Files
geg-gas-web/src/views/secondDev/StarBackground3.vue

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Vue
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2025-12-29 16:51:37 +08:00
<template>
<div class="star-background">
<div ref="starContainer" class="star-container"></div>
</div>
</template>
<script setup>
import { ref, onMounted, onUnmounted, nextTick } from 'vue';
import * as THREE from 'three';
import particleSprite from '../../assets/images/particle-sprite.png';
const starContainer = ref(null);
let scene = null;
let camera = null;
let renderer = null;
let mesh = null;
let animationId = null;
let texture = null;
const fieldRadius = 20;
const fieldZLength = 40;
const initScene = async () => {
if (!starContainer.value) return;
// 创建场景和相机
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
75,
starContainer.value.clientWidth / starContainer.value.clientHeight,
0.1,
1000
);
camera.position.z = 5;
// 创建渲染器
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
preserveDrawingBuffer: true // 保留缓冲区以确保正确渲染
});
renderer.setSize(
starContainer.value.clientWidth,
starContainer.value.clientHeight
);
renderer.setPixelRatio(window.devicePixelRatio); // 处理高DPI屏幕
starContainer.value.appendChild(renderer.domElement);
// 创建星空几何体
createStars();
};
const createStars = () => {
if (!scene) return;
const corner = [];
const colorMix = [];
const geoIndex = [];
const posArr = [];
const uvArr = [];
const geo = new THREE.BufferGeometry();
// 循环生成星星
for (let i = 0; i < 1000; i++) {
const [x, y, z] = [
THREE.MathUtils.mapLinear(Math.random(), 0, 1, -fieldRadius, fieldRadius),
THREE.MathUtils.mapLinear(Math.random(), 0, 1, -fieldRadius, fieldRadius),
THREE.MathUtils.mapLinear(Math.random(), 0, 1, -fieldZLength / 2, fieldZLength / 2)
];
const mix = Math.random();
for (let j = 0; j < 4; j++) {
posArr.push(x, y, z);
corner.push(j);
colorMix.push(mix);
}
uvArr.push(0, 1);
uvArr.push(1, 1);
uvArr.push(0, 0);
uvArr.push(1, 0);
const index = 4 * i;
geoIndex.push(index, index + 1, index + 2);
geoIndex.push(index + 1, index + 3, index + 2);
}
geo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(posArr), 3));
geo.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(uvArr), 2));
geo.setAttribute('corner', new THREE.BufferAttribute(new Float32Array(corner), 1));
geo.setAttribute('colorMix', new THREE.BufferAttribute(new Float32Array(colorMix), 1));
geo.setIndex(geoIndex);
geo.needsUpdate = true;
// 顶点着色器
const vertexShader = `
attribute float corner;
attribute float colorMix;
uniform float u_time;
varying vec2 vUv;
varying vec3 vColor;
uniform float zMin;
uniform float zMax;
uniform vec3 color1;
uniform vec3 color2;
void main() {
vUv = uv;
vec3 pos = position;
pos.z += u_time;
pos.z = mod(pos.z, zMax - zMin) + zMin; // 修复模运算
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
vec4 viewPosition = viewMatrix * worldPos;
float offset = 0.1;
if (corner == 0.0) {
viewPosition.xy += vec2(-offset, -offset);
}
if (corner == 1.0) {
viewPosition.xy += vec2(offset, -offset);
}
if (corner == 2.0) {
viewPosition.xy += vec2(-offset, offset);
}
if (corner == 3.0) {
viewPosition.xy += vec2(offset, offset);
}
vColor = mix(color1, color2, colorMix);
gl_Position = projectionMatrix * viewPosition;
}
`;
// 片元着色器
const fragmentShader = `
varying vec2 vUv;
varying vec3 vColor;
uniform sampler2D u_texture;
void main() {
vec4 texel = texture2D(u_texture, vUv);
float alpha = texel.r;
vec3 color = mix(vColor, vec3(1.0), texel.r);
gl_FragColor = vec4(color, alpha);
}
`;
// 加载粒子纹理
const loader = new THREE.TextureLoader();
const particleTexture = loader.load(particleSprite);
// 创建材质
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
uniforms: {
u_texture: {
value: particleTexture // 使用粒子纹理
},
color1: {
value: new THREE.Color(0x3068FF)
},
color2: {
value: new THREE.Color(0xF34F94)
},
zMin: {
value: -fieldZLength / 2
},
zMax: {
value: fieldZLength / 2 // 修复zMax值
},
u_time: {
value: 0
},
},
transparent: true,
blending: THREE.AdditiveBlending // 添加混合模式
});
// 创建网格
mesh = new THREE.Mesh(geo, material);
scene.add(mesh);
};
const animate = () => {
if (!scene || !camera || !renderer) return;
animationId = requestAnimationFrame(animate);
if (mesh) {
mesh.material.uniforms.u_time.value += 0.02;
}
renderer.render(scene, camera);
};
const onResize = () => {
if (!starContainer.value || !camera || !renderer) return;
camera.aspect = starContainer.value.clientWidth / starContainer.value.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(
starContainer.value.clientWidth,
starContainer.value.clientHeight
);
};
const dispose = () => {
if (animationId) {
cancelAnimationFrame(animationId);
}
// 清理几何体
if (mesh) {
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) {
if (Array.isArray(mesh.material)) {
mesh.material.forEach(material => material.dispose());
} else {
mesh.material.dispose();
}
}
scene.remove(mesh);
}
// 清理渲染器
if (renderer) {
renderer.dispose();
}
// 清理dom元素
if (renderer && renderer.domElement && starContainer.value && starContainer.value.contains(renderer.domElement)) {
starContainer.value.removeChild(renderer.domElement);
}
};
onMounted(async () => {
await nextTick(); // 确保DOM已渲染
initScene();
animate();
window.addEventListener('resize', onResize);
});
onUnmounted(() => {
dispose();
window.removeEventListener('resize', onResize);
});
</script>
<style scoped>
.star-background {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 0;
}
.star-container {
width: 100%;
height: 100%;
overflow: hidden; /* 防止出现滚动条 */
}
</style>