three.js 實(shí)現(xiàn)火花特效
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

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(0, 0, 1);
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(0, 0),
},
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(2, 2, 100, 100);
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

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

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
