代码是网上找的代码,通过调参、修改、封装实现的。
代码:
/** * 火焰 */ import * as THREE from '../build/three.module.js'; let MyFire3 = function () { let fireVertexShader = ` attribute vec4 orientation; attribute vec3 offset; attribute vec2 scale; attribute float life; attribute float random; varying vec2 vUv; varying float vRandom; varying float vAlpha; float range(float oldValue, float oldMin, float oldMax, float newMin, float newMax) { float oldRange = oldMax - oldMin; float newRange = newMax - newMin; return (((oldValue - oldMin) * newRange) / oldRange) + newMin; } // From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm float pcurve(float x, float a, float b) { float k = pow(a + b, a + b) / (pow(a, a) * pow(b, b)); return k * pow(x, a) * pow(1.0 - x, b); } void main() { vUv = uv; vRandom = random; vAlpha = pcurve(life, 1.0, 2.0); vec3 pos = position; pos.xy *= scale * vec2(range(pow(life, 1.5), 0.0, 1.0, 1.0, 0.6), range(pow(life, 1.5), 0.0, 1.0, 0.6, 1.2)); vec4 or = orientation; vec3 vcV = cross(or.xyz, pos); pos = vcV * (2.0 * or.w) + (cross(or.xyz, vcV) * 2.0 + pos); gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } `; let fireFragmentShader = ` uniform sampler2D uMap; uniform vec3 uColor1; uniform vec3 uColor2; uniform float uTime; varying vec2 vUv; varying float vAlpha; varying float vRandom; void main() { vec2 uv = vUv; float spriteLength = 10.0; uv.x /= spriteLength; float spriteIndex = mod(uTime * 0.1 + vRandom * 2.0, 1.0); uv.x += floor(spriteIndex * spriteLength) / spriteLength; vec4 map = texture2D(uMap, uv); gl_FragColor.rgb = mix(uColor2, uColor1, map.r); gl_FragColor.a = vAlpha * map.a; } `; let embersVertexShader = ` attribute float size; attribute float life; attribute vec3 offset; varying float vAlpha; // From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm float impulse(float k, float x) { float h = k * x; return h * exp(1.0 - h); } void main() { vAlpha = impulse(6.28, life); vec3 pos = position; pos += offset * vec3(life * 0.7 + 0.3, life * 0.9 + 0.1, life * 0.7 + 0.3); vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0); gl_PointSize = size * (80.0 / length(mvPosition.xyz)); gl_Position = projectionMatrix * mvPosition; } `; let embersFragmentShader = ` uniform sampler2D uMap; uniform vec3 uColor; varying float vAlpha; void main() { vec2 uv = vec2(gl_PointCoord.x, 1.0 - gl_PointCoord.y); vec4 mask = texture2D(uMap, uv); gl_FragColor.rgb = uColor; gl_FragColor.a = mask.a * vAlpha * 0.8; } `; let hazeVertexShader = ` attribute vec3 base; attribute vec3 offset; attribute vec4 orientation; attribute vec2 scale; attribute float life; varying float vAlpha; varying vec2 vUv; // From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm float impulse(float k, float x) { float h = k * x; return h * exp(1.0 - h); } float pcurve(float x, float a, float b) { float k = pow(a + b, a + b) / (pow(a, a) * pow(b, b)); return k * pow(x, a) * pow(1.0 - x, b); } void main() { vUv = uv; vAlpha = pcurve(life, 1.0, 2.0); vec3 pos = position; pos.xy *= scale * (life * 0.7 + 0.3); vec4 or = orientation; vec3 vcV = cross(or.xyz, pos); pos = vcV * (2.0 * or.w) + (cross(or.xyz, vcV) * 2.0 + pos); pos += base; pos += offset * vec3(life * 0.7 + 0.3, life * 0.9 + 0.1, life * 0.7 + 0.3); gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);; } `; let hazeFragmentShader = ` uniform sampler2D uMap; uniform sampler2D uMask; uniform vec2 uResolution; varying float vAlpha; varying vec2 vUv; void main() { vec2 uv = gl_FragCoord.xy / uResolution; vec2 mask = texture2D(uMask, vUv).ra - vec2(0.5); uv -= mask * 0.1; vec4 tex = texture2D(uMap, uv); gl_FragColor.rgb = tex.rgb; gl_FragColor.a = vAlpha * 0.5; } `; function random(min, max, precision) { var p = Math.pow(10, precision); return Math.round((min + Math.random() * (max - min)) * p) / p; } let _scene; let _renderer; let _camera; let _controls; let _rtt; let _fire; let _width; let _height; this.objs = []; let _self = this; this._isShow = false; let _pos_x; let _pos_y; let _pos_z; this.config = function (scene_, renderer_, camera_, controls_) { _width = 1920; _height = 1040; _renderer = renderer_; _scene = scene_; _camera = camera_; _controls = controls_; var _parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; _rtt = new THREE.WebGLRenderTarget(_width * 0.5, _height * 0.5, _parameters); } this.setPosition = function name(x, y, z) { _pos_x = x; _pos_y = y; _pos_z = z; } this.showFire = function () { initFire(); initEmbers(); initHaze(); this._isShow = true; } this.refresh = function () { _self.loop(); _self.loop2(); _self.loop3(); } this.isShow = function () { return this._isShow; } this.hide = function () { _self.objs.map(obj => { _scene.remove(obj); }); this._isShow = false; } this.show = function () { _self.objs.map(obj => { _scene.add(obj); }); this._isShow = true; } //=====// Fire //========================================// function initFire() { var _geometry, _shader, _mesh, _group; var _num = 50; var _x = new THREE.Vector3(1, 0, 0); var _y = new THREE.Vector3(0, 1, 0); var _z = new THREE.Vector3(0, 0, 1); var _tipTarget = new THREE.Vector3(); var _tip = new THREE.Vector3(); var _diff = new THREE.Vector3(); var _quat = new THREE.Quaternion(); var _quat2 = new THREE.Quaternion(); (function () { initGeometry(); initInstances(); initShader(); initMesh(); })(); function initGeometry() { _geometry = new THREE.InstancedBufferGeometry(); _geometry.maxInstancedCount = _num; var shape = new THREE.PlaneBufferGeometry(500, 500); shape.translate(0, 0.4, 0); var data = shape.attributes; _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(data.position.array), 3)); _geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(data.uv.array), 2)); _geometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(data.normal.array), 3)); _geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(shape.index.array), 1)); shape.dispose(); } function initInstances() { var orientation = new THREE.InstancedBufferAttribute(new Float32Array(_num * 4), 4); var randoms = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); var scale = new THREE.InstancedBufferAttribute(new Float32Array(_num * 2), 2); var life = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); for (let i = 0; i < _num; i++) { orientation.setXYZW(i, 0, 0, 0, 1); life.setX(i, i / _num + 1); } _geometry.addAttribute('orientation', orientation); _geometry.addAttribute('scale', scale); _geometry.addAttribute('life', life); _geometry.addAttribute('random', randoms); } function initShader() { var uniforms = { uMap: { type: 't', value: null }, uColor1: { type: 'c', value: new THREE.Color(0x961800) }, // red uColor2: { type: 'c', value: new THREE.Color(0x4b5828) }, // yellow uTime: { type: 'f', value: 0 }, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: fireVertexShader, fragmentShader: fireFragmentShader, blending: THREE.AdditiveBlending, transparent: true, depthTest: false, side: THREE.DoubleSide, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('images/myFire3/flame.png', t => _shader.uniforms.uMap.value = t); } function initMesh() { _group = new THREE.Group(); _mesh = new THREE.Mesh(_geometry, _shader); _mesh.frustumCulled = false; _group.add(_mesh); _scene.add(_group); _self.objs.push(_group); _fire = _group; } _self.loop = function () { let e = 100; _shader.uniforms.uTime.value = e * 0.001; var life = _geometry.attributes.life; var orientation = _geometry.attributes.orientation; var