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examples: add webgl2_materials_texture3d_partialupdate.html

David Peicho 4 年之前
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共有 2 个文件被更改,包括 359 次插入0 次删除
  1. 1 0
      examples/files.json
  2. 358 0
      examples/webgl2_materials_texture3d_partialupdate.html

+ 1 - 0
examples/files.json

@@ -319,6 +319,7 @@
 		"webgl2_materials_texture3d",
 		"webgl2_materials_texture3d",
 		"webgl2_multisampled_renderbuffers",
 		"webgl2_multisampled_renderbuffers",
 		"webgl2_rendertarget_texture2darray",
 		"webgl2_rendertarget_texture2darray",
+    "webgl2_materials_texture3d_partialupdate.html",
 		"webgl2_volume_cloud",
 		"webgl2_volume_cloud",
 		"webgl2_volume_instancing",
 		"webgl2_volume_instancing",
 		"webgl2_volume_perlin"
 		"webgl2_volume_perlin"

+ 358 - 0
examples/webgl2_materials_texture3d_partialupdate.html

@@ -0,0 +1,358 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl2 - volume - cloud</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<link type="text/css" rel="stylesheet" href="main.css">
+	</head>
+
+	<body>
+		<div id="info">
+			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - cloud
+		</div>
+
+		<script type="module">
+			import * as THREE from '../build/three.module.js';
+			import { OrbitControls } from './jsm/controls/OrbitControls.js';
+			import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
+
+			import { GUI } from './jsm/libs/dat.gui.module.js';
+			import { WEBGL } from './jsm/WebGL.js';
+
+			if ( WEBGL.isWebGL2Available() === false ) {
+
+				document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
+
+			}
+
+			const INITIAL_CLOUD_SIZE = 128;
+
+			let renderer, scene, camera;
+			let mesh;
+			let prevTime = performance.now();
+			let cloudTexture = null;
+
+			init();
+			animate();
+
+			function generateCloudTexture( size, scaleFactor = 1.0 ) {
+
+				const data = new Uint8Array( size * size * size );
+				const scale = scaleFactor * 10.0 / size;
+
+				let i = 0;
+				const perlin = new ImprovedNoise();
+				const vector = new THREE.Vector3();
+
+				for ( let z = 0; z < size; z ++ ) {
+
+					for ( let y = 0; y < size; y ++ ) {
+
+						for ( let x = 0; x < size; x ++ ) {
+
+							const dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
+							const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
+							data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
+
+							i ++;
+
+						}
+
+					}
+
+				}
+
+				return new THREE.DataTexture3D( data, size, size, size );
+
+			}
+
+			function init() {
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				document.body.appendChild( renderer.domElement );
+
+				scene = new THREE.Scene();
+
+				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( 0, 0, 1.5 );
+
+				new OrbitControls( camera, renderer.domElement );
+
+				// Sky
+
+				const canvas = document.createElement( 'canvas' );
+				canvas.width = 1;
+				canvas.height = 32;
+
+				const context = canvas.getContext( '2d' );
+				const gradient = context.createLinearGradient( 0, 0, 0, 32 );
+				gradient.addColorStop( 0.0, '#014a84' );
+				gradient.addColorStop( 0.5, '#0561a0' );
+				gradient.addColorStop( 1.0, '#437ab6' );
+				context.fillStyle = gradient;
+				context.fillRect( 0, 0, 1, 32 );
+
+				const sky = new THREE.Mesh(
+					new THREE.SphereGeometry( 10 ),
+					new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
+				);
+				scene.add( sky );
+
+				// Texture
+
+				const texture = new THREE.DataTexture3D(
+					new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
+					INITIAL_CLOUD_SIZE,
+					INITIAL_CLOUD_SIZE,
+					INITIAL_CLOUD_SIZE
+				);
+				texture.format = THREE.RedFormat;
+				texture.minFilter = THREE.LinearFilter;
+				texture.magFilter = THREE.LinearFilter;
+				texture.unpackAlignment = 1;
+
+				cloudTexture = texture;
+
+				// Material
+
+				const vertexShader = /* glsl */`
+					in vec3 position;
+
+					uniform mat4 modelMatrix;
+					uniform mat4 modelViewMatrix;
+					uniform mat4 projectionMatrix;
+					uniform vec3 cameraPos;
+
+					out vec3 vOrigin;
+					out vec3 vDirection;
+
+					void main() {
+						vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
+
+						vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
+						vDirection = position - vOrigin;
+
+						gl_Position = projectionMatrix * mvPosition;
+					}
+				`;
+
+				const fragmentShader = /* glsl */`
+					precision highp float;
+					precision highp sampler3D;
+
+					uniform mat4 modelViewMatrix;
+					uniform mat4 projectionMatrix;
+
+					in vec3 vOrigin;
+					in vec3 vDirection;
+
+					out vec4 color;
+
+					uniform vec3 base;
+					uniform sampler3D map;
+
+					uniform float threshold;
+					uniform float range;
+					uniform float opacity;
+					uniform float steps;
+					uniform float frame;
+
+					uint wang_hash(uint seed)
