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1076 lines
26 KiB
1076 lines
26 KiB
/**
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* @author Mike Piecuch / https://github.com/mikepiecuch
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*
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* Based on research paper "Real-Time Fluid Dynamics for Games" by Jos Stam
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* http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf
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*
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*/
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THREE.Fire = function ( geometry, options ) {
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THREE.Mesh.call( this, geometry );
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this.type = 'Fire';
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this.clock = new THREE.Clock();
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options = options || {};
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var textureWidth = options.textureWidth || 512;
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var textureHeight = options.textureHeight || 512;
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var oneOverWidth = 1.0 / textureWidth;
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var oneOverHeight = 1.0 / textureHeight;
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var debug = ( options.debug === undefined ) ? false : options.debug;
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this.color1 = options.color1 || new THREE.Color( 0xffffff );
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this.color2 = options.color2 || new THREE.Color( 0xffa000 );
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this.color3 = options.color3 || new THREE.Color( 0x000000 );
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this.colorBias = ( options.colorBias === undefined ) ? 0.8 : options.colorBias;
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this.diffuse = ( options.diffuse === undefined ) ? 1.33 : options.diffuse;
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this.viscosity = ( options.viscosity === undefined ) ? 0.25 : options.viscosity;
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this.expansion = ( options.expansion === undefined ) ? - 0.25 : options.expansion;
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this.swirl = ( options.swirl === undefined ) ? 50.0 : options.swirl;
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this.burnRate = ( options.burnRate === undefined ) ? 0.3 : options.burnRate;
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this.drag = ( options.drag === undefined ) ? 0.35 : options.drag;
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this.airSpeed = ( options.airSpeed === undefined ) ? 6.0 : options.airSpeed;
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this.windVector = options.windVector || new THREE.Vector2( 0.0, 0.75 );
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this.speed = ( options.speed === undefined ) ? 500.0 : options.speed;
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this.massConservation = ( options.massConservation === undefined ) ? false : options.massConservation;
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var size = textureWidth * textureHeight;
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this.sourceData = new Uint8Array( 4 * size );
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this.clearSources = function () {
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for ( var y = 0; y < textureHeight; y ++ ) {
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for ( var x = 0; x < textureWidth; x ++ ) {
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var i = y * textureWidth + x;
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var stride = i * 4;
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this.sourceData[ stride ] = 0;
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this.sourceData[ stride + 1 ] = 0;
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this.sourceData[ stride + 2 ] = 0;
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this.sourceData[ stride + 3 ] = 0;
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}
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}
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this.sourceMaterial.uniforms[ "sourceMap" ].value = this.internalSource;
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this.sourceMaterial.needsUpdate = true;
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return this.sourceData;
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};
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this.addSource = function ( u, v, radius, density = null, windX = null, windY = null ) {
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var startX = Math.max( Math.floor( ( u - radius ) * textureWidth ), 0 );
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var startY = Math.max( Math.floor( ( v - radius ) * textureHeight ), 0 );
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var endX = Math.min( Math.floor( ( u + radius ) * textureWidth ), textureWidth );
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var endY = Math.min( Math.floor( ( v + radius ) * textureHeight ), textureHeight );
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for ( var y = startY; y < endY; y ++ ) {
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for ( var x = startX; x < endX; x ++ ) {
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var diffX = x * oneOverWidth - u;
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var diffY = y * oneOverHeight - v;
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if ( diffX * diffX + diffY * diffY < radius * radius ) {
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var i = y * textureWidth + x;
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var stride = i * 4;
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if ( density != null ) {
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this.sourceData[ stride ] = Math.min( Math.max( density, 0.0 ), 1.0 ) * 255;
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}
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if ( windX != null ) {
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var wind = Math.min( Math.max( windX, - 1.0 ), 1.0 );
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wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 );
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this.sourceData[ stride + 1 ] = wind;
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}
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if ( windY != null ) {
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var wind = Math.min( Math.max( windY, - 1.0 ), 1.0 );
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wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 );
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this.sourceData[ stride + 2 ] = wind;
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}
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}
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}
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}
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this.internalSource.needsUpdate = true;
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return this.sourceData;
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};
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// When setting source map, red channel is density. Green and blue channels
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// encode x and y velocity respectively as signed chars:
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// (0 -> 127 = 0.0 -> 1.0, 128 -> 255 = -1.0 -> 0.0 )
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this.setSourceMap = function ( texture ) {
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this.sourceMaterial.uniforms[ "sourceMap" ].value = texture;
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};
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var parameters = {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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depthBuffer: false,
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stencilBuffer: false
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};
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this.field0 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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this.field0.background = new THREE.Color( 0x000000 );
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this.field1 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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this.field0.background = new THREE.Color( 0x000000 );
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this.fieldProj = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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this.field0.background = new THREE.Color( 0x000000 );
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if ( ! THREE.Math.isPowerOfTwo( textureWidth ) ||
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! THREE.Math.isPowerOfTwo( textureHeight ) ) {
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this.field0.texture.generateMipmaps = false;
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this.field1.texture.generateMipmaps = false;
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this.fieldProj.texture.generateMipmaps = false;
