Fire
Example
Example Source Code
vue
<template>
<div style="height: 500px" class="vw-full vh-full">
<div style="height: 400px">
<mb-map
:zoom="16"
:center="mapCenter"
:bearing="9"
:pitch="45"
@created="createdHandler"
>
<mb-tianditu-layer />
</mb-map>
</div>
</div>
</template>
<script setup lang="ts">
import * as THREE from 'three'
// @ts-ignore
import { FireMesh } from './firemesh'
import type { MapboxInstance } from '@mapbox-vue3/core'
const mapCenter = [116.3466, 39.8704]
let map: MapboxInstance
let clock: THREE.Clock
const createdHandler = (mapbox: MapboxInstance) => {
map = mapbox
clock = new THREE.Clock()
loaderModels()
}
const loaderModels = () => {
const loader = new THREE.TextureLoader()
const fireTex = loader.load(`${__RESOURCE_URL__}images/fire.png`)
const fireMesh = new FireMesh(fireTex)
const wireframe = new THREE.Mesh(
fireMesh.geometry,
new THREE.MeshBasicMaterial({
color: new THREE.Color(0xff0000),
wireframe: true,
})
)
fireMesh.scale.multiplyScalar(1000)
fireMesh.rotation.z = Math.PI
fireMesh.rotation.x = Math.PI / 4
wireframe.scale.multiplyScalar(1000)
addThreeLayer(fireMesh, wireframe)
}
const addThreeLayer = (fireMesh, wireframe) => {
const threeLayer = new map.mapboxgl.supermap.ThreeLayer('threeLayer')
threeLayer.on('initialized', render)
let light: THREE.PointLight
function render() {
const renderer = threeLayer.getThreeRenderer(),
scene = threeLayer.getScene(),
camera = threeLayer.getCamera()
light = new THREE.PointLight(0xffffff, 0.8)
light.position.copy(camera.position)
scene.add(light)
scene.add(new THREE.AmbientLight(0xffffff))
threeLayer.setPosition(fireMesh, mapCenter)
threeLayer.setPosition(wireframe, mapCenter)
scene.add(fireMesh)
;(function animate() {
const delta = clock.getDelta()
fireMesh.update(delta)
renderer.render(scene, camera)
requestAnimationFrame(animate)
})()
}
threeLayer.on('render', () => {
light && light.position.copy(threeLayer.renderer.camera.position)
})
map.addLayer(threeLayer)
}
</script>
Source Code:Mesh
js
import * as THREE from 'three'
import { FireMaterial } from './fireshader'
class FireMesh extends THREE.Mesh {
constructor(fireTex, color) {
const fireMaterial = new THREE.ShaderMaterial({
vertexShader: FireMaterial.vertexShader,
fragmentShader: FireMaterial.fragmentShader,
uniforms: FireMaterial.uniforms,
defines: FireMaterial.defines,
transparent : true,
depthWrite : false,
depthTest : false,
side: THREE.DoubleSide,
})
// initialize uniforms
fireTex.magFilter = fireTex.minFilter = THREE.LinearFilter
fireTex.wrapS = fireTex.wrapT = THREE.ClampToEdgeWrapping
fireMaterial.uniforms.fireTex.value = fireTex
fireMaterial.uniforms.color.value = color || new THREE.Color( 0xeeeeee )
fireMaterial.uniforms.invModelMatrix.value = new THREE.Matrix4()
fireMaterial.uniforms.scale.value = new THREE.Vector3( 1, 1, 1 )
fireMaterial.uniforms.seed.value = Math.random() * 19.19
super(new THREE.BoxGeometry(1.0, 1.0, 1.0), fireMaterial)
}
update(time) {
const invModelMatrix = this.material.uniforms.invModelMatrix.value
this.updateMatrixWorld()
invModelMatrix.copy(this.matrixWorld).invert()
if( time !== undefined ) {
this.material.uniforms.time.value += time
}
this.material.uniforms.invModelMatrix.value = invModelMatrix
this.material.uniforms.scale.value = this.scale
}
}
export { FireMesh }
Source Code:Shader
js
import * as THREE from 'three'
const FireMaterial = {
defines: {
'ITERATIONS' : 10,
'OCTIVES' : 3,
},
uniforms: {
fireTex: { type: 't', value: null },
color: { type: 'c', value: null },
time: { type: 'f', value: 0.0 },
seed: { type: 'f', value: 0.0 },
invModelMatrix: { type: 'm4', value: null },
scale: { type: 'v3', value: null },
noiseScale: { type: 'v4', value: new THREE.Vector4(1, 2, 1, 0.3) },
magnitude: { type: 'f', value: 2.5 },
lacunarity: { type: 'f', value: 3.0 },
gain: { type: 'f', value: 0.6 },
},
vertexShader: `
varying vec3 vWorldPos;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;
}`,
fragmentShader: `
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
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;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
uniform vec3 color;
uniform float time;
uniform float seed;
uniform mat4 invModelMatrix;
uniform vec3 scale;
uniform vec4 noiseScale;
uniform float magnitude;
uniform float lacunarity;
uniform float gain;
uniform sampler2D fireTex;
varying vec3 vWorldPos;
float turbulence(vec3 p) {
float sum = 0.0;
float freq = 1.0;
float amp = 1.0;
for(int i = 0; i < OCTIVES; i++) {
sum += abs(snoise(p * freq)) * amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
vec4 samplerFire (vec3 p, vec4 scale) {
vec2 st = vec2(sqrt(dot(p.xz, p.xz)), p.y);
if(st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0) return vec4(0.0);
p.y -= (seed + time) * scale.w;
p *= scale.xyz;
st.y += sqrt(st.y) * magnitude * turbulence(p);
if(st.y <= 0.0 || st.y >= 1.0) return vec4(0.0);
return texture2D(fireTex, st);
}
vec3 localize(vec3 p) {
return (invModelMatrix * vec4(p, 1.0)).xyz;
}
void main() {
vec3 rayPos = vWorldPos;
vec3 rayDir = normalize(rayPos - cameraPosition);
float rayLen = 0.0288 * length(scale.xyz);
vec4 col = vec4(0.0);
for(int i = 0; i < ITERATIONS; i++) {
rayPos += rayDir * rayLen;
vec3 lp = localize(rayPos);
lp.y += 0.5;
lp.xz *= 2.0;
col += samplerFire(lp, noiseScale);
}
col.a = col.r;
gl_FragColor = col;
}
`,
}
export { FireMaterial }