| |
| |
| |
| |
| |
| |
| |
|
|
| THREE.Fire = function ( geometry, options ) { |
|
|
| THREE.Mesh.call( this, geometry ); |
|
|
| this.type = 'Fire'; |
|
|
| this.clock = new THREE.Clock(); |
|
|
| options = options || {}; |
|
|
| var textureWidth = options.textureWidth || 512; |
| var textureHeight = options.textureHeight || 512; |
| var oneOverWidth = 1.0 / textureWidth; |
| var oneOverHeight = 1.0 / textureHeight; |
|
|
| var debug = ( options.debug === undefined ) ? false : options.debug; |
| this.color1 = options.color1 || new THREE.Color( 0xffffff ); |
| this.color2 = options.color2 || new THREE.Color( 0xffa000 ); |
| this.color3 = options.color3 || new THREE.Color( 0x000000 ); |
| this.colorBias = ( options.colorBias === undefined ) ? 0.8 : options.colorBias; |
| this.diffuse = ( options.diffuse === undefined ) ? 1.33 : options.diffuse; |
| this.viscosity = ( options.viscosity === undefined ) ? 0.25 : options.viscosity; |
| this.expansion = ( options.expansion === undefined ) ? - 0.25 : options.expansion; |
| this.swirl = ( options.swirl === undefined ) ? 50.0 : options.swirl; |
| this.burnRate = ( options.burnRate === undefined ) ? 0.3 : options.burnRate; |
| this.drag = ( options.drag === undefined ) ? 0.35 : options.drag; |
| this.airSpeed = ( options.airSpeed === undefined ) ? 6.0 : options.airSpeed; |
| this.windVector = options.windVector || new THREE.Vector2( 0.0, 0.75 ); |
| this.speed = ( options.speed === undefined ) ? 500.0 : options.speed; |
| this.massConservation = ( options.massConservation === undefined ) ? false : options.massConservation; |
|
|
| var size = textureWidth * textureHeight; |
| this.sourceData = new Uint8Array( 4 * size ); |
|
|
| this.clearSources = function () { |
|
|
| for ( var y = 0; y < textureHeight; y ++ ) { |
|
|
| for ( var x = 0; x < textureWidth; x ++ ) { |
|
|
| var i = y * textureWidth + x; |
| var stride = i * 4; |
|
|
| this.sourceData[ stride ] = 0; |
| this.sourceData[ stride + 1 ] = 0; |
| this.sourceData[ stride + 2 ] = 0; |
| this.sourceData[ stride + 3 ] = 0; |
|
|
| } |
|
|
| } |
|
|
| this.sourceMaterial.uniforms[ "sourceMap" ].value = this.internalSource; |
| this.sourceMaterial.needsUpdate = true; |
|
|
| return this.sourceData; |
|
|
| }; |
|
|
| this.addSource = function ( u, v, radius, density = null, windX = null, windY = null ) { |
|
|
| var startX = Math.max( Math.floor( ( u - radius ) * textureWidth ), 0 ); |
| var startY = Math.max( Math.floor( ( v - radius ) * textureHeight ), 0 ); |
| var endX = Math.min( Math.floor( ( u + radius ) * textureWidth ), textureWidth ); |
| var endY = Math.min( Math.floor( ( v + radius ) * textureHeight ), textureHeight ); |
|
|
| for ( var y = startY; y < endY; y ++ ) { |
|
|
| for ( var x = startX; x < endX; x ++ ) { |
|
|
| var diffX = x * oneOverWidth - u; |
| var diffY = y * oneOverHeight - v; |
|
|
| if ( diffX * diffX + diffY * diffY < radius * radius ) { |
|
|
| var i = y * textureWidth + x; |
| var stride = i * 4; |
|
|
| if ( density != null ) { |
|
|
| this.sourceData[ stride ] = Math.min( Math.max( density, 0.0 ), 1.0 ) * 255; |
|
|
| } |
| if ( windX != null ) { |
|
|
| var wind = Math.min( Math.max( windX, - 1.0 ), 1.0 ); |
| wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 ); |
| this.sourceData[ stride + 1 ] = wind; |
|
|
| } |
| if ( windY != null ) { |
|
|
| var wind = Math.min( Math.max( windY, - 1.0 ), 1.0 ); |
| wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 ); |
| this.sourceData[ stride + 2 ] = wind; |
|
|
| } |
|
|
| } |
|
|
| } |
|
|
| } |
|
|
