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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 | |
| * | |
| */ | |
| 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; | |
| }; | |
| // 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: 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 ); | |
| // Source Shader | |
| 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 ); | |
| // Diffuse Shader | |
| 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 ); | |
| // Drift Shader | |
| 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 ); | |
| // Projection Shader 1 | |
| 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 ); | |
| // Projection Shader 2 | |
| 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 ); | |
| // Projection Shader 3 | |
| 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 ); | |
| // Color Shader | |
| 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 ) { | |
| // 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.vr.enabled = false; // Avoid camera modification and recursion | |
| renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows | |
| 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 ); | |
| } | |
| // Final result out for coloring | |
| 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" ) | |
| }; | |