鼠标轨迹粒子 · ParticlesCursorAnimation · ▶ 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
- Canvas 动态纹理贴图
- glTF/Draco 模型加载与优化
- Raycaster 鼠标拾取与交互
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 鼠标轨迹粒子 效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理,支持鼠标拾取、绘制或拖拽交互;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。 - CanvasTexture 每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
实现步骤
- 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理
resize - 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
- 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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
const vertexShader=`
precision mediump float;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vUv;
varying vec3 vColor;
uniform vec2 uResolution;
uniform sampler2D uTexture;
uniform sampler2D uDispanecmentTexture;
attribute float aParticlesIntensity;
attribute float aAngle ;
void main(){
vec3 newPosition=position;
/*
Dispanecment
*/
// 读取canvas纹理中的红色通道作为R,影响粒子偏移
float dispanecmentIntensity=texture2D(uDispanecmentTexture,uv).r;
// 关键点:smoothstep
// 这里0.1是为了过滤掉一些极小值,让图像再鼠标悬浮后能够复原。
//同时设置一个0.7,让鼠标离开后能够保留粒子偏移后的轨迹一段时间
dispanecmentIntensity =smoothstep( 0.1,0.7,dispanecmentIntensity);
// 粒子的偏移向量,这里在xy平面进行随机旋转,在z轴上进行随机偏移
vec3 displacement=vec3(
cos(aAngle)*0.2,
sin(aAngle)*0.2,
1.0
);
displacement=normalize(displacement);
displacement*=dispanecmentIntensity;
displacement*=3.0;
displacement*=aParticlesIntensity;
newPosition+=displacement;
float picIntensity=texture2D(uTexture,uv).r;
vec4 modelPosition=modelMatrix*vec4(newPosition,1.);
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
// 计算法线变换矩阵:逆矩阵并转置
mat3 normalMatrix=transpose(inverse(mat3(modelMatrix)));
// 使用法线变换矩阵变换法线
vec3 transformedNormal=normalize(normalMatrix*normal);
vNormal=transformedNormal;
vPosition=modelPosition.xyz;
// 粒子动画的初始模版
gl_PointSize=0.08*picIntensity*uResolution.y;
gl_PointSize*=(1./-viewPosition.z);
vColor=vec3(pow(picIntensity,2.0 ));
}
`
const fragmentShader=`
precision mediump float;
uniform vec2 uResolution;
uniform vec3 uSunDirection;
uniform vec3 uAtmosphereDayColor;
uniform vec3 uAtmosphereNightColor;
uniform sampler2D uTexture;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 vColor;
void main(){
vec3 viewDirection=normalize(vPosition-cameraPosition);
vec3 color=vec3(0.6392, 0.0392, 0.0392);
vec2 uv=gl_PointCoord;
float distanceToCenter=distance(uv,vec2(0.5,0.5) );
if(distanceToCenter>0.5)
discard;
// color=vec3(alpha);
gl_FragColor=vec4(vColor,1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`
/**
* Base
*/
// Debug
// Canvas
const box = document.getElementById('box')
// Scene
const scene = new THREE.Scene();
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight,
resolution: null,
pixelRatio: Math.min(window.devicePixelRatio, 2),
};
sizes.resolution = new THREE.Vector2(
window.innerWidth * sizes.pixelRatio,
window.innerHeight * sizes.pixelRatio
);
/**
* Loaders
*/
const textureLoader = new THREE.TextureLoader();
const gltfLoader = new GLTFLoader();
/**
* Diplacement
*/
const dispanecment = {};
dispanecment.canvas = document.createElement("canvas");
//2D Canvas
dispanecment.canvas = document.createElement("canvas");
// 这里应该和绘制图像中的粒子数目保持一致
dispanecment.canvas.width = 128;
dispanecment.canvas.height = 128;
document.body.appendChild(dispanecment.canvas);
dispanecment.canvas.style.position = "fixed";
dispanecment.canvas.style.top = 0;
dispanecment.canvas.style.left = 0;
dispanecment.canvas.style.width = "128px";
dispanecment.canvas.style.height = "128px";
dispanecment.ctx = dispanecment.canvas.getContext("2d");
dispanecment.ctx.fillRect(
0,
0,
dispanecment.canvas.width,
dispanecment.canvas.height
);
dispanecment.glowImage = new Image();
dispanecment.glowImage.crossOrigin = "Anonymous";
dispanecment.glowImage.src = "https://coderfmc.github.io/three.js-demo/glow.png";
// dispanecment.glowImage.onload = function () {
// dispanecment.ctx.drawImage(dispanecment.glowImage, 20, 20, 32, 32);
// };
/**
* Interacitive plane
*/
const interacitivePlane = new THREE.Mesh(
new THREE.PlaneGeometry(10, 10),
new THREE.MeshBasicMaterial({
// 设置双面后,让平面背面也能够进行射线监测,从而具有动画效果
side: THREE.DoubleSide,
})
);
interacitivePlane.position.z = -0.01;
scene.add(interacitivePlane);
// 设置不可见
interacitivePlane.visible = false;
/**
* Raycaster
*/
