three+lil-gui实现三维可调节参数的壁炉火苗燃烧效果代码
代码语言:html
所属分类:三维
代码描述:three+lil-gui实现三维可调节参数的壁炉火苗燃烧效果代码
代码标签: three lil-gui 三维 调节 参数 壁炉 火苗 燃烧
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">
<style>
@import url(https://fonts.googleapis.com/css?family=Open+Sans:800);
.webgl {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
outline: none;
background-color: #000000;
cursor: move;
/* fallback if grab cursor is unsupported */
cursor: grab;
cursor: -webkit-grab;
}
#credits {
position: absolute;
width: 100%;
margin: auto;
bottom: 0;
margin-bottom: 20px;
font-family: "Open Sans", sans-serif;
color: #eeeeee;
font-size: 0.7em;
text-transform: uppercase;
text-align: center;
}
#credits a {
color: #555555;
}
#credits a:hover {
color: #ffffff;
}
</style>
</head>
<body translate="no">
<canvas class="webgl"></canvas>
<script type="x-shader/x-vertex" id="basicVert">
precision highp float;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewPosition;
}
</script>
<script type="x-shader/x-fragment" id="rgbLightmapFrag">
uniform sampler2D map;
uniform float ratioR;
uniform float ratioG;
uniform float ratioB;
uniform float gamma;
varying vec2 vUv;
void main(void) {
vec4 tex = texture2D(map, vUv);
// using RGB channels of the texture de vary the lighting
float col = tex.r * ratioR + tex.g * ratioG + tex.b * ratioB;
// adjust contrast
col = pow(col, gamma);
gl_FragColor = linearToOutputTexel(vec4(col, col, col, 1.));
}
</script>
<script type="x-shader/x-vertex" id="fireVert">
precision highp float;
uniform sampler2D noiseMap;
uniform float time;
uniform float intensity;
varying vec2 vUv;
void main() {
vUv = uv;
// using a noise texture to displace the geometry
vec4 noise = texture2D(noiseMap, vUv * .3 + vec2(0., -time * .2));
vec3 pos = position;
pos.y *= intensity;
vec3 displacement = vec3(0., 0., 0.);
displacement.z += (-.5 + noise.g) * .1 * vUv.y;
displacement.y += (-.5 + noise.r) * .2 * vUv.y ;
vec4 modelViewPosition = modelViewMatrix * vec4(pos + displacement, 1.0);
gl_Position = projectionMatrix * modelViewPosition;
}
</script>
<script type="x-shader/x-fragment" id="fireFrag">
uniform sampler2D noiseMap;
uniform float time;
uniform float opacity;
uniform float stylizeRatio;
uniform float stylizeThreshold;
uniform float details;
uniform bool grayscale;
varying vec2 vUv;
float makeBorders(vec2 uv, float top, float left, float bottom, float right, float gradient){
float t = 1. - smoothstep(top, top + gradient, uv.y);
float b = smoothstep(bottom - gradient, bottom, uv.y);
float r = 1. - smoothstep(right, right + gradient, uv.x);
float l = smoothstep(left - gradient, left, uv.x);
return t*b*l*r;
}
void main(void) {
// different noises are be used to create fire layers (red in the outside, yellow in the center, blue in in the inside)
vec4 noiseCol1 = texture2D( noiseMap, vUv * vec2(2., 2.) + vec2(.0, -time * 3.));
vec4 noiseCol2 = texture2D( noiseMap, vUv * vec2(3., 1.) + vec2(.0, -time));
vec4 noiseCol3 = texture2D( noiseMap, vUv * vec2(1., 1.) + vec2(.0, -time*1.5));
// Flames "holes" to avoid a fully filled shape
float flameHoles = noiseCol3.r * noiseCol3.g; // combine 2 noises
flameHoles += pow( 1. - vUv.y, 2.); // filling the bottom part, the holes should be more pronouced at the top
flameHoles = smoothstep(.30,.6, flameHoles); // adding contrast
// create main layers of the flame, red in the outside, yellow at the center, white in the inside.
float red = noiseCol1.r + noiseCol1.g * .5 + noiseCol1.b * .25; // outside
float green = noiseCol1.r * makeBorders(vUv, .8, .4, .1, .6, .1); // center
float blue = noiseCol1.r * makeBorders(vUv, .6, .5, .1, .5, .1); // inside
// once combined red and green will look yellow. Red, green and blue combined will look white.
vec4 flame = vec4(red, green, blue, 1.);
// adding details in the flame
flame.r += (noiseCol2.r * noiseCol2.g * noiseCol2.b) * details;
flame.g += (noiseCol2.r * noiseCol2.g * noiseCol2.b) * details;
flame.b += (noiseCol2.r * noiseCol2.g * noiseCol2.b) * details;
// stylise = flatten the colors
vec3 stylisedFlame = vec3(0.);
stylisedFlame.r = step(stylizeThreshold, flame.r);
stylisedFlame.g = step(stylizeThreshold, flame.g);
stylisedFlame.b = step(stylizeThreshold, flame.b);
flame.rgb = mix(flame.rgb, stylisedFlame, stylizeRatio);
// blur borders, apply opacity and holes
flame.rgb *= makeBorders(vUv, .7, .3, .4, .7, .25) * opacity * flameHoles;
// grayscale
if (grayscale){
float flameValue = dot(flame.rgb, vec3(0.2, 0.3, 0.2));
flame = vec4(flameValue, flameValue, flameValue, 1.);
}
gl_FragColor = vec4(flame.rgb, 1.);
}
</script>
<script type="x-shader/x-fragment" id="ashes.........完整代码请登录后点击上方下载按钮下载查看
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