PersonalPage/src/components/ParticleBackground.vue

337 lines
8.9 KiB
Vue

<script setup>
import * as THREE from 'three'
import { onMounted, onUnmounted, ref } from 'vue'
import { useBreakpoints } from '@vueuse/core'
const canvasRef = ref(null)
// 响应式控制粒子数量
const breakpoints = useBreakpoints({
mobile: 640,
tablet: 1024
})
const isMobile = breakpoints.smaller('tablet')
const particleCount = isMobile.value ? 800 : 1500
// 优化粒子配置
const config = {
particleSize: isMobile.value ? 2.0 : 2.5,
systemRadius: isMobile.value ? 15 : 20,
baseSpeed: 0.1,
hoverRadius: isMobile.value ? 3 : 4,
color: 0xb4e0f7, // 主色调:浅蓝色
colorVariation: [0xffb7d0, 0xa8d8ea, 0xf3e5f5], // 粒子颜色变化
lineColor: 0xa8d8ea,
lineDistance: isMobile.value ? 2.5 : 3.5,
particleCount: isMobile.value ? 800 : 1500,
particleOpacity: 0.6,
lineOpacity: 0.15,
glowSize: 3
}
let scene, camera, renderer, particles, lines, mouse = { x: 0, y: 0 }
const initThreeJS = () => {
if (!canvasRef.value) return
// 1. 初始化场景
scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000)
scene.fog = new THREE.FogExp2(0x000000, 0.001)
// 2. 初始化相机
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.z = 25
// 3. 初始化渲染器
renderer = new THREE.WebGLRenderer({
canvas: canvasRef.value,
antialias: true,
alpha: true,
powerPreference: 'high-performance'
})
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setSize(window.innerWidth, window.innerHeight)
// 4. 创建粒子系统
createParticles()
// 5. 启动动画循环
animate()
}
const createParticles = () => {
const geometry = new THREE.BufferGeometry()
const positions = new Float32Array(config.particleCount * 3)
const colors = new Float32Array(config.particleCount * 3)
const sizes = new Float32Array(config.particleCount)
for (let i = 0; i < config.particleCount; i++) {
const i3 = i * 3
// 使用螺旋分布而不是随机分布
const radius = (Math.random() * 0.8 + 0.2) * config.systemRadius
const theta = Math.random() * Math.PI * 2
const phi = Math.acos(2 * Math.random() - 1)
const spiral = Math.sin(theta * 3) * 2 // 添加螺旋效果
positions[i3] = radius * Math.sin(phi) * Math.cos(theta) + spiral
positions[i3 + 1] = radius * Math.sin(phi) * Math.sin(theta) + spiral
positions[i3 + 2] = radius * Math.cos(phi)
// 随机选择颜色
const color = new THREE.Color(
config.colorVariation[Math.floor(Math.random() * config.colorVariation.length)]
)
colors[i3] = color.r
colors[i3 + 1] = color.g
colors[i3 + 2] = color.b
// 变化的粒子大小
sizes[i] = config.particleSize * (0.5 + Math.random() * 0.8)
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3))
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1))
// 使用自定义着色器材质
const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
pixelRatio: { value: window.devicePixelRatio }
},
vertexShader: `
uniform float time;
attribute float size;
varying vec3 vColor;
void main() {
vColor = color;
vec3 pos = position;
// 添加波浪动效
pos.y += sin(time * 0.5 + position.x * 0.5) * 0.5;
pos.x += cos(time * 0.3 + position.y * 0.5) * 0.3;
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = size * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
varying vec3 vColor;
void main() {
// 创建柔和的光晕效果
vec2 center = gl_PointCoord - vec2(0.5);
float dist = length(center);
float alpha = 1.0 - smoothstep(0.3, 0.5, dist);
gl_FragColor = vec4(vColor, alpha * 0.8);
}
`,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
vertexColors: true
})
particles = new THREE.Points(geometry, material)
scene.add(particles)
// 优化连线效果
createConnections(positions, colors)
}
const createConnections = (positions, colors) => {
const lineGeometry = new THREE.BufferGeometry()
const linePositions = new Float32Array(config.particleCount * 3 * 2) // 每个粒子可能连接多个
// 简化的连接逻辑 (实际项目可以使用更高效的算法)
