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<!--
ParticleSphereVanilla.vue — 同样的效果,但不依赖 TresJS,只用原生 three.js
迁移说明(Vite→Nuxt):
- window.devicePixelRatio 加 SSG 守卫(组件虽由 <ClientOnly> 包裹, 仍防御性处理)
- 本组件须在父级用 <ClientOnly> 包裹, 不在服务端渲染。
-->
<script setup lang="ts">
import { onMounted, onBeforeUnmount, useTemplateRef } from 'vue'
import * as THREE from 'three'
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'
import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js'
interface Props {
count?: number
radius?: number
pointSize?: number
colorA?: string
colorB?: string
}
const { t: tr } = useI18n({ useScope: 'local' })
const props = withDefaults(defineProps<Props>(), {
count: 16000,
radius: 1.6,
pointSize: 3.2,
colorA: '#FFD166',
colorB: '#EF476F',
})
const containerRef = useTemplateRef<HTMLDivElement>('container')
let renderer: THREE.WebGLRenderer
let composer: EffectComposer
let scene: THREE.Scene
let camera: THREE.PerspectiveCamera
let points: THREE.Points
let geometry: THREE.BufferGeometry
let material: THREE.ShaderMaterial
let coreRef: THREE.Mesh | null = null
let rafId = 0
let resizeObserver: ResizeObserver | null = null
const mouseTarget = new THREE.Vector3(0, 0, 1)
let mouseStrTarget = 0
const clock = new THREE.Clock()
const vertexShader = /* glsl */`
uniform float uTime;
uniform vec3 uMouse;
uniform float uMouseStr;
uniform float uPointSize;
uniform float uPixelRatio;
attribute float aSeed;
varying float vDisp;
varying float vPulse;
float hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898,78.233,37.719))) * 43758.5453); }
float noise(vec3 p){
vec3 i = floor(p), f = fract(p);
f = f*f*(3.0-2.0*f);
return mix(mix(mix(hash(i), hash(i+vec3(1,0,0)), f.x),
mix(hash(i+vec3(0,1,0)), hash(i+vec3(1,1,0)), f.x), f.y),
mix(mix(hash(i+vec3(0,0,1)), hash(i+vec3(1,0,1)), f.x),
mix(hash(i+vec3(0,1,1)), hash(i+vec3(1,1,1)), f.x), f.y), f.z);
}
void main() {
vec3 pos = position;
vec3 dir = normalize(pos);
float breathe = sin(uTime * 0.6 + aSeed * 6.28) * 0.04;
float n = noise(dir * 2.5 + uTime * 0.25);
float disp = (n - 0.5) * 0.35;
float md = distance(dir, normalize(uMouse + vec3(0.0001)));
float ripple = exp(-md * 4.0) * sin(md * 12.0 - uTime * 4.0) * uMouseStr * 0.5;
// 周期性能量冲击波(从内部"轰"出来)
float pulsePhase = fract(uTime * 0.25);
float pulse = exp(-pulsePhase * 3.5) * sin(pulsePhase * 18.0) * 0.18;
float total = breathe + disp + ripple + pulse;
pos += dir * total;
vDisp = total;
vPulse = exp(-pulsePhase * 3.0);
vec4 mv = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mv;
// 屏幕像素粒子大小:基础 ~3px,远处衰减
float atten = 5.0 / -mv.z;
gl_PointSize = uPointSize * uPixelRatio * (0.9 + total * 1.4) * atten;
}
`
const fragmentShader = /* glsl */`
uniform vec3 uColorA;
uniform vec3 uColorB;
varying float vDisp;
varying float vPulse;
void main() {
vec2 uv = gl_PointCoord - 0.5;
float d = length(uv);
if (d > 0.5) discard;
float halo = smoothstep(0.5, 0.0, d);
halo = pow(halo, 1.6);
float t = smoothstep(-0.2, 0.3, vDisp);
vec3 col = mix(uColorA, uColorB, t);
// pulse 高峰时整体变白(像太阳爆发)
col = mix(col, vec3(1.2, 0.95, 0.7), vPulse * 0.6);
gl_FragColor = vec4(col * halo * 1.6, 1.0);
}
`
function buildGeometry() {
const g = new THREE.BufferGeometry()
const positions = new Float32Array(props.count * 3)
const seeds = new Float32Array(props.count)
const phi = Math.PI * (Math.sqrt(5) - 1)
for (let i = 0; i < props.count; i++) {
const y = 1 - (i / (props.count - 1)) * 2
const r = Math.sqrt(1 - y * y)
const theta = phi * i
positions[i * 3] = Math.cos(theta) * r * props.radius
positions[i * 3 + 1] = y * props.radius
positions[i * 3 + 2] = Math.sin(theta) * r * props.radius
seeds[i] = Math.random()
}
g.setAttribute('position', new THREE.BufferAttribute(positions, 3))
g.setAttribute('aSeed', new THREE.BufferAttribute(seeds, 1))
return g
}
function setSize(w: number, h: number) {
renderer.setSize(w, h, false)
composer.setSize(w, h)
camera.aspect = w / h
camera.updateProjectionMatrix()
}
function onPointerMove(e: PointerEvent) {
const el = containerRef.value!
