使用three.js 实现蜡烛效果
bash
import * as THREE from "three"
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js"
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(3, 5, 8).setLength(15);
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x101005);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix()
renderer.setSize(innerWidth, innerHeight);
})
var controls = new OrbitControls(camera, renderer.domElement);
controls.enablePan = false;
controls.minPolarAngle = THREE.MathUtils.degToRad(60);
controls.maxPolarAngle = THREE.MathUtils.degToRad(95);
controls.minDistance = 4;
controls.maxDistance = 20;
controls.autoRotate = true;
controls.autoRotateSpeed = 1;
controls.target.set(0, 2, 0);
controls.update();
var light = new THREE.DirectionalLight(0xffffff, 0.025);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.0625));
var casePath = new THREE.Path();
casePath.moveTo(0, 0);
casePath.lineTo(0, 0);
casePath.absarc(1.5, 0.5, 0.5, Math.PI * 1.5, Math.PI * 2);
casePath.lineTo(2, 1.5);
casePath.lineTo(1.99, 1.5);
casePath.lineTo(1.9, 0.5);
var caseGeo = new THREE.LatheGeometry(casePath.getPoints(), 64);
var caseMat = new THREE.MeshStandardMaterial({ color: "silver" });
var caseMesh = new THREE.Mesh(caseGeo, caseMat);
caseMesh.castShadow = true;
var paraffinPath = new THREE.Path();
paraffinPath.moveTo(0, -.25);
paraffinPath.lineTo(0, -.25);
paraffinPath.absarc(1, 0, 0.25, Math.PI * 1.5, Math.PI * 2);
paraffinPath.lineTo(1.25, 0);
paraffinPath.absarc(1.89, 0.1, 0.1, Math.PI * 1.5, Math.PI * 2);
var paraffinGeo = new THREE.LatheGeometry(paraffinPath.getPoints(), 64);
paraffinGeo.translate(0, 1.25, 0);
var paraffinMat = new THREE.MeshStandardMaterial({ color: 0xffff99, side: THREE.BackSide, metalness: 0, roughness: 0.75 });
var paraffinMesh = new THREE.Mesh(paraffinGeo, paraffinMat);
caseMesh.add(paraffinMesh);
var candlewickProfile = new THREE.Shape();
candlewickProfile.absarc(0, 0, 0.0625, 0, Math.PI * 2);
var candlewickCurve = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0.5, -0.0625),
new THREE.Vector3(0.25, 0.5, 0.125)
]);
var candlewickGeo = new THREE.ExtrudeGeometry(candlewickProfile, {
steps: 8,
bevelEnabled: false,
extrudePath: candlewickCurve
});
var colors = [];
var color1 = new THREE.Color("black");
var color2 = new THREE.Color(0x994411);
var color3 = new THREE.Color(0xffff44);
for (let i = 0; i < candlewickGeo.attributes.position.count; i++) {
if (candlewickGeo.attributes.position.getY(i) < 0.4) {
color1.toArray(colors, i * 3);
}
else {
color2.toArray(colors, i * 3);
};
if (candlewickGeo.attributes.position.getY(i) < 0.15) color3.toArray(colors, i * 3);
}
candlewickGeo.setAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3));
candlewickGeo.translate(0, 0.95, 0);
var candlewickMat = new THREE.MeshBasicMaterial({ vertexColors: true });
var candlewickMesh = new THREE.Mesh(candlewickGeo, candlewickMat);
caseMesh.add(candlewickMesh);
// candle light
var candleLight = new THREE.PointLight(0xffaa33, 1, 5, 2);
candleLight.position.set(0, 3, 0);
candleLight.castShadow = true;
caseMesh.add(candleLight);
var candleLight2 = new THREE.PointLight(0xffaa33, 1, 10, 2);
candleLight2.position.set(0, 4, 0);
candleLight2.castShadow = true;
caseMesh.add(candleLight2);
var flameMaterials = [];