dispanecment.raycaster = new THREE.Raycaster();
// 设置初始鼠标位置超出屏幕。避免初始位置在屏幕内,有异常发生
dispanecment.screenCursor = new THREE.Vector2(9999, 9999);
dispanecment.canvasCursor = new THREE.Vector2(9999, 9999);
dispanecment.canvasCursorPre = new THREE.Vector2(9999, 9999);
window.addEventListener("pointermove", (e) => {
// 鼠标位置转换到裁剪坐标,参考gemes101,可以知道为什么要转化到裁剪坐标系
dispanecment.screenCursor.x = (e.clientX / window.innerWidth) * 2 - 1;
dispanecment.screenCursor.y = ((e.clientY / window.innerHeight) * 2 - 1) * -1;
// console.log(screenCursor);
});
/**
* Texture
*/
dispanecment.texture = new THREE.CanvasTexture(dispanecment.canvas);
const texture = textureLoader.load(
"https://coderfmc.github.io/three.js-demo/picture-1.png"
);
//model
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
uniforms: {
uResolution: {
value: sizes.resolution,
},
uTime: {
value: 0,
},
uTexture: new THREE.Uniform(texture),
uDispanecmentTexture: new THREE.Uniform(dispanecment.texture),
},
});
const particlesGeometry = new THREE.PlaneGeometry(10, 10, 128, 128);
const count = particlesGeometry.attributes.position.count;
const particlesIntensitys = new Float32Array(count);
const angleIntensitys = new Float32Array(count);
for (let i = 0; i < count; i++) {
particlesIntensitys[i] = Math.random();
angleIntensitys[i] = Math.random() * Math.PI * 2;
}
particlesGeometry.setAttribute(
"aParticlesIntensity",
new THREE.BufferAttribute(particlesIntensitys, 1)
);
particlesGeometry.setAttribute(
"aAngle",
new THREE.BufferAttribute(angleIntensitys, 1)
);
//设置用于粒子动画的几何体的索引为空,提高性能
particlesGeometry.setIndex(null);
particlesGeometry.deleteAttribute("normal");
const particles = new THREE.Points(particlesGeometry, material);
scene.add(particles);
window.addEventListener("resize", () => {
// Update sizes
sizes.width = window.innerWidth;
sizes.height = window.innerHeight;
sizes.pixelRatio = Math.min(window.devicePixelRatio, 2);
sizes.resolution.set(
window.innerWidth * sizes.pixelRatio,
window.innerHeight * sizes.pixelRatio
);
// Update camera
camera.aspect = sizes.width / sizes.height;
camera.updateProjectionMatrix();
// Update renderer
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(sizes.pixelRatio);
});
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(
75,
sizes.width / sizes.height,
0.1,
100
);
camera.position.set(0, 0, 7);
scene.add(camera);
scene.add(new THREE.AxesHelper(0, 0, 5));
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
antialias: true,
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor("#000011");
box.appendChild(renderer.domElement);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
/**
* Animate
*/
const clock = new THREE.Clock();
const tick = () => {
const elapsedTime = clock.getElapsedTime();
//Raycaster
dispanecment.raycaster.setFromCamera(dispanecment.screenCursor, camera);
const intersections =
dispanecment.raycaster.intersectObject(interacitivePlane);
if (intersections.length > 0) {
const uv = intersections[0].uv;
dispanecment.canvasCursor.x = dispanecment.canvas.width * uv.x;
// 1-uv.y 反转,让鼠标y轴移动方向与绘制方向一致
dispanecment.canvasCursor.y = dispanecment.canvas.height * (1 - uv.y);
}
/**
* Diplacement
*/
const glowSize = dispanecment.canvas.width * 0.2;
// 设置为默认值,新图形绘制在旧图形上
dispanecment.ctx.globalCompositeOperation = "source-over";
// 设置全局透明度为0.1;
dispanecment.ctx.globalAlpha = 0.02;
dispanecment.ctx.fillRect(
0,
0,
dispanecment.canvas.width,
dispanecment.canvas.height
);
// cursorDistance 用作鼠标的移动速度,当悬停在图像上时,速度为0,透明度为0,笔迹就不显示,也就没有位移
const cursorDistance = dispanecment.canvasCursorPre.distanceTo(
dispanecment.canvasCursor
);
dispanecment.canvasCursorPre.copy(dispanecment.canvasCursor);
const alpha = Math.min(1.0,cursorDistance);
// globalCompositeOperation='lighten' 保留新绘制图形中的比较亮的颜色
dispanecment.ctx.globalCompositeOperation = "lighten";
dispanecment.ctx.globalAlpha = alpha;
dispanecment.ctx.drawImage(
dispanecment.glowImage,
dispanecment.canvasCursor.x - glowSize / 2,
dispanecment.canvasCursor.y - glowSize / 2,
glowSize,
glowSize
);
/**
* Texture
*/
dispanecment.texture.needsUpdate = true;
// Update controls
controls.update();
// material.uniforms.uTime.value = elapsedTime;
// Render
renderer.render(scene, camera);
// Call tick again on the next frame
window.requestAnimationFrame(tick);
};
tick();
完整源码:GitHub
小结
- 本文提供 鼠标轨迹粒子 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