Dynamic Fire and Haze

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5,183 Kb
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48,576

How do I make an dynamic fire and haze?

What is a dynamic fire and haze? How do you make a dynamic fire and haze? This script and codes were developed by Nathan Gordon on 31 July 2022, Sunday.

Dynamic Fire and Haze Previews

Dynamic Fire and Haze - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Dynamic Fire and Haze</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
</head>
<body> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/OrbitControls.js'></script> <script src="js/index.js"></script>
</body>
</html>

Dynamic Fire and Haze - Script Codes JS Codes

var fireVertexShader = `
attribute vec4 orientation;
attribute vec3 offset;
attribute vec2 scale;
attribute float life;
attribute float random;
varying vec2 vUv;
varying float vRandom;
varying float vAlpha;
float range(float oldValue, float oldMin, float oldMax, float newMin, float newMax) { float oldRange = oldMax - oldMin; float newRange = newMax - newMin; return (((oldValue - oldMin) * newRange) / oldRange) + newMin;
}
// From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm
float pcurve(float x, float a, float b) { float k = pow(a + b, a + b) / (pow(a, a) * pow(b, b)); return k * pow(x, a) * pow(1.0 - x, b);
}
void main() { vUv = uv; vRandom = random; vAlpha = pcurve(life, 1.0, 2.0); vec3 pos = position; pos.xy *= scale * vec2(range(pow(life, 1.5), 0.0, 1.0, 1.0, 0.6), range(pow(life, 1.5), 0.0, 1.0, 0.6, 1.2)); vec4 or = orientation; vec3 vcV = cross(or.xyz, pos); pos = vcV * (2.0 * or.w) + (cross(or.xyz, vcV) * 2.0 + pos); gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`;
var fireFragmentShader = `
uniform sampler2D uMap;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform float uTime;
varying vec2 vUv;
varying float vAlpha;
varying float vRandom;
void main() { vec2 uv = vUv; float spriteLength = 10.0; uv.x /= spriteLength; float spriteIndex = mod(uTime * 0.1 + vRandom * 2.0, 1.0); uv.x += floor(spriteIndex * spriteLength) / spriteLength; vec4 map = texture2D(uMap, uv); gl_FragColor.rgb = mix(uColor2, uColor1, map.r); gl_FragColor.a = vAlpha * map.a;
}
`;
var embersVertexShader = `
attribute float size;
attribute float life;
attribute vec3 offset;
varying float vAlpha;
// From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm
float impulse(float k, float x) { float h = k * x; return h * exp(1.0 - h);
}
void main() { vAlpha = impulse(6.28, life); vec3 pos = position; pos += offset * vec3(life * 0.7 + 0.3, life * 0.9 + 0.1, life * 0.7 + 0.3); vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0); gl_PointSize = size * (80.0 / length(mvPosition.xyz)); gl_Position = projectionMatrix * mvPosition;
}
`;
var embersFragmentShader = `
uniform sampler2D uMap;
uniform vec3 uColor;
varying float vAlpha;
void main() { vec2 uv = vec2(gl_PointCoord.x, 1.0 - gl_PointCoord.y); vec4 mask = texture2D(uMap, uv); gl_FragColor.rgb = uColor; gl_FragColor.a = mask.a * vAlpha * 0.8;
}
`;
var hazeVertexShader = `
attribute vec3 base;
attribute vec3 offset;
attribute vec4 orientation;
attribute vec2 scale;
attribute float life;
varying float vAlpha;
varying vec2 vUv;
// From Inigo Quilez http://www.iquilezles.org/www/articles/functions/functions.htm
float impulse(float k, float x) { float h = k * x; return h * exp(1.0 - h);
}
float pcurve(float x, float a, float b) { float k = pow(a + b, a + b) / (pow(a, a) * pow(b, b)); return k * pow(x, a) * pow(1.0 - x, b);
}
void main() { vUv = uv; vAlpha = pcurve(life, 1.0, 2.0); vec3 pos = position; pos.xy *= scale * (life * 0.7 + 0.3); vec4 or = orientation; vec3 vcV = cross(or.xyz, pos); pos = vcV * (2.0 * or.w) + (cross(or.xyz, vcV) * 2.0 + pos); pos += base; pos += offset * vec3(life * 0.7 + 0.3, life * 0.9 + 0.1, life * 0.7 + 0.3); gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);;
}
`;
var hazeFragmentShader = `
uniform sampler2D uMap;
uniform sampler2D uMask;
uniform vec2 uResolution;
