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- /**
- * @author Mike Piecuch / https://github.com/mikepiecuch
- *
- * Based on research paper "Real-Time Fluid Dynamics for Games" by Jos Stam
- * http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf
- *
- */
- import {
- Clock,
- Color,
- DataTexture,
- LinearFilter,
- MathUtils,
- Mesh,
- NearestFilter,
- NoToneMapping,
- OrthographicCamera,
- PlaneBufferGeometry,
- RGBAFormat,
- Scene,
- ShaderMaterial,
- Vector2,
- WebGLRenderTarget
- } from "../../../build/three.module.js";
- var Fire = function ( geometry, options ) {
- Mesh.call( this, geometry );
- this.type = 'Fire';
- this.clock = new 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 Color( 0xffffff );
- this.color2 = options.color2 || new Color( 0xffa000 );
- this.color3 = options.color3 || new 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 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;
- };
- // When setting source map, red channel is density. Green and blue channels
- // encode x and y velocity respectively as signed chars:
- // (0 -> 127 = 0.0 -> 1.0, 128 -> 255 = -1.0 -> 0.0 )
- this.setSourceMap = function ( texture ) {
- this.sourceMaterial.uniforms[ "sourceMap" ].value = texture;
- };
- var parameters = {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- depthBuffer: false,
- stencilBuffer: false
- };
- this.field0 = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- this.field0.background = new Color( 0x000000 );
- this.field1 = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- this.field0.background = new Color( 0x000000 );
- this.fieldProj = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- this.field0.background = new Color( 0x000000 );
- if ( ! MathUtils.isPowerOfTwo( textureWidth ) ||
- ! MathUtils.isPowerOfTwo( textureHeight ) ) {
- this.field0.texture.generateMipmaps = false;
- this.field1.texture.generateMipmaps = false;
- this.fieldProj.texture.generateMipmaps = false;
- }
- this.fieldScene = new Scene();
- this.fieldScene.background = new Color( 0x000000 );
- this.orthoCamera = new OrthographicCamera( textureWidth / - 2, textureWidth / 2, textureHeight / 2, textureHeight / - 2, 1, 2 );
- this.orthoCamera.position.z = 1;
- this.fieldGeometry = new PlaneBufferGeometry( textureWidth, textureHeight );
- this.internalSource = new DataTexture( this.sourceData, textureWidth, textureHeight, RGBAFormat );
- // Source Shader
- var shader = Fire.SourceShader;
- this.sourceMaterial = new ShaderMaterial( {
- uniforms: shader.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- transparent: false
- } );
- this.clearSources();
- this.sourceMesh = new Mesh( this.fieldGeometry, this.sourceMaterial );
- this.fieldScene.add( this.sourceMesh );
- // Diffuse Shader
- var shader = Fire.DiffuseShader;
- this.diffuseMaterial = new 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 Mesh( this.fieldGeometry, this.diffuseMaterial );
- this.fieldScene.add( this.diffuseMesh );
- // Drift Shader
- shader = Fire.DriftShader;
- this.driftMaterial = new 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 Mesh( this.fieldGeometry, this.driftMaterial );
- this.fieldScene.add( this.driftMesh );
- // Projection Shader 1
- shader = Fire.ProjectionShader1;
- this.projMaterial1 = new 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 Mesh( this.fieldGeometry, this.projMaterial1 );
- this.fieldScene.add( this.projMesh1 );
- // Projection Shader 2
- shader = Fire.ProjectionShader2;
- this.projMaterial2 = new 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 Mesh( this.fieldGeometry, this.projMaterial2 );
- this.fieldScene.add( this.projMesh2 );
- // Projection Shader 3
- shader = Fire.ProjectionShader3;
- this.projMaterial3 = new 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 Mesh( this.fieldGeometry, this.projMaterial3 );
- this.fieldScene.add( this.projMesh3 );
- // Color Shader
- if ( debug ) {
- shader = Fire.DebugShader;
- } else {
- shader = Fire.ColorShader;
- }
- this.material = new 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.savedXrEnabled = renderer.xr.enabled;
- this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate;
- this.savedAntialias = renderer.antialias;
- this.savedToneMapping = renderer.toneMapping;
- };
- this.restoreRenderState = function ( renderer ) {
- renderer.xr.enabled = this.savedXrEnabled;
- 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 ) {
- // Projection pass 1
- 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;
- // Projection pass 2
- 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;
- // Projection pass 3
- 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.xr.enabled = false; // Avoid camera modification and recursion
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
- renderer.antialias = false;
- renderer.toneMapping = 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 );
- }
- // Final result out for coloring
- this.material.map = this.field1.texture;
- this.material.transparent = true;
- this.material.minFilter = LinearFilter,
- this.material.magFilter = LinearFilter,
- this.restoreRenderState( renderer );
- };
- };
- Fire.prototype = Object.create( Mesh.prototype );
- Fire.prototype.constructor = Fire;
- Fire.SourceShader = {
- uniforms: {
- 'sourceMap': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.DiffuseShader = {
- uniforms: {
- 'oneOverWidth': {
- value: null
- },
- 'oneOverHeight': {
- value: null
- },
- 'diffuse': {
- value: null
- },
- 'viscosity': {
- value: null
- },
- 'expansion': {
- value: null
- },
- 'swirl': {
- value: null
- },
- 'drag': {
- value: null
- },
- 'burnRate': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.DriftShader = {
- uniforms: {
- 'oneOverWidth': {
- value: null
- },
- 'oneOverHeight': {
- value: null
- },
- 'windVector': {
- value: new Vector2( 0.0, 0.0 )
- },
- 'airSpeed': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.ProjectionShader1 = {
- uniforms: {
- 'oneOverWidth': {
- value: null
- },
- 'oneOverHeight': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.ProjectionShader2 = {
- uniforms: {
- 'oneOverWidth': {
- value: null
- },
- 'oneOverHeight': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.ProjectionShader3 = {
- uniforms: {
- 'oneOverWidth': {
- value: null
- },
- 'oneOverHeight': {
- value: null
- },
- 'densityMap': {
- value: null
- },
- 'projMap': {
- 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" )
- };
- Fire.ColorShader = {
- uniforms: {
- 'color1': {
- value: null
- },
- 'color2': {
- value: null
- },
- 'color3': {
- value: null
- },
- 'colorBias': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- Fire.DebugShader = {
- uniforms: {
- 'color1': {
- value: null
- },
- 'color2': {
- value: null
- },
- 'color3': {
- value: null
- },
- 'colorBias': {
- value: null
- },
- 'densityMap': {
- 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" )
- };
- export { Fire };
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