const rect = el.getBoundingClientRect()
const x = ((e.clientX - rect.left) / rect.width) * 2 - 1
const y = -((e.clientY - rect.top) / rect.height) * 2 + 1
mouseTarget.set(x, y, Math.sqrt(Math.max(0, 1 - x * x - y * y)))
mouseStrTarget = 1
}
function onPointerLeave() {
mouseStrTarget = 0
}
onMounted(() => {
const el = containerRef.value!
const w = el.clientWidth
const h = el.clientHeight
scene = new THREE.Scene()
scene.background = new THREE.Color(0x100604)
camera = new THREE.PerspectiveCamera(55, w / h, 0.1, 100)
camera.position.set(0, 0, 5)
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setSize(w, h)
el.appendChild(renderer.domElement)
// 中心小核 — 让 bloom 有个稳定亮源
const coreGeom = new THREE.IcosahedronGeometry(0.18, 4)
const coreMat = new THREE.MeshBasicMaterial({
color: new THREE.Color('#FFE2A8'),
transparent: true,
opacity: 0.85,
blending: THREE.AdditiveBlending,
depthWrite: false,
})
const core = new THREE.Mesh(coreGeom, coreMat)
coreRef = core
scene.add(core)
geometry = buildGeometry()
material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uMouse: { value: new THREE.Vector3(0, 0, 1) },
uMouseStr: { value: 0 },
uPointSize: { value: props.pointSize },
uPixelRatio: { value: Math.min(window.devicePixelRatio, 2) },
uColorA: { value: new THREE.Color(props.colorA) },
uColorB: { value: new THREE.Color(props.colorB) },
},
vertexShader,
fragmentShader,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
})
points = new THREE.Points(geometry, material)
scene.add(points)
composer = new EffectComposer(renderer)
composer.addPass(new RenderPass(scene, camera))
// UnrealBloomPass(resolution, strength, radius, threshold) — 太阳风暴:强 bloom + 低阈值
composer.addPass(new UnrealBloomPass(new THREE.Vector2(w, h), 1.6, 0.85, 0.25))
const tick = () => {
const t = clock.getElapsedTime()
material.uniforms.uTime.value = t
material.uniforms.uMouse.value.lerp(mouseTarget, 0.1)
material.uniforms.uMouseStr.value += (mouseStrTarget - material.uniforms.uMouseStr.value) * 0.08
points.rotation.y = t * 0.08
points.rotation.x = Math.sin(t * 0.15) * 0.2
// 内核同步脉冲:周期 4s,每次"轰"一下
const phase = (t * 0.25) % 1
const corePulse = Math.exp(-phase * 3.0)
core.scale.setScalar(0.85 + corePulse * 0.5)
coreMat.opacity = 0.55 + corePulse * 0.45
composer.render()
rafId = requestAnimationFrame(tick)
}
tick()
resizeObserver = new ResizeObserver(entries => {
for (const entry of entries) {
const cr = entry.contentRect
setSize(cr.width, cr.height)
}
})
resizeObserver.observe(el)
})
onBeforeUnmount(() => {
cancelAnimationFrame(rafId)
resizeObserver?.disconnect()
geometry?.dispose()
material?.dispose()
coreRef?.geometry.dispose()
;(coreRef?.material as THREE.Material | undefined)?.dispose()
composer?.dispose()
renderer?.dispose()
if (renderer?.domElement?.parentNode) {
renderer.domElement.parentNode.removeChild(renderer.domElement)
}
})
</script>
<template>
<div ref="container" class="ps-wrap" @pointermove="onPointerMove" @pointerleave="onPointerLeave">
<div class="ps-hint">{{ tr('hint') }}</div>
</div>
</template>
<i18n lang="json">
{
"zh": { "hint": "移动鼠标" },
"en": { "hint": "Move cursor" }
}
</i18n>
<style scoped>
.ps-wrap {
position: relative;
width: 100%;
height: 100%;
min-height: 480px;
background: radial-gradient(ellipse at center, #2a0e0c 0%, #100604 70%);
overflow: hidden;
border-radius: 12px;
cursor: crosshair;
}
.ps-hint {
position: absolute;
left: 16px;
bottom: 14px;
z-index: 10;
font-family: 'Consolas', monospace;
font-size: 11px;
letter-spacing: 3px;
color: rgba(255, 255, 255, 0.45);
pointer-events: none;
user-select: none;
}
</style>