varying float vAlpha;
varying vec2 vUv;
void main() { vec2 uv = gl_FragCoord.xy / uResolution; vec2 mask = texture2D(uMask, vUv).ra - vec2(0.5); uv -= mask * 0.1; vec4 tex = texture2D(uMap, uv); gl_FragColor.rgb = tex.rgb; gl_FragColor.a = vAlpha * 0.5;
}
`;
(function() { var _renderer, _scene, _camera, _controls, _rtt, _fire; var _width, _height; window.onload = init; function init() { initWorld(); initScene(); } //=====// Utils //========================================// function random(min, max, precision) { var p = Math.pow(10, precision); return Math.round((min + Math.random() * (max - min)) * p) / p; } //=====// World //========================================// function initWorld() { _renderer = new THREE.WebGLRenderer(); _renderer.setPixelRatio(2); _renderer.setSize(window.innerWidth, window.innerHeight); _renderer.setClearColor(0x000000); document.body.appendChild(_renderer.domElement); _scene = new THREE.Scene(); _camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); _camera.position.set(0, 0, 4); _camera.target = new THREE.Vector3(); _camera.lookAt(_camera.target); _controls = new THREE.OrbitControls(_camera); _controls.enableDamping = true; _controls.dampingFactor = 0.1; _controls.rotateSpeed = 0.1; window.addEventListener('resize', resize, false); resize(); requestAnimationFrame(render); } function resize() { _width = window.innerWidth; _height = window.innerHeight; _renderer.setSize(_width, _height); _camera.aspect = _width / _height; _camera.updateProjectionMatrix(); resetRT(); } function resetRT() { var _parameters = {minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false}; if (_rtt) _rtt.dispose(); _rtt = new THREE.WebGLRenderTarget(_width * 0.5, _height * 0.5, _parameters); } function render() { requestAnimationFrame(render); if (_controls) _controls.update(); _renderer.render(_scene, _camera); } //=====// Scene //========================================// function initScene() { initBackground(); initFire(); initEmbers(); initHaze(); } function initBackground() { var background = new THREE.Mesh( new THREE.BoxBufferGeometry(4, 4, 4), new THREE.MeshBasicMaterial({side: THREE.BackSide}) ); _scene.add(background); var textureLoader = new THREE.TextureLoader(); textureLoader.load('https://cinemont.com/tutorials/zelda/rock.jpg', t => {background.material.map = t, background.material.needsUpdate = true}); } //=====// Fire //========================================// function initFire() { var _geometry, _shader, _mesh, _group; var _num = 12; var _x = new THREE.Vector3(1, 0, 0); var _y = new THREE.Vector3(0, 1, 0); var _z = new THREE.Vector3(0, 0, 1); var _tipTarget = new THREE.Vector3(); var _tip = new THREE.Vector3(); var _diff = new THREE.Vector3(); var _quat = new THREE.Quaternion(); var _quat2 = new THREE.Quaternion(); (function() { initGeometry(); initInstances(); initShader(); initMesh(); requestAnimationFrame(loop); })(); function initGeometry() { _geometry = new THREE.InstancedBufferGeometry(); _geometry.maxInstancedCount = _num; var shape = new THREE.PlaneBufferGeometry(1, 1); shape.translate(0, 0.4, 0); var data = shape.attributes; _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(data.position.array), 3)); _geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(data.uv.array), 2)); _geometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(data.normal.array), 3)); _geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(shape.index.array), 1)); shape.dispose(); } function initInstances() { var orientation = new THREE.InstancedBufferAttribute(new Float32Array(_num * 4), 4); var randoms = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); var scale = new THREE.InstancedBufferAttribute(new Float32Array(_num * 2), 2); var life = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); for (let i = 0; i < _num; i++) { orientation.setXYZW(i, 0, 0, 0, 1); life.setX(i, i / _num + 1); } _geometry.addAttribute('orientation', orientation); _geometry.addAttribute('scale', scale); _geometry.addAttribute('life', life); _geometry.addAttribute('random', randoms); } function