| this.internalSource.needsUpdate = true; |
|
|
| return this.sourceData; |
|
|
| }; |
|
|
| |
| |
| |
| this.setSourceMap = function ( texture ) { |
|
|
| this.sourceMaterial.uniforms[ "sourceMap" ].value = texture; |
|
|
| }; |
|
|
| var parameters = { |
| minFilter: THREE.NearestFilter, |
| magFilter: THREE.NearestFilter, |
| depthBuffer: false, |
| stencilBuffer: false |
| }; |
|
|
|
|
| this.field0 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
|
|
| this.field0.background = new THREE.Color( 0x000000 ); |
|
|
| this.field1 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
|
|
| this.field0.background = new THREE.Color( 0x000000 ); |
|
|
| this.fieldProj = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
|
|
| this.field0.background = new THREE.Color( 0x000000 ); |
|
|
| if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || |
| ! THREE.Math.isPowerOfTwo( textureHeight ) ) { |
|
|
| this.field0.texture.generateMipmaps = false; |
| this.field1.texture.generateMipmaps = false; |
| this.fieldProj.texture.generateMipmaps = false; |
|
|
| } |
|
|
|
|
| this.fieldScene = new THREE.Scene(); |
| this.fieldScene.background = new THREE.Color( 0x000000 ); |
|
|
| this.orthoCamera = new THREE.OrthographicCamera( textureWidth / - 2, textureWidth / 2, textureHeight / 2, textureHeight / - 2, 1, 2 ); |
| this.orthoCamera.position.z = 1; |
|
|
| this.fieldGeometry = new THREE.PlaneBufferGeometry( textureWidth, textureHeight ); |
|
|
| this.internalSource = new THREE.DataTexture( this.sourceData, textureWidth, textureHeight, THREE.RGBAFormat ); |
|
|
| |
|
|
| var shader = THREE.Fire.SourceShader; |
| this.sourceMaterial = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
| this.clearSources(); |
|
|
| this.sourceMesh = new THREE.Mesh( this.fieldGeometry, this.sourceMaterial ); |
| this.fieldScene.add( this.sourceMesh ); |
|
|
| |
|
|
| var shader = THREE.Fire.DiffuseShader; |
| this.diffuseMaterial = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
| this.diffuseMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth; |
| this.diffuseMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight; |
|
|
| this.diffuseMesh = new THREE.Mesh( this.fieldGeometry, this.diffuseMaterial ); |
| this.fieldScene.add( this.diffuseMesh ); |
|
|
| |
|
|
| shader = THREE.Fire.DriftShader; |
| this.driftMaterial = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
| this.driftMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth; |
| this.driftMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight; |
|
|
| this.driftMesh = new THREE.Mesh( this.fieldGeometry, this.driftMaterial ); |
| this.fieldScene.add( this.driftMesh ); |
|
|
| |
|
|
| shader = THREE.Fire.ProjectionShader1; |
| this.projMaterial1 = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
| this.projMaterial1.uniforms[ "oneOverWidth" ].value = oneOverWidth; |
| this.projMaterial1.uniforms[ "oneOverHeight" ].value = oneOverHeight; |
|
|
| this.projMesh1 = new THREE.Mesh( this.fieldGeometry, this.projMaterial1 ); |
| this.fieldScene.add( this.projMesh1 ); |
|
|
| |
|
|
| shader = THREE.Fire.ProjectionShader2; |
| this.projMaterial2 = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
|
|
| this.projMaterial2.uniforms[ "oneOverWidth" ].value = oneOverWidth; |
| this.projMaterial2.uniforms[ "oneOverHeight" ].value = oneOverHeight; |
|
|
| this.projMesh2 = new THREE.Mesh( this.fieldGeometry, this.projMaterial2 ); |
| this.fieldScene.add( this.projMesh2 ); |
|
|
| |
|
|
| shader = THREE.Fire.ProjectionShader3; |
