Three.js 粒子线条教程

📅 2026/7/5 1:41:24
Three.js 粒子线条教程
粒子线条 ·Line· ▶ 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-examples400个案例代码:网盘链接你将学到什么EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 效果OrbitControls 相机轨道交互THREE.Points 粒子点渲染BufferGeometry 自定义顶点/索引数据场景雾效增强纵深requestAnimationFrame渲染循环与resize自适应效果说明本案例演示粒子线条效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 EffectComposer、UnrealBloomPass、OrbitControls。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。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。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 与材质参数组装 EffectComposer Pass 链在 animate 中调用composer.render()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 renderCesium 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 { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js; import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js; import { ShaderPass } from three/examples/jsm/postprocessing/ShaderPass.js; import { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js; import { DotScreenPass } from three/examples/jsm/postprocessing/DotScreenPass.js; import { GlitchPass } from three/examples/jsm/postprocessing/GlitchPass.js; import { GUI } from dat.gui;let scene, camera, renderer, particles, lines, mouse, controls, gui, glitchPass, dotScreenPass, pixelPass, composer, material, lineMaterial; const params { particleCount: 1000, lineDistance: 1000, repulsionStrength: 5, bloomStrength: 1.5, bloomThreshold: 0, bloomRadius: 0, pixelSize: 1.0, bloomStrength: 1, bloomRadius: 0.4, bloomThreshold: 0, activateGlitch: false, dotScale: 0.5, activateDotScreen: false };init() animate()function init() { scene new THREE.Scene(); camera new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.z 1200; scene.fog new THREE.Fog( 0x000000, 10, 2000 ); renderer new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement);controls new OrbitControls(camera, renderer.domElement);const geometry new THREE.BufferGeometry(); const positions new Float32Array(params.particleCount * 3); for (let i 0; i positions.length; i) { positions[i] (Math.random()2 - 1)500; } geometry.setAttribute(position, new THREE.BufferAttribute(positions, 3));material new THREE.PointsMaterial({ color: getRandomColor(), size: 10, fog:true }); particles new THREE.Points(geometry, material); scene.add(particles);lineMaterial new THREE.LineBasicMaterial({ color: getRandomColor(), linewidth: .25, fog:true });lines new THREE.LineSegments(new THREE.BufferGeometry(), lineMaterial); scene.add(lines);mouse new THREE.Vector2();window.addEventListener(resize, onWindowResize, false); document.addEventListener(mousemove, onMouseMove, false);const renderScene new RenderPass(scene, camera);composer new EffectComposer(renderer); composer.addPass(renderScene);const bloomPass new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), params.bloomStrength, params.bloomRadius, params.bloomThreshold); composer.addPass(bloomPass);const pixelationShader { uniforms: { tDiffuse: { value: null }, resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, pixelSize: { value: 1.0 } }, vertexShader:varying vec2 vUv; void main() { vUv uv; gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0); }, fragmentShader:uniform sampler2D tDiffuse; uniform vec2 resolution; uniform float pixelSize; varying vec2 vUv; void main() { vec2 dxy pixelSize / resolution; vec2 coord dxy * floor(vUv / dxy); gl_FragColor texture2D(tDiffuse, coord); }};pixelPass new ShaderPass(pixelationShader); composer.addPass(pixelPass);glitchPass new GlitchPass(); glitchPass.enabled false; composer.addPass(glitchPass);dotScreenPass new DotScreenPass(new THREE.Vector2(0.5, 0.5), 0.5, 0.8); dotScreenPass.enabled false; composer.addPass(dotScreenPass);gui new GUI(); gui.add(params, lineDistance, 500, 1000); gui.add(params, repulsionStrength, 1, 10); gui.add(params, bloomStrength, 0, 3).name(Bloom Strength).onChange(updateBloom); gui.add(params, bloomRadius, 0, 1).name(Bloom Radius).onChange(updateBloom); gui.add(params, bloomThreshold, 0, 1).name(Bloom Threshold).onChange(updateBloom); gui.add(params, pixelSize, 1.0, 30.0).name(Pixel Size).onChange((value) { pixelPass.uniforms.pixelSize.value value; }); gui.add(params, activateDotScreen).name(Activate Dot Screen).onChange((value) { dotScreenPass.enabled value; });gui.add(params, dotScale, 0.1, 1.5).name(Dot Scale).onChange((value) { if (dotScreenPass) { dotScreenPass.uniforms[scale].value value; } }); gui.add(params, activateGlitch).name(Activate Glitch).onChange((value) { glitchPass.enabled value; }); }function getRandomColor() { returnhsl(${Math.random() * 360}, 100%, 80%); }function changeColor() { material.color.set(getRandomColor()); lineMaterial.color.set(getRandomColor()); }window.addEventListener(dblclick, changeColor);function onWindowResize() { camera.aspect window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); composer.setSize(window.innerWidth, window.innerHeight); pixelPass.uniforms.resolution.value.set(window.innerWidth, window.innerHeight); }function onMouseMove(event) { mouse.x (event.clientX / window.innerWidth) * 2 - 1; mouse.y -(event.clientY / window.innerHeight) * 2 1; }function animate() { requestAnimationFrame(animate);const positions particles.geometry.attributes.position.array; const linePositions []; for (let i 0; i positions.length; i 3) { const dx positions[i] - mouse.x * 500; const dy positions[i 1] - mouse.y * 500; const dz positions[i 2]; const distance Math.sqrt(dxdx dydy dz * dz); if (distance params.lineDistance) { linePositions.push(positions[i], positions[i 1], positions[i 2]); linePositions.push(mouse.x500, mouse.y500, 0); } if (distance 50) { positions[i] dx / distance * params.repulsionStrength; positions[i 1] dy / distance * params.repulsionStrength; } } lines.geometry.setAttribute(position, new THREE.Float32BufferAttribute(linePositions, 3)); lines.geometry.computeBoundingSphere(); particles.geometry.attributes.position.needsUpdate true;particles.rotation.x 0.01; lines.rotation.x 0.01;controls.update(); renderer.render(scene, camera); composer.render(); }function updateBloom() { composer.passes[1].strength params.bloomStrength; composer.passes[1].threshold params.bloomThreshold; composer.passes[1].radius params.bloomRadius; }完整源码GitHub小结本文提供粒子线条完整 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