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230 lines
7.2 KiB
HTML
230 lines
7.2 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - vfx flames</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - vfx flames
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<br>
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Inspired by <a href="https://x.com/cmzw_/status/1799648702338158747" target="_blank" rel="noopener">@cmzw_</a>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { PI2, oneMinus, spherizeUV, sin, step, texture, time, Fn, uv, vec2, vec3, vec4, mix, billboarding } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer, controls;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.set( 1, 1, 3 );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x201919 );
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// textures
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const textureLoader = new THREE.TextureLoader();
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const cellularTexture = textureLoader.load( './textures/noises/voronoi/grayscale-256x256.png' );
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const perlinTexture = textureLoader.load( './textures/noises/perlin/rgb-256x256.png' );
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// gradient canvas
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const gradient = {};
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gradient.element = document.createElement( 'canvas' );
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gradient.element.width = 128;
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gradient.element.height = 1;
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gradient.context = gradient.element.getContext( '2d' );
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gradient.colors = [
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'#090033',
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'#5f1f93',
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'#e02e96',
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'#ffbd80',
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'#fff0db',
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];
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gradient.texture = new THREE.CanvasTexture( gradient.element );
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gradient.texture.colorSpace = THREE.SRGBColorSpace;
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gradient.update = () => {
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const fillGradient = gradient.context.createLinearGradient( 0, 0, gradient.element.width, 0 );
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for ( let i = 0; i < gradient.colors.length; i ++ ) {
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const progress = i / ( gradient.colors.length - 1 );
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const color = gradient.colors[ i ];
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fillGradient.addColorStop( progress, color );
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}
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gradient.context.fillStyle = fillGradient;
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gradient.context.fillRect( 0, 0, gradient.element.width, gradient.element.height );
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gradient.texture.needsUpdate = true;
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};
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gradient.update();
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// flame 1 material
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const flame1Material = new THREE.SpriteNodeMaterial( { side: THREE.DoubleSide } );
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flame1Material.colorNode = Fn( () => {
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// main UV
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const mainUv = uv().toVar();
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mainUv.assign( spherizeUV( mainUv, 10 ).mul( 0.6 ).add( 0.2 ) ); // spherize
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mainUv.assign( mainUv.pow( vec2( 1, 2 ) ) ); // stretch
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mainUv.assign( mainUv.mul( 2, 1 ).sub( vec2( 0.5, 0 ) ) ); // scale
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// gradients
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const gradient1 = sin( time.mul( 10 ).sub( mainUv.y.mul( PI2 ).mul( 2 ) ) ).toVar();
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const gradient2 = mainUv.y.smoothstep( 0, 1 ).toVar();
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mainUv.x.addAssign( gradient1.mul( gradient2 ).mul( 0.2 ) );
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// cellular noise
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const cellularUv = mainUv.mul( 0.5 ).add( vec2( 0, time.negate().mul( 0.5 ) ) ).mod( 1 );
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const cellularNoise = texture( cellularTexture, cellularUv, 0 ).r.oneMinus().smoothstep( 0, 0.5 ).oneMinus();
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cellularNoise.mulAssign( gradient2 );
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// shape
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const shape = mainUv.sub( 0.5 ).mul( vec2( 3, 2 ) ).length().oneMinus().toVar();
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shape.assign( shape.sub( cellularNoise ) );
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// gradient color
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const gradientColor = texture( gradient.texture, vec2( shape.remap( 0, 1, 0, 1 ), 0 ) );
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// output
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const color = mix( gradientColor, vec3( 1 ), shape.step( 0.8 ) );
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const alpha = shape.smoothstep( 0, 0.3 );
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return vec4( color.rgb, alpha );
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} )();
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// flame 2 material
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const flame2Material = new THREE.SpriteNodeMaterial( { side: THREE.DoubleSide } );
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flame2Material.colorNode = Fn( () => {
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// main UV
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const mainUv = uv().toVar();
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mainUv.assign( spherizeUV( mainUv, 10 ).mul( 0.6 ).add( 0.2 ) ); // spherize
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mainUv.assign( mainUv.pow( vec2( 1, 3 ) ) ); // stretch
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mainUv.assign( mainUv.mul( 2, 1 ).sub( vec2( 0.5, 0 ) ) ); // scale
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// perlin noise
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const perlinUv = mainUv.add( vec2( 0, time.negate().mul( 1 ) ) ).mod( 1 );
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const perlinNoise = texture( perlinTexture, perlinUv, 0 ).sub( 0.5 ).mul( 1 );
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mainUv.x.addAssign( perlinNoise.x.mul( 0.5 ) );
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// gradients
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const gradient1 = sin( time.mul( 10 ).sub( mainUv.y.mul( PI2 ).mul( 2 ) ) );
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const gradient2 = mainUv.y.smoothstep( 0, 1 );
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const gradient3 = oneMinus( mainUv.y ).smoothstep( 0, 0.3 );
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mainUv.x.addAssign( gradient1.mul( gradient2 ).mul( 0.2 ) );
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// displaced perlin noise
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const displacementPerlinUv = mainUv.mul( 0.5 ).add( vec2( 0, time.negate().mul( 0.25 ) ) ).mod( 1 );
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const displacementPerlinNoise = texture( perlinTexture, displacementPerlinUv, 0 ).sub( 0.5 ).mul( 1 );
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const displacedPerlinUv = mainUv.add( vec2( 0, time.negate().mul( 0.5 ) ) ).add( displacementPerlinNoise ).mod( 1 );
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const displacedPerlinNoise = texture( perlinTexture, displacedPerlinUv, 0 ).sub( 0.5 ).mul( 1 );
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mainUv.x.addAssign( displacedPerlinNoise.mul( 0.5 ) );
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// cellular noise
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const cellularUv = mainUv.add( vec2( 0, time.negate().mul( 1.5 ) ) ).mod( 1 );
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const cellularNoise = texture( cellularTexture, cellularUv, 0 ).r.oneMinus().smoothstep( 0.25, 1 );
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// shape
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const shape = step( mainUv.sub( 0.5 ).mul( vec2( 6, 1 ) ).length(), 0.5 );
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shape.assign( shape.mul( cellularNoise ) );
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shape.mulAssign( gradient3 );
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shape.assign( step( 0.01, shape ) );
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// output
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return vec4( vec3( 1 ), shape );
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} )();
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// billboarding - follow the camera rotation only horizontally
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flame1Material.vertexNode = billboarding();
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flame2Material.vertexNode = billboarding();
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// meshes
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const flame1 = new THREE.Sprite( flame1Material );
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flame1.center.set( 0.5, 0 );
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flame1.scale.x = 0.5; // optional
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flame1.position.x = - 0.5;
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scene.add( flame1 );
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const flame2 = new THREE.Sprite( flame2Material );
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flame2.center.set( 0.5, 0 );
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flame2.position.x = 0.5;
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scene.add( flame2 );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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controls.minDistance = 0.1;
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controls.maxDistance = 50;
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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async function animate() {
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controls.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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