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          three.js 實(shí)現(xiàn)火花特效

          共 7830字,需瀏覽 16分鐘

           ·

          2021-07-07 10:59


          前言

          大家好,這里是 CSS兼WebGL 魔法使——alphardex。

          上周末剛在原神里抽到了“火花騎士”可莉,于是就心血來(lái)潮,想用three.js來(lái)實(shí)現(xiàn)一種火系的特效,不是炸彈的爆炸,而是炸彈爆炸后在草上留下的火花效果

          RBvmVJ.jpg

          游戲里的效果相對(duì)比較卡通化,而本文的效果將更加逼近現(xiàn)實(shí)一點(diǎn)

          讓我們開(kāi)始吧!

          準(zhǔn)備工作

          在開(kāi)始本項(xiàng)目之前,你首先要了解ray marching這個(gè)概念,如果不了解也沒(méi)關(guān)系,筆者之前寫(xiě)過(guò)一篇介紹它的入門文章:https://juejin.cn/post/6934461126977519629,或者通過(guò)這篇文章:http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/也可以入門,掌握了基礎(chǔ)概念后就可以開(kāi)始了

          本項(xiàng)目需要用到:

          筆者的three.js模板:點(diǎn)擊右下角的fork即可復(fù)制一份

          著色器模塊化:glslify

          著色器npm包:glsl-noise,glsl-sdf-primitives,glsl-sdf-ops

          正文

          場(chǎng)景搭建

          按之前的慣例,搭建一個(gè)場(chǎng)景,放一個(gè)鋪滿屏幕的平面,設(shè)定一些必要的參數(shù)(火花的速度與顏色)

          class RayMarchingFire extends Base {
            constructor(sel: string, debug: boolean) {
              super(sel, debug);
              this.clock = new THREE.Clock();
              this.cameraPosition = new THREE.Vector3(001);
              this.params = {
                velocity: 2,
              };
              this.colorParams = {
                color1: "#ff801a",
                color2: "#ff5718",
              };
            }
            // 初始化
            init() {
              this.createScene();
              this.createOrthographicCamera();
              this.createRenderer();
              this.createRayMarchingFireMaterial();
              this.createPlane();
              this.createLight();
              this.trackMousePos();
              this.addListeners();
              this.setLoop();
            }
            // 創(chuàng)建材質(zhì)
            createRayMarchingFireMaterial() {
              const rayMarchingFireMaterial = new THREE.ShaderMaterial({
                vertexShader: rayMarchingFireVertexShader,
                fragmentShader: rayMarchingFireFragmentShader,
                side: THREE.DoubleSide,
                uniforms: {
                  uTime: {
                    value: 0,
                  },
                  uMouse: {
                    value: new THREE.Vector2(00),
                  },
                  uResolution: {
                    value: new THREE.Vector2(window.innerWidth, window.innerHeight),
                  },
                  uVelocity: {
                    value: 3,
                  },
                  uColor1: {
                    value: new THREE.Color(this.colorParams.color1),
                  },
                  uColor2: {
                    value: new THREE.Color(this.colorParams.color2),
                  },
                },
              });
              this.rayMarchingFireMaterial = rayMarchingFireMaterial;
              this.shaderMaterial = rayMarchingFireMaterial;
            }
            // 創(chuàng)建平面
            createPlane() {
              const geometry = new THREE.PlaneBufferGeometry(22100100);
              const material = this.rayMarchingFireMaterial;
              this.createMesh({
                geometry,
                material,
              });
            }
            // 動(dòng)畫(huà)
            update() {
              const elapsedTime = this.clock.getElapsedTime();
              const mousePos = this.mousePos;
              if (this.rayMarchingFireMaterial) {
                this.rayMarchingFireMaterial.uniforms.uTime.value = elapsedTime;
                this.rayMarchingFireMaterial.uniforms.uMouse.value = mousePos;
              }
            }
          }
          復(fù)制代碼

          接下來(lái)開(kāi)始編寫(xiě)片元著色器

          創(chuàng)建發(fā)光漸變橢圓

          仔細(xì)觀察火花的形狀你會(huì)發(fā)現(xiàn)其實(shí)它的大致形狀像一個(gè)橢圓,而且還是發(fā)光的漸變橢圓,于是我們就要想辦法來(lái)創(chuàng)建這種形狀。簡(jiǎn)要說(shuō)下思路:ray marching獲取的值改成光線位置pos和光線移動(dòng)的進(jìn)度strength,光線位置的y軸將用于設(shè)定火花的顏色;光線移動(dòng)的進(jìn)度strength用于設(shè)定火花的形狀(這里就是橢圓)

