蒸汽粒子 · Steam Particle · ▶ 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 蒸汽粒子 效果:基于 WebGL 实现「蒸汽粒子」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 'dat.gui'
// 初始化场景
const box = document.getElementById('box')
const scene = new THREE.Scene()
scene.background = new THREE.Color(0x445566)
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 8, 20)
// 设置渲染器
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
})
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
// 轨道控制器
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
scene.add(new THREE.AmbientLight(0xffffff, 0.5))
// 可配置参数
const config = {
particleCount: 3000,
particleSize: 1.2,
width: 12,
depth: 2,
height: 15,
riseSpeed: 0.4,
spread: 0.3,
turbulence: 0.3,
density: 0.4,
}
const uniforms = {
time: { value: 0 },
baseColor: { value: new THREE.Color(0xffffff) },
height: { value: config.height },
turbulence: { value: config.turbulence },
density: { value: config.density },
}
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader: `
attribute float size;
attribute float phase;
attribute vec3 velocity;
uniform float time;
uniform float height;
uniform float turbulence;
varying float vAlpha;
varying float vAge;
void main() {
float age = mod(time * 0.3 + phase, 1.0);
vAge = age;
vec3 pos = position + velocity * age * height;
pos.x += sin(age * 8.0 + phase * 20.0) * turbulence * (0.5 + age);
pos.z += cos(age * 6.0 + phase * 15.0) * turbulence * (0.3 + age * 0.5);
pos.x *= (1.0 + age * 1.5);
pos.z *= (1.0 + age * 0.8);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mvPosition;
gl_PointSize = size * (1.0 + age * 3.0) * (250.0 / -mvPosition.z);
float fadeIn = smoothstep(0.0, 0.1, age);
float fadeOut = 1.0 - smoothstep(0.6, 1.0, age);
vAlpha = fadeIn * fadeOut;
}
`,
fragmentShader: `
uniform vec3 baseColor;
uniform float density;
varying float vAlpha;
varying float vAge;
void main() {
float dist = length(gl_PointCoord - 0.5) * 2.0;
if (dist > 1.0) discard;
float edge = 1.0 - smoothstep(0.3, 1.0, dist);
vec3 color = mix(baseColor, vec3(0.85, 0.88, 0.92), vAge * 0.3);
gl_FragColor = vec4(color, vAlpha * edge * density);
}
`,
blending: THREE.NormalBlending,
depthWrite: false,
transparent: true,
})
function buildGeometry() {
const geo = new THREE.BufferGeometry()
const positions = [], sizes = [], phases = [], velocities = []
for (let i = 0; i < config.particleCount; i++) {
positions.push(
(Math.random() - 0.5) * config.width,
Math.random() * 0.3,
(Math.random() - 0.5) * config.depth
)
sizes.push(config.particleSize * (0.6 + Math.random() * 0.8))
phases.push(Math.random())
velocities.push(
(Math.random() - 0.5) * config.spread,
config.riseSpeed * (0.8 + Math.random() * 0.4),
(Math.random() - 0.5) * config.spread * 0.5
)
}
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geo.setAttribute('size', new THREE.Float32BufferAttribute(sizes, 1))
geo.setAttribute('phase', new THREE.Float32BufferAttribute(phases, 1))
geo.setAttribute('velocity', new THREE.Float32BufferAttribute(velocities, 3))
return geo
}
const steam = new THREE.Points(buildGeometry(), material)
scene.add(steam)
// GUI
const gui = new GUI()
gui.add(config, 'height', 5, 30).name('上升高度').onChange(v => uniforms.height.value = v)
gui.add(config, 'turbulence', 0, 1).name('湍流强度').onChange(v => uniforms.turbulence.value = v)
gui.add(config, 'density', 0.1, 1).name('浓度').onChange(v => uniforms.density.value = v)
gui.add(config, 'width', 1, 20).name('喷口宽度').onChange(() => { steam.geometry.dispose(); steam.geometry = buildGeometry() })
gui.add(config, 'depth', 0.5, 10).name('喷口深度').onChange(() => { steam.geometry.dispose(); steam.geometry = buildGeometry() })
gui.add(config, 'riseSpeed', 0.1, 1).name('上升速度').onChange(() => { steam.geometry.dispose(); steam.geometry = buildGeometry() })
gui.add(config, 'particleCount', 500, 8000, 500).name('粒子数量').onChange(() => { steam.geometry.dispose(); steam.geometry = buildGeometry() })
gui.add(config, 'particleSize', 0.3, 3).name('粒子大小').onChange(() => { steam.geometry.dispose(); steam.geometry = buildGeometry() })
gui.addColor({ color: '#ffffff' }, 'color').name('蒸汽颜色').onChange(v => uniforms.baseColor.value.set(v))
// 动画
const clock = new THREE.Clock()
function animate() {
requestAnimationFrame(animate)
uniforms.time.value = clock.getElapsedTime()
controls.update()
renderer.render(scene, camera)
}
animate()
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
完整源码:GitHub
小结
- 本文提供 蒸汽粒子 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