| this.projMaterial3 = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: false |
| } ); |
|
|
|
|
| this.projMaterial3.uniforms[ "oneOverWidth" ].value = oneOverWidth; |
| this.projMaterial3.uniforms[ "oneOverHeight" ].value = oneOverHeight; |
|
|
| this.projMesh3 = new THREE.Mesh( this.fieldGeometry, this.projMaterial3 ); |
| this.fieldScene.add( this.projMesh3 ); |
|
|
| |
|
|
| if ( debug ) { |
|
|
| shader = THREE.Fire.DebugShader; |
|
|
| } else { |
|
|
| shader = THREE.Fire.ColorShader; |
|
|
| } |
| this.material = new THREE.ShaderMaterial( { |
| uniforms: shader.uniforms, |
| vertexShader: shader.vertexShader, |
| fragmentShader: shader.fragmentShader, |
| transparent: true |
| } ); |
|
|
| this.material.uniforms[ "densityMap" ].value = this.field1.texture; |
|
|
| this.configShaders = function ( dt ) { |
|
|
| this.diffuseMaterial.uniforms[ "diffuse" ].value = dt * 0.05 * this.diffuse; |
| this.diffuseMaterial.uniforms[ "viscosity" ].value = dt * 0.05 * this.viscosity; |
| this.diffuseMaterial.uniforms[ "expansion" ].value = Math.exp( this.expansion * - 1.0 ); |
| this.diffuseMaterial.uniforms[ "swirl" ].value = Math.exp( this.swirl * - 0.1 ); |
| this.diffuseMaterial.uniforms[ "drag" ].value = Math.exp( this.drag * - 0.1 ); |
| this.diffuseMaterial.uniforms[ "burnRate" ].value = this.burnRate * dt * 0.01; |
| this.driftMaterial.uniforms[ "windVector" ].value = this.windVector; |
| this.driftMaterial.uniforms[ "airSpeed" ].value = dt * this.airSpeed * 0.001 * textureHeight; |
| this.material.uniforms[ "color1" ].value = this.color1; |
| this.material.uniforms[ "color2" ].value = this.color2; |
| this.material.uniforms[ "color3" ].value = this.color3; |
| this.material.uniforms[ "colorBias" ].value = this.colorBias; |
|
|
| }; |
|
|
| this.clearDiffuse = function () { |
|
|
| this.diffuseMaterial.uniforms[ "expansion" ].value = 1.0; |
| this.diffuseMaterial.uniforms[ "swirl" ].value = 1.0; |
| this.diffuseMaterial.uniforms[ "drag" ].value = 1.0; |
| this.diffuseMaterial.uniforms[ "burnRate" ].value = 0.0; |
|
|
| }; |
|
|
| this.swapTextures = function () { |
|
|
| var swap = this.field0; |
| this.field0 = this.field1; |
| this.field1 = swap; |
|
|
| }; |
|
|
| this.saveRenderState = function ( renderer ) { |
|
|
| this.savedRenderTarget = renderer.getRenderTarget(); |
| this.savedVrEnabled = renderer.vr.enabled; |
| this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate; |
| this.savedAntialias = renderer.antialias; |
| this.savedToneMapping = renderer.toneMapping; |
|
|
| }; |
|
|
| this.restoreRenderState = function ( renderer ) { |
|
|
| renderer.vr.enabled = this.savedVrEnabled; |
| renderer.shadowMap.autoUpdate = this.savedShadowAutoUpdate; |
| renderer.setRenderTarget( this.savedRenderTarget ); |
| renderer.antialias = this.savedAntialias; |
| renderer.toneMapping = this.savedToneMapping; |
|
|
| }; |
|
|
| this.renderSource = function ( renderer ) { |
|
|
| this.sourceMesh.visible = true; |
|
|
| this.sourceMaterial.uniforms[ "densityMap" ].value = this.field0.texture; |
|
|
| renderer.setRenderTarget( this.field1 ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| this.sourceMesh.visible = false; |
|
|
| this.swapTextures(); |
|
|
| }; |
|
|
| this.renderDiffuse = function ( renderer ) { |
|
|
| this.diffuseMesh.visible = true; |
|
|
| this.diffuseMaterial.uniforms[ "densityMap" ].value = this.field0.texture; |
|
|
| renderer.setRenderTarget( this.field1 ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| this.diffuseMesh.visible = false; |
|
|
| this.swapTextures(); |
|
|
| }; |
|
|
