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@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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import { Color, LinearFilter, ClampToEdgeWrapping, Vector4, Vector3, Matrix4, Mesh, BoxGeometry } from 'three'; import { MeshBasicNodeMaterial } from 'three/webgpu'; import { Fn, vec4, float, vec3, Loop, int, abs, mx_noise_float, uniform, positionWorld, normalize, cameraPosition, length, sqrt, dot, vec2, time, texture, select } from 'three/tsl'; /** * @fileoverview TSL (Three.js Shading Language) implementation of volumetric fire shader * * Uses WebGPU-compatible node-based shaders with Perlin noise (mx_noise_float). * This is the TSL equivalent of the GLSL FireShader. */ const createFireUniforms = (config) => { const colorValue = config.color instanceof Color ? config.color : new Color(config.color ?? 0xeeeeee); config.fireTex.magFilter = LinearFilter; config.fireTex.minFilter = LinearFilter; config.fireTex.wrapS = ClampToEdgeWrapping; config.fireTex.wrapT = ClampToEdgeWrapping; return { fireTex: config.fireTex, color: uniform(colorValue), time: uniform(0), seed: uniform(Math.random() * 19.19), invModelMatrix: uniform(new Matrix4()), scale: uniform(new Vector3(1, 1, 1)), noiseScale: uniform(new Vector4(...(config.noiseScale ?? [1, 2, 1, 0.3]))), magnitude: uniform(config.magnitude ?? 1.3), lacunarity: uniform(config.lacunarity ?? 2.0), gain: uniform(config.gain ?? 0.5), }; }; /** * Turbulence function using Fractional Brownian Motion (FBM) * Uses mx_noise_float (Perlin noise) instead of simplex noise */ const createTurbulence = (octaves) => Fn(([p, lacunarityUniform, gainUniform]) => { const sum = float(0).toVar('turbSum'); const freq = float(1).toVar('turbFreq'); const amp = float(1).toVar('turbAmp'); const pos = vec3(p).toVar('turbPos'); Loop(int(octaves), () => { sum.addAssign(abs(mx_noise_float(pos.mul(freq))).mul(amp)); freq.mulAssign(lacunarityUniform); amp.mulAssign(gainUniform); }); return sum; }); const turbulence3 = createTurbulence(3); const localize = Fn(([worldPos, invMatrix]) => { return invMatrix.mul(vec4(worldPos, 1.0)).xyz; }); /** * Creates fire sampler function with uniforms captured in closure * This is necessary because TSL Fn parameters must be TSL nodes, not plain objects * Uses TSL's built-in `time` node for automatic animation */ const createSamplerFire = (uniforms) => Fn(([p, scaleVec]) => { const radius = sqrt(dot(p.xz, p.xz)); const st = vec2(radius, p.y).toVar('st'); const animP = vec3(p).toVar('animP'); const timeOffset = uniforms.seed.add(time).mul(scaleVec.w); animP.y.subAssign(timeOffset); animP.assign(animP.mul(vec3(scaleVec.x, scaleVec.y, scaleVec.z))); const turbulenceValue = turbulence3(animP, uniforms.lacunarity, uniforms.gain); st.y.addAssign(sqrt(st.y).mul(uniforms.magnitude).mul(turbulenceValue)); const outOfBounds = st.x .lessThanEqual(0.0) .or(st.x.greaterThanEqual(1.0)) .or(st.y.lessThanEqual(0.0)) .or(st.y.greaterThanEqual(1.0)); const texSample = texture(uniforms.fireTex, st); return select(outOfBounds, vec4(0.0), texSample); }); /** * 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 */ const createFireFragmentNode = (uniforms, iterations = 20) => { const samplerFire = createSamplerFire(uniforms); return Fn(() => { const rayPos = vec3(positionWorld).toVar('rayPos'); const rayDir = normalize(rayPos.sub(cameraPosition)).toVar('rayDir'); const rayLen = float(0.0288).mul(length(uniforms.scale)); const col = vec4(0.0).toVar('col'); Loop(int(iterations), () => { rayPos.addAssign(rayDir.mul(rayLen)); const lp = localize(rayPos, uniforms.invModelMatrix).toVar('lp'); lp.y.addAssign(0.5); lp.x.mulAssign(2.0); lp.z.mulAssign(2.0); col.addAssign(samplerFire(lp, uniforms.noiseScale)); }); const colorVec = vec3(uniforms.color); col.x.mulAssign(colorVec.x); col.y.mulAssign(colorVec.y); col.z.mulAssign(colorVec.z); col.w.assign(col.x); return col; })(); }; /** * @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. */ /** * 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) * ``` */ class FireTSL extends Mesh { /** * Creates a new FireTSL instance * * @param props - Configuration options for the fire effect */ constructor({ fireTex, color = 0xeeeeee, iterations = 20, // octaves is fixed at 3 in TSL version for performance noiseScale = [1, 2, 1, 0.3], magnitude = 1.3, lacunarity = 2.0, gain = 0.5, }) { const geometry = new BoxGeometry(1, 1, 1); const config = { fireTex, color: color instanceof Color ? color : new Color(color), noiseScale, magnitude, lacunarity, gain, }; const uniforms = createFireUniforms(config); const material = new MeshBasicNodeMaterial(); material.fragmentNode = createFireFragmentNode(uniforms, iterations); material.transparent = true; material.depthWrite = false; material.depthTest = false; super(geometry, material); this._time = 0; this.uniforms = uniforms; } /** * 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) { if (time !== undefined) { this._time = time; this.uniforms.time.value = time; } this.updateMatrixWorld(); this.uniforms.invModelMatrix.value.copy(this.matrixWorld).invert(); this.uniforms.scale.value.copy(this.scale); } get time() { return this._time; } set time(value) { this._time = value; this.uniforms.time.value = value; } /** * Fire color tint * * @example * ```ts * fire.fireColor = 'orange' * fire.fireColor = 0xff4400 * fire.fireColor = new Color(1, 0.5, 0) * ``` */ get fireColor() { return this.uniforms.color.value; } set fireColor(color) { this.uniforms.color.value = color instanceof Color ? color : new Color(color); } /** * Fire shape intensity * * Higher values create more dramatic fire shapes. * Range: 0.5 - 3.0, Default: 1.3 */ get magnitude() { return this.uniforms.magnitude.value; } set magnitude(value) { this.uniforms.magnitude.value = value; } /** * Noise lacunarity (frequency multiplier) * * Controls how much the frequency increases for each noise octave. * Range: 1.0 - 4.0, Default: 2.0 */ get lacunarity() { return this.uniforms.lacunarity.value; } set lacunarity(value) { this.uniforms.lacunarity.value = value; } /** * Noise gain (amplitude multiplier) * * Controls how much the amplitude decreases for each noise octave. * Range: 0.1 - 1.0, Default: 0.5 */ get gain() { return this.uniforms.gain.value; } set gain(value) { this.uniforms.gain.value = value; } } export { FireTSL as FireMesh, createFireFragmentNode, createFireUniforms }; //# sourceMappingURL=vanilla.esm.js.map