烟雾调节器

先看效果:

烟雾调节展示

再看代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>可调节的烟雾特效</title>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script>
  <script src="https://unpkg.com/[email protected]/examples/js/controls/OrbitControls.js"></script>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script>
  <style>
    * {
      
      
      margin: 0;
      padding: 0;
    }

    html,
    body {
      
      
      overflow: hidden;
    }

    .webgl {
      
      
      position: fixed;
      top: 0;
      left: 0;
      outline: none;
    }
  </style>
</head>
<body>
<script id="vertexShader" type="x-shader/x-vertex">
  #include <fog_pars_vertex>

uniform float uTime;

uniform float uBigWavesElevation;
uniform vec2 uBigWavesFrequency;
uniform float uBigWaveSpeed;

uniform  float uSmallWavesElevation;
uniform  float uSmallWavesFrequency;
uniform  float uSmallWavesSpeed;
uniform float uSmallWavesIterations;

varying float vElevation;

//	Classic Perlin 3D Noise
//	by Stefan Gustavson
//
vec4 permute(vec4 x){
      
      return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){
      
      return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {
      
      return t*t*t*(t*(t*6.0-15.0)+10.0);}

float cnoise(vec3 P){
      
      
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod(Pi0, 289.0);
  Pi1 = mod(Pi1, 289.0);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);

  vec4 gx0 = ixy0 / 7.0;
  vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);

  vec4 gx1 = ixy1 / 7.0;
  vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);

  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;

  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);

  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  return 2.2 * n_xyz;
}

void main() {
      
      
  #include <begin_vertex>
  #include <project_vertex>
  #include <fog_vertex>
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  float elevation =
    sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed)
    * sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed)
    * uBigWavesElevation;

  for(float i = 1.0; i <= 10.0; i++) {
      
      

    elevation -= abs(
      cnoise(
        vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed)
        )
        * uSmallWavesElevation / i
      );
     if(i >= uSmallWavesIterations ) {
      
      
      break;
    }
  }

  modelPosition.y += elevation;
  vec4 viewPosition = viewMatrix * modelPosition;
  vec4 projectedPosition = projectionMatrix * viewPosition;
  gl_Position = projectedPosition;

  vElevation = elevation;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
  #include <fog_pars_fragment>
precision mediump float;
uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;

uniform float uColorOffset;
uniform float uColorMultiplier;

varying float vElevation;

void main() {
      
      
  float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;
  vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);
  gl_FragColor = vec4(color, 1.0);
   #include <fog_fragment>
}
</script>
<canvas class="webgl"></canvas>
</body>
<script>

  const gui = new dat.GUI({
      
       closed: false, width: 340 });
  const bigWavesFolder = gui.addFolder("大浪");
  const smallWavesFolder = gui.addFolder("小浪");
  const colorFolder = gui.addFolder("颜色");
  const debugObject = {
      
      
    waveDepthColor: "#1e4d40",
    waveSurfaceColor: "#4d9aaa",
    fogNear: 1,
    fogFar: 3,
    fogColor: "#8e99a2" };

// Canvas
  const canvas = document.querySelector("canvas.webgl");

  // 场景
  const scene = new THREE.Scene();
  scene.fog = new THREE.Fog(
          debugObject.fogColor,
          debugObject.fogNear,
          debugObject.fogFar);

  scene.background = new THREE.Color(debugObject.fogColor);
  const waterGeometry = new THREE.PlaneGeometry(12, 12, 512, 512);
  const waterMaterial = new THREE.ShaderMaterial({
      
      
    vertexShader: document.getElementById("vertexShader").textContent,
    fragmentShader: document.getElementById("fragmentShader").textContent,
    transparent: true,
    fog: true,
    uniforms: {
      
      
      uTime: {
      
       value: 0 },
      uMouse: {
      
       value: new THREE.Vector2() },
      uBigWavesElevation: {
      
       value: 0.2 },
      uBigWavesFrequency: {
      
       value: new THREE.Vector2(4, 2) },
      uBigWaveSpeed: {
      
       value: 0.75 },
      uSmallWavesElevation: {
      
       value: 0.15 },
      uSmallWavesFrequency: {
      
       value: 3 },
      uSmallWavesSpeed: {
      
       value: 0.2 },
      uSmallWavesIterations: {
      
       value: 4 },
      uDepthColor: {
      
       value: new THREE.Color(debugObject.waveDepthColor) },
      uSurfaceColor: {
      
       value: new THREE.Color(debugObject.waveSurfaceColor) },
      uColorOffset: {
      
       value: 0.08 },
      uColorMultiplier: {
      
       value: 5 },

      ...THREE.UniformsLib["fog"] } });



  const water = new THREE.Mesh(waterGeometry, waterMaterial);
  water.rotation.x = -Math.PI * 0.5;
  scene.add(water);

