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html,
body
margin: 0
padding: 0
canvas
display: block
class Fire extends THREE.Object3D {
constructor () {
super()
this.numParticles = 1000
this.opts = {
sparkLifecycle: 0.7,
sparkStartSize: 10,
sparkEndSize: 20,
sparkDistanceScale: 1.4,
flameMinHeight: 0.02,
flameMaxHeight: 0.2,
flamePeriod: 0.5,
windStrength: 0.14,
windFrequency: 0.5,
color: 0x6e4d00, //0xffcf5c,
endColor: 0x8e3920, //0xc0988c,
opacity: 0.7,
gravity: 0.05,
// static - set at start
baseWidth: 0.8 // angle - multiple of PI
}
var textureLoader = new THREE.TextureLoader()
textureLoader.load('https://s3-us-west-2.amazonaws.com/s.cdpn.io/126747/snowflake_16x16.png', (texture) => {
this.texture = texture
this.system.material.uniforms.texture.value = texture
})
}
init () {
// make sure gravity points in world Y
// http://stackoverflow.com/questions/35641875/three-js-how-to-find-world-orientation-vector-of-objects-local-up-vector
var v3 = new THREE.Vector3();
v3.copy( this.up ).applyQuaternion(this.getWorldQuaternion().inverse());
const systemGeometry = new THREE.BufferGeometry()
const systemMaterial = new THREE.ShaderMaterial({
uniforms: {
up: { type: 'v3', value: v3 },
gravity: { type: 'f', value: this.opts.gravity },
elapsedTime: { type: 'f', value: 0.0 },
numParticles: { type: 'f', value: this.numParticles },
color: { type: 'c', value: new THREE.Color(this.opts.color) },
endColor: { type: 'c', value: new THREE.Color(this.opts.endColor) },
flameMaxHeight: { type: 'f', value: this.opts.flameMaxHeight },
flameMinHeight: { type: 'f', value: this.opts.flameMinHeight },
flamePeriod: { type: 'f', value: this.opts.flamePeriod },
windStrength: { type: 'f', value: this.opts.windStrength },
windFrequency: { type: 'f', value: this.opts.windFrequency },
sparkLifecycle: { type: 'f', value: this.opts.sparkLifecycle },
sparkDistanceScale: { type: 'f', value: this.opts.sparkDistanceScale },
sparkStartSize: { type: 'f', value: this.opts.sparkStartSize },
sparkEndSize: { type: 'f', value: this.opts.sparkEndSize },
opacity: { type: 'f', value: this.opts.opacity },
texture: { type: 't', value: null }
},
transparent: true,
//depthWrite: false,
depthTest: false,
// NOTE: don't use additive blending for light backgrounds
// http://answers.unity3d.com/questions/573717/particle-effects-against-light-backgrounds.html
blending: THREE.AdditiveBlending,
vertexShader: `
uniform float elapsedTime;
uniform float numParticles;
uniform float gravity;
uniform vec3 up;
uniform float sparkLifecycle;
uniform float sparkDistanceScale;
uniform float sparkStartSize;
uniform float sparkEndSize;
uniform float flameMaxHeight;
uniform float flameMinHeight;
uniform float flamePeriod;
uniform float windStrength;
uniform float windFrequency;
attribute vec3 direction;
attribute float uniqueness;
attribute float particleIndex;
#define PI 3.141592653589793238462643383279
varying float vTime;
void main( void ) {
// unique duration
float duration = sparkLifecycle + sparkLifecycle * uniqueness;
// make time loop
float particleOffset = (particleIndex / numParticles * duration);
float time = mod(elapsedTime + particleOffset, duration);
// store time as 0-1 for fragment shader
vTime = time / duration;
// apply "gravity" to fire
vec3 vGravity = up * gravity * pow(vTime, 2.0);
// move in direction based on elapsed time
float flameHeight = mix(flameMinHeight, flameMaxHeight, uniqueness);
vec3 vDistance = flameHeight * direction * vTime;
// close flame at top (0.5 is fully closed)
vDistance.xz *= cos(mix(0.0, PI * flamePeriod, vTime));
// apply some random horizonal wind
vec3 vWind = sin((elapsedTime + vTime * uniqueness) * windFrequency * uniqueness) * cross(up, direction) * windStrength * uniqueness * vTime;
// add all forces to get final position for this frame
vec3 pos = position + vDistance + vGravity + vWind;
// Set size based on frame and distance
vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );
gl_PointSize = mix(sparkStartSize, sparkEndSize, vTime);
gl_PointSize = gl_PointSize * (sparkDistanceScale / length(mvPosition.xyz));
// project position on screen
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
uniform vec3 color;
uniform vec3 endColor;
uniform float opacity;
uniform sampler2D texture;
varying float vTime;
void main() {
vec4 texColor = texture2D(texture, gl_PointCoord);
vec4 startColor = vec4(color, opacity);
vec4 endColor = vec4(endColor, 0.0);
gl_FragColor = texColor * mix(startColor, endColor, vTime);
}
`
})
// all flames start at 0,0,0
const positions = new Float32Array(this.numParticles * 3)
for (let i = 0; i < positions.length; i += 3) {
positions[i] = 0
}
const direction = new Float32Array(this.numParticles * 3)
for (let i = 0; i < direction.length; i += 3) {
const phi = this.randCenter(Math.PI * this.opts.baseWidth)
const theta = this.randCenter(Math.PI)
// create normal vector in random direction
const sphereCoord = THREE.Spherical(1, phi, theta)
const v = new THREE.Vector3()
v.setFromSpherical(sphereCoord)
direction[i] = v.x
direction[i + 1] = v.y
direction[i + 2] = v.z
}
// push some uniqueness - because entropy...