| this.renderDrift = function ( renderer ) { |
|
|
| this.driftMesh.visible = true; |
|
|
| this.driftMaterial.uniforms[ "densityMap" ].value = this.field0.texture; |
|
|
| renderer.setRenderTarget( this.field1 ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| this.driftMesh.visible = false; |
|
|
| this.swapTextures(); |
|
|
| }; |
|
|
| this.renderProject = function ( renderer ) { |
|
|
| |
|
|
| this.projMesh1.visible = true; |
|
|
| this.projMaterial1.uniforms[ "densityMap" ].value = this.field0.texture; |
|
|
| renderer.setRenderTarget( this.fieldProj ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| this.projMesh1.visible = false; |
|
|
| this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture; |
|
|
| |
|
|
| this.projMesh2.visible = true; |
|
|
| for ( var i = 0; i < 20; i ++ ) { |
|
|
| renderer.setRenderTarget( this.field1 ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| var temp = this.field1; |
| this.field1 = this.fieldProj; |
| this.fieldProj = temp; |
|
|
| this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture; |
|
|
| } |
|
|
| this.projMesh2.visible = false; |
|
|
| this.projMaterial3.uniforms[ "densityMap" ].value = this.field0.texture; |
| this.projMaterial3.uniforms[ "projMap" ].value = this.fieldProj.texture; |
|
|
| |
|
|
| this.projMesh3.visible = true; |
|
|
| renderer.setRenderTarget( this.field1 ); |
| renderer.render( this.fieldScene, this.orthoCamera ); |
|
|
| this.projMesh3.visible = false; |
|
|
| this.swapTextures(); |
|
|
| }; |
|
|
| this.onBeforeRender = function ( renderer ) { |
|
|
| var delta = this.clock.getDelta(); |
| if ( delta > 0.1 ) { |
|
|
| delta = 0.1; |
|
|
| } |
| var dt = delta * ( this.speed * 0.1 ); |
|
|
| this.configShaders( dt ); |
|
|
| this.saveRenderState( renderer ); |
|
|
| renderer.vr.enabled = false; |
| renderer.shadowMap.autoUpdate = false; |
| renderer.antialias = false; |
| renderer.toneMapping = THREE.NoToneMapping; |
|
|
| this.sourceMesh.visible = false; |
| this.diffuseMesh.visible = false; |
| this.driftMesh.visible = false; |
| this.projMesh1.visible = false; |
| this.projMesh2.visible = false; |
| this.projMesh3.visible = false; |
|
|
| this.renderSource( renderer ); |
|
|
| this.clearDiffuse(); |
| for ( var i = 0; i < 21; i ++ ) { |
|
|
| this.renderDiffuse( renderer ); |
|
|
| } |
| this.configShaders( dt ); |
| this.renderDiffuse( renderer ); |
|
|
| this.renderDrift( renderer ); |
|
|
| if ( this.massConservation ) { |
|
|
| this.renderProject( renderer ); |
| this.renderProject( renderer ); |
|
|
| } |
|
|
| |
|
|
| this.material.map = this.field1.texture; |
| this.material.transparent = true; |
| this.material.minFilter = THREE.LinearFilter, |
| this.material.magFilter = THREE.LinearFilter, |
|
|
| this.restoreRenderState( renderer ); |
|
|
| }; |
|
|
| }; |
|
|
|
|
| THREE.Fire.prototype = Object.create( THREE.Mesh.prototype ); |
| THREE.Fire.prototype.constructor = THREE.Fire; |
|
|
| THREE.Fire.SourceShader = { |
|
|
| uniforms: { |
| 'sourceMap': { |
| type: 't', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform sampler2D sourceMap;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' vec4 source = texture2D( sourceMap, vUv );', |
| ' vec4 current = texture2D( densityMap, vUv );', |
|
|
| ' vec2 v0 = (current.gb - step(0.5, current.gb)) * 2.0;', |
| ' vec2 v1 = (source.gb - step(0.5, source.gb)) * 2.0;', |
|
|
| ' vec2 newVel = v0 + v1;', |
|
|
| ' newVel = clamp(newVel, -0.99, 0.99);', |
| ' newVel = newVel * 0.5 + step(0.0, -newVel);', |
|
|
| ' float newDensity = source.r + current.a;', |
