threejs打造三维能量球燃烧释放动画效果

代码语言:html

所属分类:三维

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">

<link href="https://fonts.googleapis.com/css?family=Roboto+Mono&display=swap" rel="stylesheet">

<style>
html, body {
  background: black;
  overflow: hidden;
}

.info {
  background-color: rgba(80, 80, 80, 0.2);
  bottom: 0;
  color: white;
  font-family: 'Roboto Mono', sans-serif;
  font-size: .8rem;
  padding: .5rem;
  position: absolute;
}
</style>

</head>
<body translate="no">
<canvas id="canvas"></canvas>
<p class="info">drag / scroll mouse to rotate / zoom</p>
<script src="https://mrdoob.github.com/three.js/examples/js/postprocessing/EffectComposer.js" cross-origin="anonymous"></script>
<script type="x-shader/x-vertex" id="sphere-vert">
	uniform float u_time;

	varying float v_noise;

	void main() {
		vec3 q = vec3(0.);
		v_noise = turbulence(vec4(position, u_time * .5) * .005);

		gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
	}
</script>
<script type="x-shader/x-fragment" id="sphere-frag">
	#define TAU 6.283185307179586

	uniform float u_time;

	varying float v_noise;

	void main() {
		vec3 color = vec3(0.);

		vec3 q = 1. - vec3(
			.9 * v_noise,
			.4 * v_noise,
			.3 * v_noise
		);

		color = mix(q,
                vec3(.2, .3, .1),
                clamp(pow(v_noise, 2.) * 4., 0., 1.));

		color = mix(color,
                vec3(.512, .461, .999),
                clamp(length(q), 0., 1.));

		color *= (pow(v_noise, 3.) + .6 * pow(v_noise, 2.) + .5 * v_noise);

		gl_FragColor = vec4(color, 1.);
	}
</script>
<script type="x-shader/x-vertex" id="points-vert">
	uniform float u_time;	

	attribute vec3 color;
	attribute vec2 age;

	varying vec3 v_color;
	varying vec2 v_age;

	void main() {
		vec4 mvPosition = modelViewMatrix * vec4(position, 1.);

		vec3 velocity = (normalize(position) + noiseVel(position, u_time, .005, 4.)) * age.s;

		vec4 newPosition = vec4(position, 1.) + vec4(velocity, 0.);
	
		v_color = color;
		v_age = age;
	
		gl_PointSize = 100. * (100. / -mvPosition.z);
		gl_Position = projectionMatrix * modelViewMatrix * newPosition;
	}
</script>
<script type="x-shader/x-fragment" id="points-frag">
	uniform sampler2D u_texture;

	varying vec3 v_color;
	varying vec2 v_age;

	float fadeInOut(float t, float m) {
		float h = .5 * m;

		return abs(mod((t + h), m) - h) / h;
	}	

	void main() {
		float alpha = fadeInOut(v_age.s, v_age.t);

		gl_FragColor = vec4(v_color, alpha) * texture2D(u_texture, gl_PointCoord);
	}
</script>
<script type="x-shader" id="noise-util">
	#define TAU 6.283185307179586
	#define NUM_OCTAVES 6

	float turbulence(vec4 st) {
		float value = 0.;
		float amp = 1.;

		for (int i = 0; i < NUM_OCTAVES; i++) {
			value += amp * abs(cnoise(st));
			st *= 2.;
			amp *= .5;
		}

		return value;
	}

	vec3 noiseVel(vec3 st, float time, float scale, float steps) {
		float _time = time * scale;
		float noise = turbulence(vec4(st + _time, _time) * (.1 * scale));
		float theta = noise * TAU * steps;
		float phi = theta * 2.;

		return vec3(sin(phi) * cos(theta),
								sin(phi) * sin(theta),
								cos(phi));
	}
</script>
<script type="x-shader" id="cnoise">
	//
	// GLSL textureless classic 4D noise "cnoise",
	// with an RSL-style periodic variant "pnoise".
	// Author:  Stefan Gustavson (stefan.gustavson@liu.se)
	// Version: 2011-08-22
	//
	// Many thanks to Ian McEwan of Ashima Arts for the
	// ideas for permutation and gradient selection.
	//
	// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
	// Distributed under the MIT license. See LICENSE file.
	// https://github.com/stegu/webgl-noise
	//

	vec4 mod289(vec4 x) {
		return x - floor(x * (1.0 / 289.0)) * 289.0;
	}

	vec4 permute(vec4 x) {
		return mod289(((x*34.0)+1.0)*x);
	}

	vec4 taylorInvSqrt(vec4 r) {
		return 1.79284291400159 - 0.85373472095314 * r;
	}