initShader() { var uniforms = { uMap: {type: 't', value: null}, uColor1: {type: 'c', value: new THREE.Color(0x961800)}, // red uColor2: {type: 'c', value: new THREE.Color(0x4b5828)}, // yellow uTime: {type: 'f', value: 0}, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: fireVertexShader, fragmentShader: fireFragmentShader, blending: THREE.AdditiveBlending, transparent: true, depthWrite: false, side: THREE.DoubleSide, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('https://cinemont.com/tutorials/zelda/flame.png', t => _shader.uniforms.uMap.value = t); } function initMesh() { _group = new THREE.Group(); _mesh = new THREE.Mesh(_geometry, _shader); _mesh.frustumCulled = false; _group.add(_mesh); _scene.add(_group); _fire = _group; } function loop(e) { requestAnimationFrame(loop); _shader.uniforms.uTime.value = e * 0.001; var life = _geometry.attributes.life; var orientation = _geometry.attributes.orientation; var scale = _geometry.attributes.scale; var randoms = _geometry.attributes.random; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.04; if (value > 1) { value -= 1; _quat.setFromAxisAngle(_y, random(0, 3.14, 3)); _quat2.setFromAxisAngle(_x, random(-1, 1, 2) * 0.1); _quat.multiply(_quat2); _quat2.setFromAxisAngle(_z, random(-1, 1, 2) * 0.3); _quat.multiply(_quat2); orientation.setXYZW(i, _quat.x, _quat.y, _quat.z, _quat.w); scale.setXY(i, random(0.8, 1.2, 3), random(0.8, 1.2, 3)); randoms.setX(i, random(0, 1, 3)); } life.setX(i, value); } life.needsUpdate = true; orientation.needsUpdate = true; scale.needsUpdate = true; randoms.needsUpdate = true; _group.position.x = Math.sin(e * 0.002) * 1.4; _group.position.y = Math.cos(e * 0.0014) * 0.2; _group.position.z = Math.cos(e * 0.0014) * 0.5; let tipOffset = 0.4; _tipTarget.copy(_group.position); _tipTarget.y += tipOffset; _tip.lerp(_tipTarget, 0.1); _diff.copy(_tip); _diff.sub(_group.position); let length = _diff.length(); _group.scale.y = (length / tipOffset - 1) * 0.4 + 1; _group.quaternion.setFromUnitVectors(_y, _diff.normalize()); } } //=====// Embers //========================================// function initEmbers() { var _geometry, _shader, _points; var _num = 8; (function() { initGeometry(); initShader(); initMesh(); requestAnimationFrame(loop); })(); function initGeometry() { _geometry = new THREE.BufferGeometry(); _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(_num * 3), 3)); _geometry.addAttribute('offset', new THREE.BufferAttribute(new Float32Array(_num * 3), 3)); _geometry.addAttribute('size', new THREE.BufferAttribute(new Float32Array(_num), 1)); _geometry.addAttribute('life', new THREE.BufferAttribute(new Float32Array(_num), 1)); for (var i = 0; i < _num; i++) { _geometry.attributes.life.setX(i, random(0, 1, 3) + 1); } } function initShader() { var uniforms = { uMap: {type: 't', value: null}, uColor: {type: 'c', value: new THREE.Color(0xffe61e)}, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: embersVertexShader, fragmentShader: embersFragmentShader, blending: THREE.AdditiveBlending, transparent: true, depthTest: false, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('https://cinemont.com/tutorials/zelda/ember.png', t => _shader.uniforms.uMap.value = t); } function initMesh() { _points = new THREE.Points(_geometry, _shader); _points.frustumCulled = false; _scene.add(_points); } function loop() { requestAnimationFrame(loop); var life = _geometry.attributes.life; var position = _geometry.attributes.position; var size = _geometry.attributes.size; var offset = _geometry.attributes.offset; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.02; if (value > 1) { value -= 1; position.setXYZ(i, _fire.position.x, _fire.position.y + 0.1, _fire.position.z); offset.setXYZ(i, random(-0.2, 0.2, 3), random(0.7, 1.2, 3), random(-0.2, 0.2, 3) ); size.setX(i, random(0.2, 0.5, 3)); } life.setX(i, value); } life.needsUpdate = true; position.needsUpdate = true; size.needsUpdate = true; offset.needsUpdate = true; } } //=====// Haze //========================================// function initHaze() { var _geometry, _shader, _mesh; var _num = 4; var _z = new THREE.Vector3(0, 0, 1); var _quat = new THREE.Quaternion(); var _quat2 = new THREE.Quaternion(); (function() { initGeometry(); initInstances(); initShader(); initMesh(); window.addEventListener('resize', resizeHaze, false); resizeHaze(); requestAnimationFrame(loop); })(); function initGeometry() { _geometry = new THREE.InstancedBufferGeometry(); _geometry.maxInstancedCount = _num; var shape = new THREE.PlaneBufferGeometry(2, 2); var data = shape.attributes; _geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(data.position.array), 3)); _geometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(data.uv.array), 2)); _geometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(data.normal.array), 3)); _geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(shape.index.array), 1)); shape.dispose(); } function initInstances() { var base = new THREE.InstancedBufferAttribute(new Float32Array(_num * 3), 3); var offset = new THREE.InstancedBufferAttribute(new Float32Array(_num * 3), 3); var orientation = new THREE.InstancedBufferAttribute(new Float32Array(_num * 4), 4); var scale = new THREE.InstancedBufferAttribute(new Float32Array(_num * 2), 2); var rotation = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); var life = new THREE.InstancedBufferAttribute(new Float32Array(_num), 1); for (let i = 0; i < _num; i++) { orientation.setXYZW(i, 0, 0, 0, 1); life.setX(i, i / _num + 1); } _geometry.addAttribute('base', base); _geometry.addAttribute('offset', offset); _geometry.addAttribute('orientation', orientation); _geometry.addAttribute('scale', scale); _geometry.addAttribute('rotation', rotation); _geometry.addAttribute('life', life); } function initShader() { let dpr = _renderer.getPixelRatio(); var uniforms = { uMap: {type: 't', value: null}, uMask: {type: 't', value: null}, uResolution: {type: 'v2', value: new THREE.Vector2(_width * dpr, _height * dpr)}, }; _shader = new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: hazeVertexShader, fragmentShader: hazeFragmentShader, transparent: true, depthTest: false, }); var textureLoader = new THREE.TextureLoader(); textureLoader.load('https://cinemont.com/tutorials/zelda/haze.png', t => _shader.uniforms.uMask.value = t); } function initMesh() { _mesh = new THREE.Mesh(_geometry, _shader); _mesh.frustumCulled = false; _scene.add(_mesh); } function resizeHaze() { let dpr = _renderer.getPixelRatio(); _shader.uniforms.uMap.value = _rtt.texture; _shader.uniforms.uResolution.value.set(_width * dpr, _height * dpr); } function loop(e) { requestAnimationFrame(loop); _mesh.visible = false; _renderer.render(_scene, _camera, _rtt); _mesh.visible = true; var life = _geometry.attributes.life; var base = _geometry.attributes.base; var offset = _geometry.attributes.offset; var scale = _geometry.attributes.scale; var orientation = _geometry.attributes.orientation; var rotation = _geometry.attributes.rotation; for (let i = 0; i < _num; i++) { var value = life.array[i]; value += 0.008; if (value > 1) { value -= 1; rotation.setX(i, random(0, 3.14, 3)); base.setXYZ(i, _fire.position.x, _fire.position.y + 0.1, _fire.position.z); offset.setXYZ(i, random(-0.2, 0.2, 3), random(2.5, 3.0, 3), 0 ); scale.setXY(i, random(0.6, 1.2, 3), random(0.6, 1.2, 3)); } _quat.copy(_camera.quaternion); _quat2.setFromAxisAngle(_z, rotation.array[i]); _quat.multiply(_quat2); orientation.setXYZW(i, _quat.x, _quat.y, _quat.z, _quat.w); life.setX(i, value); } life.needsUpdate = true; base.needsUpdate = true; scale.needsUpdate = true; offset.needsUpdate = true; orientation.needsUpdate = true; } }
})();
Dynamic Fire and Haze - Script Codes
Dynamic Fire and Haze - Script Codes
Home Page Home
Developer Nathan Gordon
Username gordonnl
Uploaded July 31, 2022
Rating 4
Size 5,183 Kb
Views 48,576
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Nathan Gordon (gordonnl) Script Codes
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