| ' float newTemp = source.r + current.r;', |
|
|
| ' newDensity = clamp(newDensity, 0.0, 1.0);', |
| ' newTemp = clamp(newTemp, 0.0, 1.0);', |
|
|
| ' gl_FragColor = vec4(newTemp, newVel.xy, newDensity);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
|
|
| THREE.Fire.DiffuseShader = { |
|
|
| uniforms: { |
| 'oneOverWidth': { |
| type: 'f', |
| value: null |
| }, |
| 'oneOverHeight': { |
| type: 'f', |
| value: null |
| }, |
| 'diffuse': { |
| type: 'f', |
| value: null |
| }, |
| 'viscosity': { |
| type: 'f', |
| value: null |
| }, |
| 'expansion': { |
| type: 'f', |
| value: null |
| }, |
| 'swirl': { |
| type: 'f', |
| value: null |
| }, |
| 'drag': { |
| type: 'f', |
| value: null |
| }, |
| 'burnRate': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform float oneOverWidth;', |
| 'uniform float oneOverHeight;', |
| 'uniform float diffuse;', |
| 'uniform float viscosity;', |
| 'uniform float expansion;', |
| 'uniform float swirl;', |
| 'uniform float burnRate;', |
| 'uniform float drag;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vec4 dC = texture2D( densityMap, vUv );', |
| ' vec4 dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) );', |
| ' vec4 dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) );', |
| ' vec4 dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) );', |
| ' vec4 dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) );', |
| ' vec4 dUL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y - oneOverHeight) );', |
| ' vec4 dUR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y - oneOverHeight) );', |
| ' vec4 dDL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y + oneOverHeight) );', |
| ' vec4 dDR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y + oneOverHeight) );', |
|
|
| ' dC.yz = (dC.yz - step(0.5, dC.yz)) * 2.0;', |
| ' dL.yz = (dL.yz - step(0.5, dL.yz)) * 2.0;', |
| ' dR.yz = (dR.yz - step(0.5, dR.yz)) * 2.0;', |
| ' dU.yz = (dU.yz - step(0.5, dU.yz)) * 2.0;', |
| ' dD.yz = (dD.yz - step(0.5, dD.yz)) * 2.0;', |
| ' dUL.yz = (dUL.yz - step(0.5, dUL.yz)) * 2.0;', |
| ' dUR.yz = (dUR.yz - step(0.5, dUR.yz)) * 2.0;', |
| ' dDL.yz = (dDL.yz - step(0.5, dDL.yz)) * 2.0;', |
| ' dDR.yz = (dDR.yz - step(0.5, dDR.yz)) * 2.0;', |
|
|
| ' vec4 result = (dC + vec4(diffuse, viscosity, viscosity, diffuse) * ( dL + dR + dU + dD + dUL + dUR + dDL + dDR )) / (1.0 + 8.0 * vec4(diffuse, viscosity, viscosity, diffuse)) - vec4(0.0, 0.0, 0.0, 0.001);', |
|
|
| ' float temperature = result.r;', |
| ' temperature = clamp(temperature - burnRate, 0.0, 1.0);', |
|
|
| ' vec2 velocity = result.yz;', |
|
|
| ' vec2 expansionVec = vec2(dL.w - dR.w, dU.w - dD.w);', |
|
|
| ' vec2 swirlVec = vec2((dL.z - dR.z) * 0.5, (dU.y - dD.y) * 0.5);', |
|
|
| ' velocity = velocity + (1.0 - expansion) * expansionVec + (1.0 - swirl) * swirlVec;', |
|
|
| ' velocity = velocity - (1.0 - drag) * velocity;', |
|
|
| ' gl_FragColor = vec4(temperature, velocity * 0.5 + step(0.0, -velocity), result.w);', |
|
|
| ' gl_FragColor = gl_FragColor * step(oneOverWidth, vUv.x);', |
| ' gl_FragColor = gl_FragColor * step(oneOverHeight, vUv.y);', |
| ' gl_FragColor = gl_FragColor * step(vUv.x, 1.0 - oneOverWidth);', |
| ' gl_FragColor = gl_FragColor * step(vUv.y, 1.0 - oneOverHeight);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
| THREE.Fire.DriftShader = { |
|
|
| uniforms: { |
| 'oneOverWidth': { |
| type: 'f', |
| value: null |
| }, |
| 'oneOverHeight': { |
| type: 'f', |
| value: null |
| }, |
| 'windVector': { |
| type: 'v2', |
| value: new THREE.Vector2( 0.0, 0.0 ) |
