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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - raymarching - reflect</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style type="text/css">
- body {
- background-color: black;
- margin: 0;
- padding: 0;
- }
- a { color: skyblue }
- canvas {
- display: block;
- position: absolute;
- top: 0;
- left: 0;
- right: 0;
- bottom: 0;
- margin: auto;
- }
- #info {
- color: white;
- font-size: 13px;
- position: absolute;
- bottom: 10px;
- width: 100%;
- text-align: center;
- z-index: 100;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - webgl raymarching example -
- reflect by <a href="https://github.com/gam0022" target="_blank">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank">article in Japanese</a>)
- </div>
- <script id="fragment_shader" type="x-shader/x-fragment">
- precision highp float;
- uniform vec2 resolution;
- uniform vec3 cameraPos;
- uniform vec3 cameraDir;
- const float EPS = 0.01;
- const float OFFSET = EPS * 100.0;
- const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
- // distance functions
- vec3 onRep( vec3 p, float interval ) {
- vec2 q = mod( p.xz, interval ) - interval * 0.5;
- return vec3( q.x, p.y, q.y );
- }
- float sphereDist( vec3 p, float r ) {
- return length( onRep( p, 3.0 ) ) - r;
- }
- float floorDist( vec3 p ){
- return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
- }
- vec4 minVec4( vec4 a, vec4 b ) {
- return ( a.a < b.a ) ? a : b;
- }
- float checkeredPattern( vec3 p ) {
- float u = 1.0 - floor( mod( p.x, 2.0 ) );
- float v = 1.0 - floor( mod( p.z, 2.0 ) );
- if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
- return 0.2;
- } else {
- return 1.0;
- }
- }
- vec3 hsv2rgb( vec3 c ) {
- vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
- }
- float sceneDist( vec3 p ) {
- return min(
- sphereDist( p, 1.0 ),
- floorDist( p )
- );
- }
- vec4 sceneColor( vec3 p ) {
- return minVec4(
- // 3 * 6 / 2 = 9
- vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
- vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
- );
- }
- vec3 getNormal( vec3 p ) {
- return normalize(vec3(
- sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
- sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
- sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
- ));
- }
- float getShadow( vec3 ro, vec3 rd ) {
- float h = 0.0;
- float c = 0.0;
- float r = 1.0;
- float shadowCoef = 0.5;
- for ( float t = 0.0; t < 50.0; t++ ) {
- h = sceneDist( ro + rd * c );
- if ( h < EPS ) return shadowCoef;
- r = min( r, h * 16.0 / c );
- c += h;
- }
- return 1.0 - shadowCoef + r * shadowCoef;
- }
- vec3 getRayColor( vec3 origin, vec3 ray, out vec3 p, out vec3 normal, out bool hit ) {
- // marching loop
- float dist;
- float depth = 0.0;
- p = origin;
- for ( int i = 0; i < 64; i++ ){
- dist = sceneDist( p );
- depth += dist;
- p = origin + depth * ray;
- if ( abs(dist) < EPS ) break;
- }
- // hit check and calc color
- vec3 color;
- if ( abs(dist) < EPS ) {
- normal = getNormal(p);
- float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
- float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
- float shadow = getShadow( p + normal * OFFSET, lightDir );
- color = ( sceneColor( p ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
- hit = true;
- } else {
- color = vec3( 0.0 );
- }
- return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
- }
- void main(void) {
- // fragment position
- vec2 p = ( gl_FragCoord.xy * 2.0 - resolution ) / min( resolution.x, resolution.y );
- // camera and ray
- vec3 cPos = cameraPos;
- vec3 cDir = cameraDir;
- vec3 cSide = normalize( cross( cDir, vec3( 0.0, 1.0 ,0.0 ) ) );