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}
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this.fieldScene = new THREE.Scene();
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this.fieldScene.background = new THREE.Color( 0x000000 );
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this.orthoCamera = new THREE.OrthographicCamera( textureWidth / - 2, textureWidth / 2, textureHeight / 2, textureHeight / - 2, 1, 2 );
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this.orthoCamera.position.z = 1;
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this.fieldGeometry = new THREE.PlaneBufferGeometry( textureWidth, textureHeight );
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this.internalSource = new THREE.DataTexture( this.sourceData, textureWidth, textureHeight, THREE.RGBAFormat );
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// Source Shader
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var shader = THREE.Fire.SourceShader;
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this.sourceMaterial = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.clearSources();
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this.sourceMesh = new THREE.Mesh( this.fieldGeometry, this.sourceMaterial );
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this.fieldScene.add( this.sourceMesh );
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// Diffuse Shader
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var shader = THREE.Fire.DiffuseShader;
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this.diffuseMaterial = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.diffuseMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth;
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this.diffuseMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight;
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this.diffuseMesh = new THREE.Mesh( this.fieldGeometry, this.diffuseMaterial );
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this.fieldScene.add( this.diffuseMesh );
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// Drift Shader
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shader = THREE.Fire.DriftShader;
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this.driftMaterial = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.driftMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth;
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this.driftMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight;
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this.driftMesh = new THREE.Mesh( this.fieldGeometry, this.driftMaterial );
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this.fieldScene.add( this.driftMesh );
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// Projection Shader 1
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shader = THREE.Fire.ProjectionShader1;
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this.projMaterial1 = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.projMaterial1.uniforms[ "oneOverWidth" ].value = oneOverWidth;
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this.projMaterial1.uniforms[ "oneOverHeight" ].value = oneOverHeight;
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this.projMesh1 = new THREE.Mesh( this.fieldGeometry, this.projMaterial1 );
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this.fieldScene.add( this.projMesh1 );
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// Projection Shader 2
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shader = THREE.Fire.ProjectionShader2;
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this.projMaterial2 = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.projMaterial2.uniforms[ "oneOverWidth" ].value = oneOverWidth;
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this.projMaterial2.uniforms[ "oneOverHeight" ].value = oneOverHeight;
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this.projMesh2 = new THREE.Mesh( this.fieldGeometry, this.projMaterial2 );
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this.fieldScene.add( this.projMesh2 );
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// Projection Shader 3
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shader = THREE.Fire.ProjectionShader3;
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this.projMaterial3 = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: false
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} );
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this.projMaterial3.uniforms[ "oneOverWidth" ].value = oneOverWidth;
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this.projMaterial3.uniforms[ "oneOverHeight" ].value = oneOverHeight;
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this.projMesh3 = new THREE.Mesh( this.fieldGeometry, this.projMaterial3 );
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this.fieldScene.add( this.projMesh3 );
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// Color Shader
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if ( debug ) {
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shader = THREE.Fire.DebugShader;
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} else {
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shader = THREE.Fire.ColorShader;
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}
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this.material = new THREE.ShaderMaterial( {
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uniforms: shader.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: true
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} );
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this.material.uniforms[ "densityMap" ].value = this.field1.texture;
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this.configShaders = function ( dt ) {
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this.diffuseMaterial.uniforms[ "diffuse" ].value = dt * 0.05 * this.diffuse;
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this.diffuseMaterial.uniforms[ "viscosity" ].value = dt * 0.05 * this.viscosity;
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this.diffuseMaterial.uniforms[ "expansion" ].value = Math.exp( this.expansion * - 1.0 );
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this.diffuseMaterial.uniforms[ "swirl" ].value = Math.exp( this.swirl * - 0.1 );
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this.diffuseMaterial.uniforms[ "drag" ].value = Math.exp( this.drag * - 0.1 );
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this.diffuseMaterial.uniforms[ "burnRate" ].value = this.burnRate * dt * 0.01;
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this.driftMaterial.uniforms[ "windVector" ].value = this.windVector;
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this.driftMaterial.uniforms[ "airSpeed" ].value = dt * this.airSpeed * 0.001 * textureHeight;
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this.material.uniforms[ "color1" ].value = this.color1;
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this.material.uniforms[ "color2" ].value = this.color2;
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this.material.uniforms[ "color3" ].value = this.color3;
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this.material.uniforms[ "colorBias" ].value = this.colorBias;
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};
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this.clearDiffuse = function () {
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this.diffuseMaterial.uniforms[ "expansion" ].value = 1.0;
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this.diffuseMaterial.uniforms[ "swirl" ].value = 1.0;
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this.diffuseMaterial.uniforms[ "drag" ].value = 1.0;
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this.diffuseMaterial.uniforms[ "burnRate" ].value = 0.0;
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};
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this.swapTextures = function () {
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var swap = this.field0;
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this.field0 = this.field1;
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this.field1 = swap;
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};
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this.saveRenderState = function ( renderer ) {
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this.savedRenderTarget = renderer.getRenderTarget();
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this.savedVrEnabled = renderer.vr.enabled;
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this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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this.savedAntialias = renderer.antialias;
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this.savedToneMapping = renderer.toneMapping;
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};
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this.restoreRenderState = function ( renderer ) {
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renderer.vr.enabled = this.savedVrEnabled;
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renderer.shadowMap.autoUpdate = this.savedShadowAutoUpdate;
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renderer.setRenderTarget( this.savedRenderTarget );
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renderer.antialias = this.savedAntialias;
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renderer.toneMapping = this.savedToneMapping;
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};