| }, |
| 'airSpeed': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform float oneOverWidth;', |
| 'uniform float oneOverHeight;', |
| 'uniform vec2 windVector;', |
| 'uniform float airSpeed;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' vec2 velocity = texture2D( densityMap, vUv ).gb;', |
| ' velocity = (velocity - step(0.5, velocity)) * 2.0;', |
|
|
| ' velocity = velocity + windVector;', |
|
|
| ' vec2 sourcePos = vUv - airSpeed * vec2(oneOverWidth, oneOverHeight) * velocity;', |
|
|
| ' vec2 units = sourcePos / vec2(oneOverWidth, oneOverHeight);', |
|
|
| ' vec2 intPos = floor(units);', |
| ' vec2 frac = units - intPos;', |
| ' intPos = intPos * vec2(oneOverWidth, oneOverHeight);', |
|
|
| ' vec4 dX0Y0 = texture2D( densityMap, intPos + vec2(0.0, -oneOverHeight) );', |
| ' vec4 dX1Y0 = texture2D( densityMap, intPos + vec2(oneOverWidth, 0.0) );', |
| ' vec4 dX0Y1 = texture2D( densityMap, intPos + vec2(0.0, oneOverHeight) );', |
| ' vec4 dX1Y1 = texture2D( densityMap, intPos + vec2(oneOverWidth, oneOverHeight) );', |
|
|
|
|
| ' dX0Y0.gb = (dX0Y0.gb - step(0.5, dX0Y0.gb)) * 2.0;', |
| ' dX1Y0.gb = (dX1Y0.gb - step(0.5, dX1Y0.gb)) * 2.0;', |
| ' dX0Y1.gb = (dX0Y1.gb - step(0.5, dX0Y1.gb)) * 2.0;', |
| ' dX1Y1.gb = (dX1Y1.gb - step(0.5, dX1Y1.gb)) * 2.0;', |
|
|
| ' vec4 source = mix(mix(dX0Y0, dX1Y0, frac.x), mix(dX0Y1, dX1Y1, frac.x), frac.y);', |
|
|
| ' source.gb = source.gb * 0.5 + step(0.0, -source.gb);', |
|
|
| ' gl_FragColor = source;', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
|
|
| THREE.Fire.ProjectionShader1 = { |
|
|
| uniforms: { |
| 'oneOverWidth': { |
| type: 'f', |
| value: null |
| }, |
| 'oneOverHeight': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform float oneOverWidth;', |
| 'uniform float oneOverHeight;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' float dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', |
| ' float dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', |
| ' float dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).b;', |
| ' float dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).b;', |
|
|
| ' dL = (dL - step(0.5, dL)) * 2.0;', |
| ' dR = (dR - step(0.5, dR)) * 2.0;', |
| ' dU = (dU - step(0.5, dU)) * 2.0;', |
| ' dD = (dD - step(0.5, dD)) * 2.0;', |
|
|
| ' float h = (oneOverWidth + oneOverHeight) * 0.5;', |
| ' float div = -0.5 * h * (dR - dL + dD - dU);', |
|
|
| ' gl_FragColor = vec4( 0.0, 0.0, div * 0.5 + step(0.0, -div), 0.0);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
|
|
| THREE.Fire.ProjectionShader2 = { |
|
|
| uniforms: { |
| 'oneOverWidth': { |
| type: 'f', |
| value: null |
| }, |
| 'oneOverHeight': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform float oneOverWidth;', |
| 'uniform float oneOverHeight;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' float div = texture2D( densityMap, vUv ).b;', |
| ' float pL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', |
| ' float pR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', |
| ' float pU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', |
| ' float pD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', |
|
|
| ' float divNorm = (div - step(0.5, div)) * 2.0;', |
| ' pL = (pL - step(0.5, pL)) * 2.0;', |
| ' pR = (pR - step(0.5, pR)) * 2.0;', |
| ' pU = (pU - step(0.5, pU)) * 2.0;', |
| ' pD = (pD - step(0.5, pD)) * 2.0;', |
|
|
| ' float p = (divNorm + pR + pL + pD + pU) * 0.25;', |
|
|
| ' gl_FragColor = vec4( 0.0, p * 0.5 + step(0.0, -p), div, 0.0);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
