import * as THREE from "three";
import { useLayoutEffect, useRef, useEffect, useState } from "react";
import { extend, useLoader } from "@react-three/fiber";
import { PositionalAudio } from "@react-three/drei";
import { useExperienceStore } from "../../stores/experienceStore";
import { getAudioFileExtension } from "../../utils/platformDetector";
// Fire shader credits to drcmda
// See here: https://codesandbox.io/p/sandbox/3878x
class FireMaterial extends THREE.ShaderMaterial {
constructor() {
super({
defines: { ITERATIONS: "10", OCTIVES: "3" },
uniforms: {
fireTex: { type: "t", value: null },
color: { type: "c", value: null },
time: { type: "f", value: 0.0 },
seed: { type: "f", value: 0.0 },
invModelMatrix: { type: "m4", value: null },
scale: { type: "v3", value: null },
noiseScale: { type: "v4", value: new THREE.Vector4(1, 2, 1, 0.3) },
magnitude: { type: "f", value: 2.5 },
lacunarity: { type: "f", value: 3.0 },
gain: { type: "f", value: 0.25 },
},
vertexShader: `
varying vec3 vWorldPos;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;
}`,
fragmentShader: `
// Simplex 3D Noise
// by Ian McEwan, Stefan Gustavson (https://github.com/stegu/webgl-noise)
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
uniform vec3 color;
uniform float time;
uniform float seed;
uniform mat4 invModelMatrix;
uniform vec3 scale;
uniform vec4 noiseScale;
uniform float magnitude;
uniform float lacunarity;
uniform float gain;
uniform sampler2D fireTex;
varying vec3 vWorldPos;
float turbulence(vec3 p) {
float sum = 0.0;
float freq = 1.0;
float amp = 1.0;
for(int i = 0; i < OCTIVES; i++) {
sum += abs(snoise(p * freq)) * amp;
freq *= lacunarity;
amp *= gain;
}
return sum;
}
vec4 samplerFire (vec3 p, vec4 scale) {
vec2 st = vec2(sqrt(dot(p.xz, p.xz)), p.y);
if(st.x <= 0.0 || st.x >= 1.0 || st.y <= 0.0 || st.y >= 1.0) return vec4(0.0);
p.y -= (seed + time) * scale.w;
p *= scale.xyz;
st.y += sqrt(st.y) * magnitude * turbulence(p);
if(st.y <= 0.0 || st.y >= 1.0) return vec4(0.0);
return texture2D(fireTex, st);
}
vec3 localize(vec3 p) {
return (invModelMatrix * vec4(p, 1.0)).xyz;
}
void main() {
vec3 rayPos = vWorldPos;
vec3 rayDir = normalize(rayPos - cameraPosition);
float rayLen = 0.0388 * length(scale.xyz);
vec4 col = vec4(0.0);
for(int i = 0; i < ITERATIONS; i++) {
rayPos += rayDir * rayLen;
vec3 lp = localize(rayPos);
lp.y += 0.5;
lp.xz *= 2.0;
col += samplerFire(lp, noiseScale);
}
float alpha = col.r;
// alpha = smoothstep(0.4, 0.5, alpha);
col.a = alpha;
col.rgb *= 1.05;
if (col.a < 0.1) discard;
gl_FragColor = col;
}`,
});
}
}
extend({ FireMaterial });
function FireElement({ color, time, withAudio = false, ...props }) {
const meshRef = useRef();
const materialRef = useRef();
const audioRef = useRef();
const texture = useLoader(THREE.TextureLoader, "/images/fire.png");
const { isExperienceReady } = useExperienceStore();
useLayoutEffect(() => {
if (!materialRef.current) return;
texture.magFilter = texture.minFilter = THREE.LinearFilter;
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
materialRef.current.uniforms.fireTex.value = texture;
materialRef.current.uniforms.color.value =
color || new THREE.Color(0xeeeeee);
materialRef.current.uniforms.invModelMatrix.value = new THREE.Matrix4();
materialRef.current.uniforms.scale.value = new THREE.Vector3(1, 1, 1);
materialRef.current.uniforms.seed.value = Math.random() * 19.19;
}, [texture, color]);
useEffect(() => {
if (!meshRef.current || !materialRef.current) return;
const invModelMatrix = materialRef.current.uniforms.invModelMatrix.value;
meshRef.current.updateMatrixWorld();
invModelMatrix.copy(meshRef.current.matrixWorld).invert();
materialRef.current.uniforms.time.value = time;
materialRef.current.uniforms.invModelMatrix.value = invModelMatrix;
materialRef.current.uniforms.scale.value = meshRef.current.scale;
}, [time]);
useEffect(() => {
if (audioRef.current && isExperienceReady && withAudio) {
try {
audioRef.current.play();
} catch (error) {
console.error("Error playing audio:", error);
}
}
}, [isExperienceReady, withAudio]);
return (
{withAudio && (
)}
);
}
export default function Fire({ time, ...props }) {
return (
{/* Braizer Fires */}
{/* Outside Torches */}
{/* Inside Torches with Positional Audio */}
);
}