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index.html
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<!doctype html>
<html lang="it">
<head>
<title>Candela</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon">
<link rel="icon" href="/favicon.ico" type="image/x-icon">
<link rel=stylesheet href="css/base.css"/>
<script src="https://code.jquery.com/jquery-1.12.4.js"></script>
<script src="js/mobile.js" type="text/javascript" charset="utf-8"></script>
<!-- <script src="js/Three.js"></script> -->
</head>
<body>
<script type="x-shader/x-vertex" id="vertex_flame">
uniform vec3 customColor;
uniform float customOpacity;
attribute float customSize;
attribute float customAngle;
attribute float timeOffset;
varying vec4 vColor;
varying float vAngle;
uniform float timeLife;
uniform float t;
uniform float speed;
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
void main()
{
vAngle = customAngle; //Angolo random assegnato inizialmente
vec3 p = position; //posizione in x,y,z iniziale
float r;
float heightCorrection = timeLife*speed/7.5;
float widthCorrection = timeLife*speed/25.0;
//Calcola la posizione al tempo t
if(t-timeOffset > 0.0){
p.y += (mod(t-timeOffset,timeLife))*speed;
r = 3.121378*exp(-pow((((p.y - position.y)/heightCorrection)- 2.890766),2.0)/(2.0*pow(1.363839,2.0))); // calcolata con fitting su gaussiana
r = r*widthCorrection;
r -= rand(vec2(t,vAngle))*0.9*r; // randomicità
//vAngle += rand(vec2(t,r))*0.9*vAngle; // randomicità nell'angolo, l'effetto non si vede molto
p.x += cos(vAngle)*r;
p.z += sin(vAngle)*r;
}
// Cambia opacità in funzione dell'altezza
float frac_opacity = customOpacity / timeLife;
float opacity = customOpacity - (mod(t-timeOffset,timeLife))*frac_opacity;
vColor = vec4( customColor, opacity );
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
gl_PointSize = customSize * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-vertex" id="vertex_smoke">
uniform vec3 customColor;
uniform float customOpacity;
uniform float newSmoke;
attribute float customSize;
attribute float customAngle;
attribute float timeOffset;
varying vec4 vColor;
varying float vAngle;
uniform float t;
uniform float timeLife;
uniform float speed;
uniform float posOffset;
//funzione per generare numeri random
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
void main()
{
vAngle = customAngle;
vec3 p = position; //posizione in x,y,z iniziale
//Calcola la posizione al tempo t
float radius;
float heightCoeff;
float xxx;
if(t-timeOffset > 0.0){
heightCoeff = rand(vec2(t,vAngle))*5.0;
xxx = rand(vec2(t,vAngle))*1.0;
if (xxx > 0.5) {
heightCoeff = heightCoeff * -1.0;
}
p.y += (mod(t-timeOffset,timeLife))*speed;
radius = 0.5*(p.y - position.y)*sin(0.009*(p.y - position.y)*(p.y - position.y));
//radius = 5.0*sin(p.y-position.y)+5.0;
float r = rand(vec2(t,vAngle))*0.9*(radius); // randomicità
//p.x += (radius-r)*cos(p.y-position.y)+(p.y-position.y)*0.1*sin((p.y-position.y));
p.x += (radius-r)*cos(p.y-position.y)+(p.y-position.y)*0.1*cos(t)*cos(t)+sin(t);
//oppure con *0.1*sin(t) oppure *sin(t)*sin(t);
p.z += (radius-r)*sin(p.y-position.y)+(p.y-position.y)*0.1*sin((p.y-position.y))*sin(t);
// per rendere il fumo più sottile all'inizio e piu addensato in alto
if (newSmoke >= 1.0) {
float diff = p.y-position.y;
p.y = position.y + diff * (6.0/(mod(t-timeOffset,timeLife) + 1.0));
}
//Per regolare la posizione del fumo in base al timeLife del fuoco
p.y += posOffset;
p.y += heightCoeff;
}
// Cambia opacità in funzione dell'altezza
float frac_opacity = customOpacity / timeLife;
float opacity = customOpacity - (mod(t-timeOffset,timeLife))*frac_opacity;