  /**
   * 大小
   */
  const sizes = {
      
      
    width: window.innerWidth,
    height: window.innerHeight };


  window.addEventListener("resize", () => {
      
      
    // 更新大小
    sizes.width = window.innerWidth;
    sizes.height = window.innerHeight;

    //更新相机
    camera.aspect = sizes.width / sizes.height;
    camera.updateProjectionMatrix();

    //更新渲染器
    renderer.setSize(sizes.width, sizes.height);
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
  });

  const camera = new THREE.PerspectiveCamera(
          75,
          sizes.width / sizes.height,
          0.1,
          100);

  camera.position.set(1, 1, 1);
  scene.add(camera);

  // 控制
  const controls = new THREE.OrbitControls(camera, canvas);
  controls.enableDamping = true;

  /**
   * 渲染器
   */
  const renderer = new THREE.WebGLRenderer({
      
      
    canvas: canvas });

  renderer.setSize(sizes.width, sizes.height);
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));


// 大波浪
  bigWavesFolder.
  add(waterMaterial.uniforms.uBigWavesElevation, "value").
  min(0).
  max(1).
  step(0.001).
  name("海拔");
  bigWavesFolder.
  add(waterMaterial.uniforms.uBigWavesFrequency.value, "x").
  min(0).
  max(10).
  step(0.001).
  name("频率 X");
  bigWavesFolder.
  add(waterMaterial.uniforms.uBigWavesFrequency.value, "y").
  min(0).
  max(10).
  step(0.001).
  name("频率 Y");
  bigWavesFolder.
  add(waterMaterial.uniforms.uBigWaveSpeed, "value").
  min(0.25).
  max(5).
  step(0.001).
  name("速度");

  // 小波浪
  smallWavesFolder.
  add(waterMaterial.uniforms.uSmallWavesElevation, "value").
  min(0.0).
  max(0.3).
  step(0.001).
  name("海拔");
  smallWavesFolder.
  add(waterMaterial.uniforms.uSmallWavesFrequency, "value").
  min(0).
  max(30).
  step(0.001).
  name("频率");
  smallWavesFolder.
  add(waterMaterial.uniforms.uSmallWavesSpeed, "value").
  min(0.0).
  max(1).
  step(0.001).
  name("速度");
  smallWavesFolder.
  add(waterMaterial.uniforms.uSmallWavesIterations, "value").
  min(0).
  max(10).
  step(1).
  name("迭代次数");

  // Colors
  colorFolder.
  add(waterMaterial.uniforms.uColorOffset, "value").
  min(0).
  max(0.15).
  step(0.0001).
  name("颜色偏移");
  colorFolder.
  add(waterMaterial.uniforms.uColorMultiplier, "value").
  min(0.0).
  max(10.0).
  step(0.001).
  name("颜色增加");
  colorFolder.
  addColor(debugObject, "waveDepthColor").
  name("波浪深度颜色").
  onChange(() => {
      
      
    waterMaterial.uniforms.uDepthColor.value.set(debugObject.waveDepthColor);
  });
  colorFolder.
  addColor(debugObject, "waveSurfaceColor").
  name("波面颜色").
  onChange(() => {
      
      
    waterMaterial.uniforms.uSurfaceColor.value.set(
            debugObject.waveSurfaceColor);

  });
  colorFolder.
  addColor(debugObject, "fogColor").
  name("雾颜色").
  onChange(() => {
      
      
    waterMaterial.uniforms.fogColor.value.set(debugObject.fogColor);
    scene.background.set(debugObject.fogColor);
    scene.fog = new THREE.Fog(
            debugObject.fogColor,
            debugObject.fogNear,
            debugObject.fogFar);

  });

  /**
   * Animate
   */
  const clock = new THREE.Clock();

  const tick = () => {
      
      
    const elapsedTime = clock.getElapsedTime();
    controls.update();
    waterMaterial.uniforms.uTime.value = elapsedTime;
    renderer.render(scene, camera);
    window.requestAnimationFrame(tick);
  };

  tick();
</script>
</html>

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转载自blog.csdn.net/qq_35241329/article/details/131214352