- vec3 cUp = normalize( cross( cSide, cDir ) );
- float targetDepth = 1.3;
- vec3 ray = normalize( cSide * p.x + cUp * p.y + cDir * targetDepth );
- vec3 color = vec3( 0.0 );
- vec3 q, normal;
- bool hit;
- float alpha = 1.0;
- for ( int i = 0; i < 3; i++ ) {
- color += alpha * getRayColor( cPos, ray, q, normal, hit );
- alpha *= 0.3;
- ray = normalize( reflect( ray, normal ) );
- cPos = q + normal * OFFSET;
- if ( !hit ) break;
- }
- gl_FragColor = vec4(color, 1.0);
- }
- </script>
- <script id="vertex_shader" type="x-shader/x-vertex">
- attribute vec3 position;
- void main(void) {
- gl_Position = vec4(position, 1.0);
- }
- </script>
- <script src="../build/three.js"></script>
- <script src="js/controls/FlyControls.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script>
- var camera, dummyCamera, scene, controls, renderer;
- var geometry, material, mesh;
- var mouse = new THREE.Vector2( 0.5, 0.5 );
- var canvas;
- var stats;
- var clock = new THREE.Clock();
- var config = {
- saveImage: function() {
- renderer.render( scene, dummyCamera );
- window.open( canvas.toDataURL() );
- },
- freeCamera: false,
- resolution: '512',
- };
- init();
- render();
- function init() {
- scene = new THREE.Scene();
- camera = new THREE.Camera();
- dummyCamera = new THREE.Camera();
- camera.lookAt( new THREE.Vector3( 0.0, -0.3, 1.0 ) );
- geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
- material = new THREE.RawShaderMaterial( {
- uniforms: {
- resolution: { value: new THREE.Vector2( 512, 512 ) },
- cameraPos: { value: camera.getWorldPosition() },
- cameraDir: { value: camera.getWorldDirection() },
- },
- vertexShader: document.getElementById( 'vertex_shader' ).textContent,
- fragmentShader: document.getElementById( 'fragment_shader' ).textContent
- } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( 512, 512 );
- canvas = renderer.domElement;
- canvas.addEventListener( 'mousemove', onMouseMove );
- window.addEventListener( 'resize', onWindowResize );
- document.body.appendChild( canvas );
- controls = new THREE.FlyControls( camera, canvas );
- controls.autoForward = true;
- controls.dragToLook = false;
- controls.rollSpeed = Math.PI / 12;
- controls.movementSpeed = 0.5;
- var gui = new dat.GUI();
- gui.add( config, 'saveImage' ).name( 'Save Image' );
- gui.add( config, 'freeCamera' ).name( 'Free Camera' );
- gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( function( value ) {
- if ( value !== 'full' ) {
- canvas.width = value;
- canvas.height = value;
- }
- onWindowResize();
- } );
- stats = new Stats();
- document.body.appendChild( stats.dom );
- }
- function render( timestamp ) {
- var delta = clock.getDelta();
- stats.begin();
- if ( config.freeCamera ) {
- controls.update( delta );
- } else {
- camera.position.set( mouse.x - 0.5, mouse.y * 4, timestamp * 0.001 );
- camera.lookAt( new THREE.Vector3( 0.0, -0.3, 1.0 ).add( camera.position ) );
- }
- if ( camera.position.y < 0 ) camera.position.y = 0;
- material.uniforms.resolution.value = new THREE.Vector2( canvas.width, canvas.height );
- material.uniforms.cameraPos.value = camera.getWorldPosition();
- material.uniforms.cameraDir.value = camera.getWorldDirection();
- renderer.render( scene, dummyCamera );
- stats.end();
- requestAnimationFrame( render );
- }
- function onMouseMove( e ) {
- mouse.x = e.offsetX / canvas.width;
- mouse.y = e.offsetY / canvas.height;
- }
- function onWindowResize( e ) {
- if ( config.resolution === 'full' ) {
- canvas.width = window.innerWidth;
- canvas.height = window.innerHeight;
- }
- renderer.setSize( canvas.width, canvas.height );
- }
- </script>
- </body>
- </html>
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