vColor = vec4( customColor, opacity );
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
gl_PointSize = customSize * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragment_flame">
uniform sampler2D texture;
varying vec4 vColor;
varying float vAngle;
void main()
{
gl_FragColor = vColor;
float c = cos(vAngle);
float s = sin(vAngle);
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
if (dot(circCoord, circCoord) > 1.0) {
discard;
}
vec2 rotatedUV = vec2(c * (gl_PointCoord.x - 0.5) + s * (gl_PointCoord.y - 0.5) + 0.5,
c * (gl_PointCoord.y - 0.5) - s * (gl_PointCoord.x - 0.5) + 0.5);
vec4 rotatedTexture = texture2D( texture, rotatedUV );
if(rotatedTexture.a < 0.3){
discard;
}
gl_FragColor = gl_FragColor * rotatedTexture;
}
</script>
<script type="x-shader/x-fragment" id="fragment_smoke">
uniform sampler2D texture;
varying vec4 vColor;
varying float vAngle;
void main()
{
gl_FragColor = vColor;
float c = cos(vAngle);
float s = sin(vAngle);
vec2 circCoord = 2.0 * gl_PointCoord - 1.0;
if (dot(circCoord, circCoord) > 1.0) {
discard;
}
vec2 rotatedUV = vec2(c * (gl_PointCoord.x - 0.5) + s * (gl_PointCoord.y - 0.5) + 0.5,
c * (gl_PointCoord.y - 0.5) - s * (gl_PointCoord.x - 0.5) + 0.5);
vec4 rotatedTexture = texture2D( texture, rotatedUV );
if(rotatedTexture.a < 0.3){
discard;
}
gl_FragColor = gl_FragColor * rotatedTexture;
}
</script>
<div id="WebGL" style="position: absolute; left:0px; top:0px"></div>
<script src="js/Candela.js"></script>
<script src="js/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<script src="js/loaders/MTLLoader.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script type='text/javascript' src='js/DAT.GUI.min.js'></script>
<script>
if(mobile()){
console.log('Mobile Device');
document.write("<script src='js/OrbitControls-Touch.js'><\/script>");
} else{
console.log('Desktop Device');
document.write("<script src='js/OrbitControls.js'><\/script>");
}
</script>
<a href="https://github.com/LucaAngioloni/SmokeGL" class="github-corner" aria-label="View source on Github"><svg width="80" height="80" viewBox="0 0 250 250" style="fill:#fff; color:#151513; position: absolute; top: 0; border: 0; left: 0; transform: scale(-1, 1);" aria-hidden="true"><path d="M0,0 L115,115 L130,115 L142,142 L250,250 L250,0 Z"></path><path d="M128.3,109.0 C113.8,99.7 119.0,89.6 119.0,89.6 C122.0,82.7 120.5,78.6 120.5,78.6 C119.2,72.0 123.4,76.3 123.4,76.3 C127.3,80.9 125.5,87.3 125.5,87.3 C122.9,97.6 130.6,101.9 134.4,103.2" fill="currentColor" style="transform-origin: 130px 106px;" class="octo-arm"></path><path d="M115.0,115.0 C114.9,115.1 118.7,116.5 119.8,115.4 L133.7,101.6 C136.9,99.2 139.9,98.4 142.2,98.6 C133.8,88.0 127.5,74.4 143.8,58.0 C148.5,53.4 154.0,51.2 159.7,51.0 C160.3,49.4 163.2,43.6 171.4,40.1 C171.4,40.1 176.1,42.5 178.8,56.2 C183.1,58.6 187.2,61.8 190.9,65.4 C194.5,69.0 197.7,73.2 200.1,77.6 C213.8,80.2 216.3,84.9 216.3,84.9 C212.7,93.1 206.9,96.0 205.4,96.6 C205.1,102.4 203.0,107.8 198.3,112.5 C181.9,128.9 168.3,122.5 157.7,114.1 C157.9,116.9 156.7,120.9 152.7,124.9 L141.0,136.5 C139.8,137.7 141.6,141.9 141.8,141.8 Z" fill="currentColor" class="octo-body"></path></svg></a><style>.github-corner:hover .octo-arm{animation:octocat-wave 560ms ease-in-out}@keyframes octocat-wave{0%,100%{transform:rotate(0)}20%,60%{transform:rotate(-25deg)}40%,80%{transform:rotate(10deg)}}@media (max-width:500px){.github-corner:hover .octo-arm{animation:none}.github-corner .octo-arm{animation:octocat-wave 560ms ease-in-out}}</style>
</body>
</html>
<!--
MIT License
Copyright (c) 2017 Luca Angioloni, Francesco Pegoraro
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-->