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this.renderSource = function ( renderer ) {
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this.sourceMesh.visible = true;
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this.sourceMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
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renderer.setRenderTarget( this.field1 );
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renderer.render( this.fieldScene, this.orthoCamera );
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this.sourceMesh.visible = false;
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this.swapTextures();
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};
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this.renderDiffuse = function ( renderer ) {
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this.diffuseMesh.visible = true;
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this.diffuseMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
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renderer.setRenderTarget( this.field1 );
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renderer.render( this.fieldScene, this.orthoCamera );
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this.diffuseMesh.visible = false;
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this.swapTextures();
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};
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this.renderDrift = function ( renderer ) {
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this.driftMesh.visible = true;
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this.driftMaterial.uniforms[ "densityMap" ].value = this.field0.texture;
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renderer.setRenderTarget( this.field1 );
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renderer.render( this.fieldScene, this.orthoCamera );
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this.driftMesh.visible = false;
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this.swapTextures();
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};
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this.renderProject = function ( renderer ) {
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// Projection pass 1
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this.projMesh1.visible = true;
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this.projMaterial1.uniforms[ "densityMap" ].value = this.field0.texture;
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renderer.setRenderTarget( this.fieldProj );
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renderer.render( this.fieldScene, this.orthoCamera );
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this.projMesh1.visible = false;
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this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture;
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// Projection pass 2
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this.projMesh2.visible = true;
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for ( var i = 0; i < 20; i ++ ) {
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renderer.setRenderTarget( this.field1 );
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renderer.render( this.fieldScene, this.orthoCamera );
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var temp = this.field1;
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this.field1 = this.fieldProj;
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this.fieldProj = temp;
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this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture;
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}
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this.projMesh2.visible = false;
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this.projMaterial3.uniforms[ "densityMap" ].value = this.field0.texture;
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this.projMaterial3.uniforms[ "projMap" ].value = this.fieldProj.texture;
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// Projection pass 3
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this.projMesh3.visible = true;
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renderer.setRenderTarget( this.field1 );
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renderer.render( this.fieldScene, this.orthoCamera );
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this.projMesh3.visible = false;
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this.swapTextures();
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};
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this.onBeforeRender = function ( renderer ) {
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var delta = this.clock.getDelta();
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if ( delta > 0.1 ) {
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delta = 0.1;
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}
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var dt = delta * ( this.speed * 0.1 );
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this.configShaders( dt );
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this.saveRenderState( renderer );
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renderer.vr.enabled = false; // Avoid camera modification and recursion
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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renderer.antialias = false;
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renderer.toneMapping = THREE.NoToneMapping;
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this.sourceMesh.visible = false;
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this.diffuseMesh.visible = false;
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this.driftMesh.visible = false;
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this.projMesh1.visible = false;
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this.projMesh2.visible = false;
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this.projMesh3.visible = false;
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this.renderSource( renderer );
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this.clearDiffuse();
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for ( var i = 0; i < 21; i ++ ) {
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this.renderDiffuse( renderer );
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}
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this.configShaders( dt );
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this.renderDiffuse( renderer );
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this.renderDrift( renderer );
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if ( this.massConservation ) {
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this.renderProject( renderer );
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this.renderProject( renderer );
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}
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// Final result out for coloring
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this.material.map = this.field1.texture;
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this.material.transparent = true;
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this.material.minFilter = THREE.LinearFilter,
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this.material.magFilter = THREE.LinearFilter,
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this.restoreRenderState( renderer );
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};
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};
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THREE.Fire.prototype = Object.create( THREE.Mesh.prototype );
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THREE.Fire.prototype.constructor = THREE.Fire;
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THREE.Fire.SourceShader = {
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uniforms: {
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'sourceMap': {
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type: 't',
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value: null
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},
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'densityMap': {
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type: 't',
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value: null
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}
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = uv;',
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' gl_Position = projectionMatrix * mvPosition;',
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'}'
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].join( "\n" ),
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fragmentShader: [
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'uniform sampler2D sourceMap;',
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'uniform sampler2D densityMap;',
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'varying vec2 vUv;',
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'void main() {',
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' vec4 source = texture2D( sourceMap, vUv );',
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' vec4 current = texture2D( densityMap, vUv );',
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' 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" )
|
|
};
|