|
|
| THREE.Fire.ProjectionShader3 = { |
|
|
| uniforms: { |
| 'oneOverWidth': { |
| type: 'f', |
| value: null |
| }, |
| 'oneOverHeight': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| }, |
| 'projMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform float oneOverWidth;', |
| 'uniform float oneOverHeight;', |
| 'uniform sampler2D densityMap;', |
| 'uniform sampler2D projMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' vec4 orig = texture2D(densityMap, vUv);', |
|
|
| ' float pL = texture2D( projMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', |
| ' float pR = texture2D( projMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', |
| ' float pU = texture2D( projMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', |
| ' float pD = texture2D( projMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', |
|
|
| ' float uNorm = (orig.g - step(0.5, orig.g)) * 2.0;', |
| ' float vNorm = (orig.b - step(0.5, orig.b)) * 2.0;', |
|
|
| ' pL = (pL - step(0.5, pL)) * 2.0;', |
| ' pR = (pR - step(0.5, pR)) * 2.0;', |
| ' pU = (pU - step(0.5, pU)) * 2.0;', |
| ' pD = (pD - step(0.5, pD)) * 2.0;', |
|
|
| ' float h = (oneOverWidth + oneOverHeight) * 0.5;', |
| ' float u = uNorm - (0.5 * (pR - pL) / h);', |
| ' float v = vNorm - (0.5 * (pD - pU) / h);', |
|
|
| ' gl_FragColor = vec4( orig.r, u * 0.5 + step(0.0, -u), v * 0.5 + step(0.0, -v), orig.a);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
| THREE.Fire.ColorShader = { |
|
|
| uniforms: { |
| 'color1': { |
| type: 'c', |
| value: null |
| }, |
| 'color2': { |
| type: 'c', |
| value: null |
| }, |
| 'color3': { |
| type: 'c', |
| value: null |
| }, |
| 'colorBias': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform vec3 color1;', |
| 'uniform vec3 color2;', |
| 'uniform vec3 color3;', |
| 'uniform float colorBias;', |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' float density = texture2D( densityMap, vUv ).a;', |
| ' float temperature = texture2D( densityMap, vUv ).r;', |
|
|
| ' float bias = clamp(colorBias, 0.0001, 0.9999);', |
|
|
| ' vec3 blend1 = mix(color3, color2, temperature / bias) * (1.0 - step(bias, temperature));', |
| ' vec3 blend2 = mix(color2, color1, (temperature - bias) / (1.0 - bias) ) * step(bias, temperature);', |
|
|
| ' gl_FragColor = vec4(blend1 + blend2, density);', |
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|
|
|
| THREE.Fire.DebugShader = { |
|
|
| uniforms: { |
| 'color1': { |
| type: 'c', |
| value: null |
| }, |
| 'color2': { |
| type: 'c', |
| value: null |
| }, |
| 'color3': { |
| type: 'c', |
| value: null |
| }, |
| 'colorBias': { |
| type: 'f', |
| value: null |
| }, |
| 'densityMap': { |
| type: 't', |
| value: null |
| } |
| }, |
|
|
| vertexShader: [ |
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
|
|
| ' vUv = uv;', |
|
|
| ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', |
| ' gl_Position = projectionMatrix * mvPosition;', |
|
|
| '}' |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| 'uniform sampler2D densityMap;', |
|
|
| 'varying vec2 vUv;', |
|
|
| 'void main() {', |
| ' float density;', |
| ' density = texture2D( densityMap, vUv ).a;', |
|
|
| ' vec2 vel = texture2D( densityMap, vUv ).gb;', |
|
|
| ' vel = (vel - step(0.5, vel)) * 2.0;', |
|
|
| ' float r = density;', |
| ' float g = max(abs(vel.x), density * 0.5);', |
| ' float b = max(abs(vel.y), density * 0.5);', |
| ' float a = max(density * 0.5, max(abs(vel.x), abs(vel.y)));', |
|
|
| ' gl_FragColor = vec4(r, g, b, a);', |
|
|
| '}' |
|
|
| ].join( "\n" ) |
| }; |
|
|