scale = _geometry.attributes.scale; var randoms = _geometry.attributes.random; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.04; if (value > 1) { value -= 1; _quat.setFromAxisAngle(_y, random(0, 3.14, 3)); _quat2.setFromAxisAngle(_x, random(-1, 1, 2) * 0.1); _quat.multiply(_quat2); _quat2.setFromAxisAngle(_z, random(-1, 1, 2) * 0.3); _quat.multiply(_quat2); orientation.setXYZW(i, _quat.x, _quat.y, _quat.z, _quat.w); scale.setXY(i, random(0.8, 1.2, 3), random(0.8, 1.2, 3)); randoms.setX(i, random(0, 1, 3)); } life.setX(i, value); } life.needsUpdate = true; orientation.needsUpdate = true; scale.needsUpdate = true; randoms.needsUpdate = true; _group.position.x = _pos_x; //Math.sin(e * 0.002) * 1.4; _group.position.y = _pos_y + 150; //Math.cos(e * 0.0014) * 0.2; _group.position.z = _pos_z; //Math.cos(e * 0.0014) * 0.5; let tipOffset = 0.4; _tipTarget.copy(_group.position); _tipTarget.y += tipOffset; _tip.lerp(_tipTarget, 0.1); _diff.copy(_tip); _diff.sub(_group.position); let length = _diff.length(); //_group.scale.y = (length / tipOffset - 1) * 0.4 + 1; _group.quaternion.setFromUnitVectors(_y, _diff.normalize()); } } //=====// Embers //========================================// function initEmbers() { var _geometry, _shader, _points; var _num = 8; (function () { initGeometry(); initShader(); initMesh(); })(); function initGeometry() { _geometry = new THREE.BufferGeometry(); _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(_num * 3), 3)); _geometry.addAttribute('offset', new THREE.BufferAttribute(new Float32Array(_num * 3), 3)); _geometry.addAttribute('size', new THREE.BufferAttribute(new Float32Array(_num), 1)); _geometry.addAttribute('life', new THREE.BufferAttribute(new Float32Array(_num), 1)); var scale = new THREE.InstancedBufferAttribute(new Float32Array(_num * 2), 2); _geometry.addAttribute('scale', scale); for (var i = 0; i < _num; i++) { _geometry.attributes.life.setX(i, random(0, 1, 3) + 1); } } function initShader() { var uniforms = { uMap: { type: 't', value: null }, uColor: { type: 'c', value: new THREE.Color(0xffe61e) }, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: embersVertexShader, fragmentShader: embersFragmentShader, blending: THREE.AdditiveBlending, transparent: true, depthTest: false, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('images/myFire3/ember.png', t => _shader.uniforms.uMap.value = t); } function initMesh() { _points = new THREE.Points(_geometry, _shader); _points.frustumCulled = false; _scene.add(_points); _self.objs.push(_points); } _self.loop2 = function () { var life = _geometry.attributes.life; var position = _geometry.attributes.position; var size = _geometry.attributes.size; var offset = _geometry.attributes.offset; var scale = _geometry.attributes.scale; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.02; if (value > 1) { value -= 1; position.setXYZ(i, _pos_x, _pos_y + 0.1, _pos_z); offset.setXYZ(i, random(-200, 200, 3), random(200, 600, 3), random(-100, 100, 3) ); size.setX(i, random(20, 200, 3)); scale.setXY(i, 50, 50); } life.setX(i, value); } life.needsUpdate = true; position.needsUpdate = true; size.needsUpdate = true; offset.needsUpdate = true; } } //=====// Haze //========================================// function initHaze() { var _geometry, _shader, _mesh; var _num = 4; var _z = new THREE.Vector3(0, 0, 1); var _quat = new THREE.Quaternion(); var _quat2 = new THREE.Quaternion(); (function () { initGeometry(); initInstances(); initShader(); initMesh(); window.addEventListener('resize', resizeHaze, false); resizeHaze(); })(); function initGeometry() { _geometry = new THREE.InstancedBufferGeometry(); _geometry.maxInstancedCount = _num; var shape = new THREE.PlaneBufferGeometry(0.1, 0.1); var data = shape.attributes; _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(data.position.array), 3)); _geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(data.uv.array), 2)); _geometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(data.normal.array), 3)); _geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(shape.index.array), 1)); shape.dispose(); } function initInstances() { var base = new THREE.InstancedBufferAttribute(new Float32Array(_num * 3), 3); var offset = new THREE.InstancedBufferAttribute(new Float32Array(_num * 3), 3); var orientation = new THREE.InstancedBufferAttribute(new Float32Array(_num * 4), 4); var scale = new THREE.InstancedBufferAttribute(new Float32Array(_num * 2), 2); var rotation = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); var life = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); for (let i = 0; i < _num; i++) { orientation.setXYZW(i, 0, 0, 0, 1); life.setX(i, i / _num + 1); } _geometry.addAttribute('base', base); _geometry.addAttribute('offset', offset); _geometry.addAttribute('orientation', orientation); _geometry.addAttribute('scale', scale); _geometry.addAttribute('rotation', rotation); _geometry.addAttribute('life', life); } function initShader() { let dpr = _renderer.getPixelRatio(); var uniforms = { uMap: { type: 't', value: null }, uMask: { type: 't', value: null }, uResolution: { type: 'v2', value: new THREE.Vector2(_width * dpr, _height * dpr) }, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: hazeVertexShader, fragmentShader: hazeFragmentShader, transparent: true, depthTest: false, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('images/myFire3/haze.png', t => _shader.uniforms.uMask.value = t); } function initMesh() { _mesh = new THREE.Mesh(_geometry, _shader); _mesh.frustumCulled = false; _scene.add(_mesh); _self.objs.push(_mesh); } function resizeHaze() { let dpr = _renderer.getPixelRatio(); _shader.uniforms.uMap.value = _rtt.texture; _shader.uniforms.uResolution.value.set(_width * dpr, _height * dpr); } _self.loop3 = function () { let e = 100; _mesh.visible = false; //_renderer.render(_scene, _camera, _rtt); _mesh.visible = true; var life = _geometry.attributes.life; var base = _geometry.attributes.base; var offset = _geometry.attributes.offset; var scale = _geometry.attributes.scale; var orientation = _geometry.attributes.orientation; var rotation = _geometry.attributes.rotation; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.008; if (value > 1) { value -= 1; rotation.setX(i, random(0, 3.14, 3)); base.setXYZ(i, _pos_x, _pos_y + 0.1, _pos_z); offset.setXYZ(i, random(-220, 220, 3), random(300, 600, 3), 0 ); //scale.setXY(i, random(0.6, 1.2, 3), random(0.6, 1.2, 3)); scale.setXY(i, 50, 50); } _quat.copy(_camera.quaternion); _quat2.setFromAxisAngle(_z, rotation.array[i]); _quat.multiply(_quat2); orientation.setXYZW(i, _quat.x, _quat.y, _quat.z, _quat.w); life.setX(i, value); } life.needsUpdate = true; base.needsUpdate = true; scale.needsUpdate = true; offset.needsUpdate = true; orientation.needsUpdate = true; } } } MyFire3.prototype.constructor = MyFire3; export { MyFire3 }
如何使用(部分代码):
import { MyFire3 } from '../js.my/MyFire3.js'; let myFire3; if (!myFire3) { myFire3 = new MyFire3(); myFire3.config(scene, renderer, camera, controls); myFire3.setPosition(417, 0, 1134); myFire3.showFire(); } else { if (myFire3.isShow()) { myFire3.hide(); } else { myFire3.show(); } } function renderLoop() { requestAnimationFrame(renderLoop); myFire3 && myFire3.refresh && myFire3.refresh(); } renderLoop();
说明:myFire3.config的参数中的controls未用到,scene、renderer、camera分别是three.js的Scene、WebGLRenderer和PerspectiveCamera对象