+					{
+							seed = (seed ^ 61u) ^ (seed >> 16u);
+							seed *= 9u;
+							seed = seed ^ (seed >> 4u);
+							seed *= 0x27d4eb2du;
+							seed = seed ^ (seed >> 15u);
+							return seed;
+					}
+
+					float randomFloat(inout uint seed)
+					{
+							return float(wang_hash(seed)) / 4294967296.;
+					}
+
+					vec2 hitBox( vec3 orig, vec3 dir ) {
+						const vec3 box_min = vec3( - 0.5 );
+						const vec3 box_max = vec3( 0.5 );
+						vec3 inv_dir = 1.0 / dir;
+						vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
+						vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
+						vec3 tmin = min( tmin_tmp, tmax_tmp );
+						vec3 tmax = max( tmin_tmp, tmax_tmp );
+						float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
+						float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
+						return vec2( t0, t1 );
+					}
+
+					float sample1( vec3 p ) {
+						return texture( map, p ).r;
+					}
+
+					float shading( vec3 coord ) {
+						float step = 0.01;
+						return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
+					}
+
+					void main(){
+						vec3 rayDir = normalize( vDirection );
+						vec2 bounds = hitBox( vOrigin, rayDir );
+
+						if ( bounds.x > bounds.y ) discard;
+
+						bounds.x = max( bounds.x, 0.0 );
+
+						vec3 p = vOrigin + bounds.x * rayDir;
+						vec3 inc = 1.0 / abs( rayDir );
+						float delta = min( inc.x, min( inc.y, inc.z ) );
+						delta /= steps;
+
+						// Jitter
+
+						// Nice little seed from
+						// https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
+						uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
+						vec3 size = vec3( textureSize( map, 0 ) );
+						float randNum = randomFloat( seed ) * 2.0 - 1.0;
+						p += rayDir * randNum * ( 1.0 / size );
+
+						//
+
+						vec4 ac = vec4( base, 0.0 );
+
+						for ( float t = bounds.x; t < bounds.y; t += delta ) {
+
+							float d = sample1( p + 0.5 );
+
+							d = smoothstep( threshold - range, threshold + range, d ) * opacity;
+
+							float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
+
+							ac.rgb += ( 1.0 - ac.a ) * d * col;
+
+							ac.a += ( 1.0 - ac.a ) * d;
+
+							if ( ac.a >= 0.95 ) break;
+
+							p += rayDir * delta;
+
+						}
+
+						color = ac;
+
+						if ( color.a == 0.0 ) discard;
+
+					}
+				`;
+
+				const geometry = new THREE.BoxGeometry( 1, 1, 1 );
+				const material = new THREE.RawShaderMaterial( {
+					glslVersion: THREE.GLSL3,
+					uniforms: {
+						base: { value: new THREE.Color( 0x798aa0 ) },
+						map: { value: texture },
+						cameraPos: { value: new THREE.Vector3() },
+						threshold: { value: 0.25 },
+						opacity: { value: 0.25 },
+						range: { value: 0.1 },
+						steps: { value: 100 },
+						frame: { value: 0 }
+					},
+					vertexShader,
+					fragmentShader,
+					side: THREE.BackSide,
+					transparent: true
+				} );
+
+				mesh = new THREE.Mesh( geometry, material );
+				scene.add( mesh );
+
+				//
+
+				const parameters = {
+					threshold: 0.25,
+					opacity: 0.25,
+					range: 0.1,
+					steps: 100
+				};
+
+				function update() {
+
+					material.uniforms.threshold.value = parameters.threshold;
+					material.uniforms.opacity.value = parameters.opacity;
+					material.uniforms.range.value = parameters.range;
+					material.uniforms.steps.value = parameters.steps;
+
+				}
+
+				const gui = new GUI();
+				gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
+				gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
+				gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
+				gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			let curr = 0;
+			const countPerRow = 4;
+			const countPerSlice = countPerRow * countPerRow;
+			const sliceCount = 4;
+			const totalCount = sliceCount * countPerSlice;
+			const margins = 8;
+
+			const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
+			const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				const time = performance.now();
+				if ( time - prevTime > 1500.0 && curr < totalCount ) {
+
+					const position = new THREE.Vector3(
+						Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
+						( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
+						Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
+					).floor();
+
+					const maxDimension = perElementPaddedSize - 1;
+					const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
+					const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
+					const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
+
+					renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
+
+					prevTime = time;
+
+					curr ++;
+
+				}
+
+				mesh.material.uniforms.cameraPos.value.copy( camera.position );
+				// mesh.rotation.y = - performance.now() / 7500;
+
+				mesh.material.uniforms.frame.value ++;
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>