function flame(isFrontSide) {
let flameGeo = new THREE.SphereGeometry(0.5, 32, 32);
flameGeo.translate(0, 0.5, 0);
let flameMat = getFlameMaterial(true);
flameMaterials.push(flameMat);
let flame = new THREE.Mesh(flameGeo, flameMat);
flame.position.set(0.06, 1.2, 0.06);
flame.rotation.y = THREE.MathUtils.degToRad(-45);
caseMesh.add(flame);
}
flame(false);
flame(true);
// table
var tableGeo = new THREE.CylinderGeometry(14, 14, 0.5, 64);
tableGeo.translate(0, -0.25, 0);
var tableMat = new THREE.MeshStandardMaterial({ map: new THREE.TextureLoader().load("https://threejs.org/examples/textures/hardwood2_diffuse.jpg"), metalness: 0, roughness: 0.75 });
var tableMesh = new THREE.Mesh(tableGeo, tableMat);
tableMesh.receiveShadow = true;
tableMesh.add(caseMesh);
scene.add(tableMesh);
var clock = new THREE.Clock();
var time = 0;
render();
function render() {
requestAnimationFrame(render);
time += clock.getDelta();
flameMaterials[0].uniforms.time.value = time;
flameMaterials[1].uniforms.time.value = time;
candleLight2.position.x = Math.sin(time * Math.PI) * 0.25;
candleLight2.position.z = Math.cos(time * Math.PI * 0.75) * 0.25;
candleLight2.intensity = 2 + Math.sin(time * Math.PI * 2) * Math.cos(time * Math.PI * 1.5) * 0.25;
controls.update();
renderer.render(scene, camera);
}
function getFlameMaterial(isFrontSide) {
let side = isFrontSide ? THREE.FrontSide : THREE.BackSide;
return new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
uniform float time;
varying vec2 vUv;
varying float hValue;
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f*f*(3.0-2.0*f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
void main() {
vUv = uv;
vec3 pos = position;
pos *= vec3(0.8, 2, 0.725);
hValue = position.y;
//float sinT = sin(time * 2.) * 0.5 + 0.5;
float posXZlen = length(position.xz);
pos.y *= 1. + (cos((posXZlen + 0.25) * 3.1415926) * 0.25 + noise(vec2(0, time)) * 0.125 + noise(vec2(position.x + time, position.z + time)) * 0.5) * position.y; // flame height
pos.x += noise(vec2(time * 2., (position.y - time) * 4.0)) * hValue * 0.0312; // flame trembling
pos.z += noise(vec2((position.y - time) * 4.0, time * 2.)) * hValue * 0.0312; // flame trembling
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.0);
}
`,
fragmentShader: `
varying float hValue;
varying vec2 vUv;
// honestly stolen from https://www.shadertoy.com/view/4dsSzr
vec3 heatmapGradient(float t) {
return clamp((pow(t, 1.5) * 0.8 + 0.2) * vec3(smoothstep(0.0, 0.35, t) + t * 0.5, smoothstep(0.5, 1.0, t), max(1.0 - t * 1.7, t * 7.0 - 6.0)), 0.0, 1.0);
}
void main() {
float v = abs(smoothstep(0.0, 0.4, hValue) - 1.);
float alpha = (1. - v) * 0.99; // bottom transparency
alpha -= 1. - smoothstep(1.0, 0.97, hValue); // tip transparency
gl_FragColor = vec4(heatmapGradient(smoothstep(0.0, 0.3, hValue)) * vec3(0.95,0.95,0.4), alpha) ;
gl_FragColor.rgb = mix(vec3(0,0,1), gl_FragColor.rgb, smoothstep(0.0, 0.3, hValue)); // blueish for bottom
gl_FragColor.rgb += vec3(1, 0.9, 0.5) * (1.25 - vUv.y); // make the midst brighter
gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.66, 0.32, 0.03), smoothstep(0.95, 1., hValue)); // tip
}
`,
transparent: true,
side: side
})
}
/**
* 名称: 蜡烛
* 作者: 优雅永不过时 https://github.com/z2586300277
*/