	vec4 fade(vec4 t) {
		return t*t*t*(t*(t*6.0-15.0)+10.0);
	}

	// Classic Perlin noise
	float cnoise(vec4 P) {
		vec4 Pi0 = floor(P); // Integer part for indexing
		vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
		Pi0 = mod289(Pi0);
		Pi1 = mod289(Pi1);
		vec4 Pf0 = fract(P); // Fractional part for interpolation
		vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
		vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
		vec4 iy = vec4(Pi0.yy, Pi1.yy);
		vec4 iz0 = vec4(Pi0.zzzz);
		vec4 iz1 = vec4(Pi1.zzzz);
		vec4 iw0 = vec4(Pi0.wwww);
		vec4 iw1 = vec4(Pi1.wwww);

		vec4 ixy = permute(permute(ix) + iy);
		vec4 ixy0 = permute(ixy + iz0);
		vec4 ixy1 = permute(ixy + iz1);
		vec4 ixy00 = permute(ixy0 + iw0);
		vec4 ixy01 = permute(ixy0 + iw1);
		vec4 ixy10 = permute(ixy1 + iw0);
		vec4 ixy11 = permute(ixy1 + iw1);

		vec4 gx00 = ixy00 * (1.0 / 7.0);
		vec4 gy00 = floor(gx00) * (1.0 / 7.0);
		vec4 gz00 = floor(gy00) * (1.0 / 6.0);
		gx00 = fract(gx00) - 0.5;
		gy00 = fract(gy00) - 0.5;
		gz00 = fract(gz00) - 0.5;
		vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
		vec4 sw00 = step(gw00, vec4(0.0));
		gx00 -= sw00 * (step(0.0, gx00) - 0.5);
		gy00 -= sw00 * (step(0.0, gy00) - 0.5);

		vec4 gx01 = ixy01 * (1.0 / 7.0);
		vec4 gy01 = floor(gx01) * (1.0 / 7.0);
		vec4 gz01 = floor(gy01) * (1.0 / 6.0);
		gx01 = fract(gx01) - 0.5;
		gy01 = fract(gy01) - 0.5;
		gz01 = fract(gz01) - 0.5;
		vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
		vec4 sw01 = step(gw01, vec4(0.0));
		gx01 -= sw01 * (step(0.0, gx01) - 0.5);
		gy01 -= sw01 * (step(0.0, gy01) - 0.5);

		vec4 gx10 = ixy10 * (1.0 / 7.0);
		vec4 gy10 = floor(gx10) * (1.0 / 7.0);
		vec4 gz10 = floor(gy10) * (1.0 / 6.0);
		gx10 = fract(gx10) - 0.5;
		gy10 = fract(gy10) - 0.5;
		gz10 = fract(gz10) - 0.5;
		vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
		vec4 sw10 = step(gw10, vec4(0.0));
		gx10 -= sw10 * (step(0.0, gx10) - 0.5);
		gy10 -= sw10 * (step(0.0, gy10) - 0.5);

		vec4 gx11 = ixy11 * (1.0 / 7.0);
		vec4 gy11 = floor(gx11) * (1.0 / 7.0);
		vec4 gz11 = floor(gy11) * (1.0 / 6.0);
		gx11 = fract(gx11) - 0.5;
		gy11 = fract(gy11) - 0.5;
		gz11 = fract(gz11) - 0.5;
		vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
		vec4 sw11 = step(gw11, vec4(0.0));
		gx11 -= sw11 * (step(0.0, gx11) - 0.5);
		gy11 -= sw11 * (step(0.0, gy11) - 0.5);

		vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
		vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
		vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
		vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
		vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
		vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
		vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
		vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
		vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
		vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
		vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
		vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
		vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
		vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
		vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
		vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);

		vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
		g0000 *= norm00.x;
		g0100 *= norm00.y;
		g1000 *= norm00.z;
		g1100 *= norm00.w;

		vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
		g0001 *= norm01.x;
		g0101 *= norm01.y;
		g1001 *= norm01.z;
		g1101 *= norm01.w;

		vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
		g0010 *= norm10.x;
		g0110 *= norm10.y;
		g1010 *= norm10.z;
		g1110 *= norm10.w;

		vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
		g0011 *= norm11.x;
		g0111 *= norm11.y;
		g1011 *= norm11.z;
		g1111 *= norm11.w;

		float n0000 = dot(g0000, Pf0);
		float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
		float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
		float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
		float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
		float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
		float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
		float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
		float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
		float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
		float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
		float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
		float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
		float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
		float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
		float n1111 = dot(g1111, Pf1);

		vec4 fade_xyzw = fade(Pf0);
		vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
		vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
		vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
		vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
		float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
		return 2.2 * n_xyzw;
	}
</script>
<script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/three.109.js"></script>
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