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