let lineIndex = 0
for (let i = 0; i < config.particleCount; i++) {
const i3 = i * 3
const p1 = new THREE.Vector3(
positions[i3],
positions[i3 + 1],
positions[i3 + 2]
)
// 只检查附近粒子
for (let j = i + 1; j < Math.min(i + 20, config.particleCount); j++) {
const j3 = j * 3
const p2 = new THREE.Vector3(
positions[j3],
positions[j3 + 1],
positions[j3 + 2]
)
if (p1.distanceTo(p2) < config.lineDistance) {
linePositions[lineIndex++] = p1.x
linePositions[lineIndex++] = p1.y
linePositions[lineIndex++] = p1.z
linePositions[lineIndex++] = p2.x
linePositions[lineIndex++] = p2.y
linePositions[lineIndex++] = p2.z
}
}
}
lineGeometry.setAttribute(
'position',
new THREE.BufferAttribute(linePositions, 3)
)
const lineMaterial = new THREE.LineBasicMaterial({
color: config.lineColor,
transparent: true,
opacity: config.lineOpacity,
blending: THREE.AdditiveBlending
})
lines = new THREE.LineSegments(lineGeometry, lineMaterial)
scene.add(lines)
}
const animate = () => {
if (!document.hidden) {
requestAnimationFrame(animate)
const time = Date.now() * 0.00005
particles.material.uniforms.time.value = time
// 更新粒子位置
updateParticles(time)
// 确保渲染器存在且场景已初始化
if (renderer && scene) {
renderer.render(scene, camera)
}
}
}
const updateParticles = (time) => {
if (!particles || !particles.geometry) return
const positions = particles.geometry.attributes.position.array
for (let i = 0; i < config.particleCount; i++) {
const i3 = i * 3
// 优化粒子运动
positions[i3] += Math.sin(time + i * 0.05) * 0.01
positions[i3 + 1] += Math.cos(time + i * 0.03) * 0.01
positions[i3 + 2] += Math.sin(time * 0.3 + i * 0.04) * 0.01
// 鼠标交互
if (mouse.x !== null && mouse.y !== null) {
const dx = positions[i3] - mouse.x * 20
const dy = positions[i3 + 1] - mouse.y * 20
const distance = Math.sqrt(dx * dx + dy * dy)
if (distance < config.hoverRadius) {
const force = (config.hoverRadius - distance) / config.hoverRadius * 0.8
positions[i3] += dx * force * 0.02
positions[i3 + 1] += dy * force * 0.02
}
}
}
particles.geometry.attributes.position.needsUpdate = true
}
const handleResize = () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
const handleMouseMove = (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
}
// 添加后处理效果
const addPostProcessing = () => {
const composer = new THREE.EffectComposer(renderer)
const renderPass = new THREE.RenderPass(scene, camera)
composer.addPass(renderPass)
const bloomPass = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.5, // 强度
0.4, // 半径
0.85 // 阈值
)
composer.addPass(bloomPass)
}
// 添加页面可见性处理
const handleVisibilityChange = () => {
if (document.hidden) {
if (renderer) {
renderer.setAnimationLoop(null)
}
} else {
if (renderer) {
renderer.setAnimationLoop(animate)
}
}
}
onMounted(() => {
initThreeJS()
window.addEventListener('resize', handleResize)
window.addEventListener('mousemove', handleMouseMove)
window.addEventListener('visibilitychange', handleVisibilityChange)
})
onUnmounted(() => {
window.removeEventListener('resize', handleResize)
window.removeEventListener('mousemove', handleMouseMove)
window.removeEventListener('visibilitychange', handleVisibilityChange)
if (renderer) {
renderer.dispose()
renderer = null
}
})
</script>
<template>
<canvas
ref="canvasRef"
class="particle-canvas"
aria-hidden="true"
/>
</template>
<style scoped>
.particle-canvas {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: var(--z-index-particle);
pointer-events: none;
opacity: 0.7;
mix-blend-mode: screen;
transition: opacity 0.3s ease;
}
/* 优化移动端显示 */
@media (max-width: 768px) {
.particle-canvas {
opacity: 0.4;
}
}
/* 暗黑模式适配 */
[data-theme="dark"] .particle-canvas {
opacity: 0.5;
mix-blend-mode: multiply;
}
</style>