@wolffo/three-fire
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Modern TypeScript volumetric fire effect for Three.js and React Three Fiber with WebGPU support.
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TypeScript
import { Mesh, Texture, Color, Matrix4, Vector3 } from 'three';
import { MeshBasicNodeMaterial } from 'three/webgpu';
import * as three_tsl from 'three/tsl';
/**
* @fileoverview TSL Fire mesh class for vanilla Three.js with WebGPU support
*
* This is the TSL equivalent of the GLSL Fire class, using MeshBasicNodeMaterial
* and node-based shaders for WebGPU compatibility.
*/
interface FireTSLProps {
/** Fire texture (grayscale mask defining fire shape) */
fireTex: Texture;
/** Fire color tint (default: 0xeeeeee) */
color?: Color | string | number;
/** Ray marching iterations - higher = better quality, lower performance (default: 20) */
iterations?: number;
/** Noise octaves for turbulence - fixed at 3 for TSL version */
octaves?: number;
/** Noise scaling parameters [x, y, z, time] (default: [1, 2, 1, 0.3]) */
noiseScale?: [number, number, number, number];
/** Fire shape intensity (default: 1.3) */
magnitude?: number;
/** Noise lacunarity - frequency multiplier (default: 2.0) */
lacunarity?: number;
/** Noise gain - amplitude multiplier (default: 0.5) */
gain?: number;
}
/**
* Volumetric fire effect using TSL ray marching shaders
*
* WebGPU-compatible version using Three.js Shading Language (TSL).
* Creates a procedural fire effect that renders as a translucent volume.
* Uses Perlin noise (mx_noise_float) instead of simplex noise.
*
* @example
* ```ts
* import { FireTSL } from '@wolffo/three-fire/tsl/vanilla'
*
* const texture = textureLoader.load('fire.png')
* const fire = new FireTSL({
* fireTex: texture,
* color: 0xff4400,
* magnitude: 1.5
* })
* scene.add(fire)
*
* // In animation loop
* fire.update(time)
* ```
*/
declare class FireTSL extends Mesh {
material: MeshBasicNodeMaterial;
private uniforms;
private _time;
/**
* Creates a new FireTSL instance
*
* @param props - Configuration options for the fire effect
*/
constructor({ fireTex, color, iterations, noiseScale, magnitude, lacunarity, gain, }: FireTSLProps);
/**
* Updates the fire animation and matrix uniforms
*
* Call this method in your animation loop to animate the fire effect.
*
* @param time - Current time in seconds (optional)
*
* @example
* ```ts
* function animate() {
* fire.update(performance.now() / 1000)
* renderer.render(scene, camera)
* requestAnimationFrame(animate)
* }
* ```
*/
update(time?: number): void;
get time(): number;
set time(value: number);
/**
* Fire color tint
*
* @example
* ```ts
* fire.fireColor = 'orange'
* fire.fireColor = 0xff4400
* fire.fireColor = new Color(1, 0.5, 0)
* ```
*/
get fireColor(): Color;
set fireColor(color: Color | string | number);
/**
* Fire shape intensity
*
* Higher values create more dramatic fire shapes.
* Range: 0.5 - 3.0, Default: 1.3
*/
get magnitude(): number;
set magnitude(value: number);
/**
* Noise lacunarity (frequency multiplier)
*
* Controls how much the frequency increases for each noise octave.
* Range: 1.0 - 4.0, Default: 2.0
*/
get lacunarity(): number;
set lacunarity(value: number);
/**
* Noise gain (amplitude multiplier)
*
* Controls how much the amplitude decreases for each noise octave.
* Range: 0.1 - 1.0, Default: 0.5
*/
get gain(): number;
set gain(value: number);
}
type TSLNode = any;
/**
* Configuration for fire uniforms
*/
interface FireTSLConfig {
fireTex: Texture;
color?: Color | number;
noiseScale?: [number, number, number, number];
magnitude?: number;
lacunarity?: number;
gain?: number;
}
/**
* Uniforms interface for the TSL fire shader
* Using TSLNode type for flexibility with Three.js TSL type system
*/
interface FireTSLUniforms {
fireTex: Texture;
color: TSLNode;
time: TSLNode & {
value: number;
};
seed: TSLNode & {
value: number;
};
invModelMatrix: TSLNode & {
value: Matrix4;
};
scale: TSLNode & {
value: Vector3;
};
noiseScale: TSLNode;
magnitude: TSLNode & {
value: number;
};
lacunarity: TSLNode;
gain: TSLNode & {
value: number;
};
}
declare const createFireUniforms: (config: FireTSLConfig) => FireTSLUniforms;
/**
* Creates the main fire fragment node for ray marching
*
* @param uniforms - Fire shader uniforms
* @param iterations - Number of ray marching iterations (default: 20)
* @returns TSL node for the fragment shader
*/
declare const createFireFragmentNode: (uniforms: FireTSLUniforms, iterations?: number) => three_tsl.ShaderNodeObject<three_tsl.VarNode>;
export { FireTSL as FireMesh, createFireFragmentNode, createFireUniforms };
export type { FireTSLProps as FireMeshProps, FireTSLConfig, FireTSLUniforms };