          #pragma glslify:centerUv=require(../modules/centerUv)
          #pragma glslify:getRayDirection=require(../modules/getRayDirection)
          #pragma glslify:sdSphere=require(glsl-sdf-primitives/sdSphere)
          #pragma glslify:opU=require(glsl-sdf-ops/union)
          #pragma glslify:cnoise=require(glsl-noise/classic/3d)

          uniform float uTime;
          uniform vec2 uMouse;
          uniform vec2 uResolution;
          uniform float uVelocity;
          uniform vec3 uColor1;
          uniform vec3 uColor2;

          varying vec2 vUv;
          varying vec3 vPosition;

          float fire(vec3 p){
          vec3 p2=p*vec3(1.,.5,1.)+vec3(0.,1.,0.);
          float geo=sdSphere(p2,1.);
          float result=geo;
          return result;
          }

          vec2 sdf(vec3 p){
          float result=opU(abs(fire(p)),-(length(p)-100.));
          float objType=1.;
          return vec2(result,objType);
          }

          vec4 rayMarch(vec3 eye,vec3 ray){
          float depth=0.;
          float strength=0.;
          float eps=.02;
          vec3 pos=eye;
          for(int i=0;i<64;i++){
          pos+=depth*ray;
          float dist=sdf(pos).x;
          depth=dist+eps;
          if(dist>0.){
          strength=float(i)/64.;
          }
          }
          return vec4(pos,strength);
          }

          void main(){
          vec2 p=centerUv(vUv,uResolution);
          p=p*vec2(1.6,-1);

          vec3 ro=vec3(0.,-2.,4.);
          vec3 ta=vec3(0.,-2.5,-1.5);
          float fl=1.25;
          vec3 rd=getRayDirection(p,ro,ta,fl);

          vec3 color=vec3(0.);

          vec4 result=rayMarch(ro,rd);

          float strength=pow(result.w*2.,4.);
          vec3 ellipse=vec3(strength);
          color=ellipse;

          gl_FragColor=vec4(color,1.);
          }
          復(fù)制代碼

          centerUv.glsl

          vec2 centerUv(vec2 uv,vec2 resolution){
          uv=2.*uv-1.;
          float aspect=resolution.x/resolution.y;
          uv.x*=aspect;
          return uv;
          }

          #pragma glslify:export(centerUv);
          復(fù)制代碼

          getRayDirection.glsl

          #pragma glslify:setCamera=require(./setCamera)

          vec3 getRayDirection(vec2 p,vec3 ro,vec3 ta,float fl){
          mat3 ca=setCamera(ro,ta,0.);
          vec3 rd=ca*normalize(vec3(p,fl));
          return rd;
          }

          #pragma glslify:export(getRayDirection)
          復(fù)制代碼

          setCamera.glsl

          mat3 setCamera(in vec3 ro,in vec3 ta,float cr)
          {
          vec3 cw=normalize(ta-ro);
          vec3 cp=vec3(sin(cr),cos(cr),0.);
          vec3 cu=normalize(cross(cw,cp));
          vec3 cv=(cross(cu,cw));
          return mat3(cu,cv,cw);
          }

          #pragma glslify:export(setCamera)
          復(fù)制代碼
          R0RM7Q.png

          用噪聲生成火花

          接下來(lái)就對(duì)這個(gè)橢圓應(yīng)用上噪聲(這里選了傳統(tǒng)噪聲,為了更好看的外觀,也可以選擇其他的噪聲)

          float fire(vec3 p){
          vec3 p2=p*vec3(1.,.5,1.)+vec3(0.,1.,0.);
          float geo=sdSphere(p2,1.);
          // float result=geo;
          float displacement=uTime*uVelocity;
          vec3 displacementY=vec3(.0,displacement,.0);
          float noise=(cnoise(p+displacementY))*p.y*.4;
          float result=geo+noise;
          return result;
          }
          復(fù)制代碼
          R0fRFH.gif

          莫名感覺(jué)像黑魂3里的芙莉德修女的黑焰,盡管這樣也很cool,我們還是給它加上顏色,讓它更像現(xiàn)實(shí)中的火花

          給火花加上顏色

          將顏色通過(guò)mix函數(shù)混合起來(lái)(強(qiáng)度是光線位置的y軸),和之前的顏色相乘即可

          void main(){
          ...

          float fireBody=result.y/64.;
          vec3 mixColor=mix(uColor1,uColor2,fireBody);
          color*=mixColor;

          gl_FragColor=vec4(color,1.);
          }
          復(fù)制代碼

          項(xiàng)目地址

          Ray Marching Fire:https://codepen.io/alphardex/pen/OJmPpeJ

          關(guān)于本文

          來(lái)源:alphardex

          https://juejin.cn/post/6979744391074316319

          “在看和轉(zhuǎn)發(fā)”就是最大的支持
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