions[alive * 3 + 2] = p.position.z;
this.sizes[alive] = p.size;
this.opacities[alive] = 1.0 - (p.life / p.maxLife);
alive++;
aliveParticles.push(p);
}
}
this.particles = aliveParticles;
this.geometry.setDrawRange(0, alive);
this.geometry.attributes.position.needsUpdate = true;
this.geometry.attributes.size.needsUpdate = true;
this.geometry.attributes.opacity.needsUpdate = true;
this.spawn(params.spawnRate);
}
}
let emitter = new ParticleSystem(params.maxParticles)
emitter.points.frustumCulled = false // 禁用视锥体剔除,以确保粒子在相机外也能渲染
// scene.add(emitter.points)
const mesh = emitter.points
const clock = new THREE.Clock()
mesh.render = () => {
const delta = clock.getDelta();
// 确保水花系统始终使用最新的颜色和透明度值
splashSystem.material.uniforms.color.value.copy(emitter.material.uniforms.color.value);
splashSystem.material.uniforms.globalOpacity.value = emitter.material.uniforms.globalOpacity.value;
emitter.update(delta);
splashSystem.update(delta);
}
return mesh
}
完整源码:GitHub
小结
- 本文提供 水流粒子 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