const uniqueness = new Float32Array(this.numParticles)
for (let i = 0; i < this.numParticles; i++) {
uniqueness[i] = Math.random()
}
// remember particle index
const particleIndex = new Float32Array(this.numParticles)
for (let i = 0; i < this.numParticles; i++) {
particleIndex[i] = i
}
systemGeometry.addAttribute('position', new THREE.BufferAttribute(positions, 3))
systemGeometry.addAttribute('direction', new THREE.BufferAttribute(direction, 3))
systemGeometry.addAttribute('uniqueness', new THREE.BufferAttribute(uniqueness, 1))
systemGeometry.addAttribute('particleIndex', new THREE.BufferAttribute(particleIndex, 1))
systemGeometry.computeBoundingSphere()
this.system = new THREE.Points(systemGeometry, systemMaterial)
this.add(this.system)
}
update (delta, elapsed) {
this.system.material.uniforms.elapsedTime.value = elapsed
}
updateOne (opt) {
this.system.material.uniforms[opt].value = this.opts[opt]
}
updateColor (opt) {
this.system.material.uniforms[opt].value = new THREE.Color(this.opts[opt])
}
randCenter (v) {
return (v * (Math.random() - 0.5))
}
}
/// INIT
const HEIGHT = window.innerHeight
const WIDTH = window.innerWidth
// Create the scene
const scene = new THREE.Scene()
// Create the camera
const aspectRatio = WIDTH / HEIGHT
const fieldOfView = 60
const nearPlane = 0.1
const farPlane = 10
const camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
)
// Create the renderer
const renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
})
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setClearColor(0x222222, 1)
renderer.setSize(WIDTH, HEIGHT)
document.documentElement.appendChild(renderer.domElement)
const ambientLight = new THREE.AmbientLight(0xffffff, 1.0)
scene.add(ambientLight)
const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
const render = () => {
var delta = clock.getDelta()
var elapsed = clock.getElapsedTime()
fire.update(delta, elapsed)
controls.update()
renderer.render(scene, camera)
window.requestAnimationFrame(render)
}
//////////
// INIT
//////////
//camera.position.y = 1.8
camera.position.z = 0.5
const clock = new THREE.Clock()
const fire = new Fire()
fire.position.y = -.1
fire.rotation.z = Math.PI * 0//.5
fire.init()
scene.add(fire)
render()
// DAT GUI
////////////////////////
function add(opt, min, max) {
return gui.add(fire.opts, opt, min, max)
.onChange(x => fire.updateOne(opt))
}
function addColor(opt) {
return gui.addColor(fire.opts, opt)
.onChange(x => fire.updateColor(opt))
}
const gui = new dat.GUI({load: {
"preset": "Fire",
"closed": false,
"remembered": {
"Fire": {
"0": Object.assign({}, fire.opts)
},
"Single flame": {
"0": {
"sparkLifecycle": 0.5,
"sparkStartSize": 10.455715495342929,
"sparkEndSize": 20.112616426756986,
"sparkDistanceScale": 1.5,
"flameMinHeight": 0,
"flameMaxHeight": 0.1,
"flamePeriod": 0.9,
"windStrength": 0,
"windFrequency": 0,
"opacity": 0.2,
"gravity": 0.04,
"color": 7228672,
"endColor": 3939347
}
},
"Meteor": {
"0": {
"sparkLifecycle": 0.7000000000000001,
"sparkStartSize": 49.08331922099915,
"sparkEndSize": 1,
"sparkDistanceScale": 0.8,
"flameMinHeight": 0.34,
"flameMaxHeight": 0.24,
"flamePeriod": 0.5,
"windStrength": 0,
"windFrequency": 0,
"opacity": 0.8,
"gravity": 0.38,
"color": 7228672,
"endColor": 9320736
}
},
"Nebula": {
"0": {
"sparkLifecycle": 5,
"sparkStartSize": 12.60169348010161,
"sparkEndSize": 11.528704487722269,
"sparkDistanceScale": 1.4,
"flameMinHeight": 0.04,
"flameMaxHeight": 0,
"flamePeriod": 0.6000000000000001,
"windStrength": 1,
"windFrequency": 0.09,
"opacity": 0.7000000000000001,
"gravity": -0.03,
"color": 2490478,
"endColor": 9314336
}
}
},
"folders": {}
}
});
gui.remember(fire.opts);
add('sparkLifecycle', 0, 5).step(0.1)
add('sparkStartSize', 1, 100)
add('sparkEndSize', 1, 100)
add('sparkDistanceScale', 0.1, 5).step(0.1)
add('flameMinHeight', 0.0, 1.0).step(0.01)
add('flameMaxHeight', 0.0, 1.0).step(0.01)
add('flamePeriod', 0.0, 2.0).step(0.1)
add('windStrength', 0.0, 1.0).step(0.01)
add('windFrequency', 0.0, 10.0).step(0.01)
add('opacity', 0.1, 1.0).step(0.1)
add('gravity', -1, 1).step(0.01)
addColor('color')
addColor('endColor')
gui.close()
Also see: Tab Triggers