webgl2_volume_perlin.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl2 - volume</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  24. import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
  25. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  26. import WebGL from 'three/addons/capabilities/WebGL.js';
  27. if ( WebGL.isWebGL2Available() === false ) {
  28. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  29. }
  30. let renderer, scene, camera;
  31. let mesh;
  32. init();
  33. animate();
  34. function init() {
  35. renderer = new THREE.WebGLRenderer();
  36. renderer.setPixelRatio( window.devicePixelRatio );
  37. renderer.setSize( window.innerWidth, window.innerHeight );
  38. document.body.appendChild( renderer.domElement );
  39. scene = new THREE.Scene();
  40. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  41. camera.position.set( 0, 0, 2 );
  42. new OrbitControls( camera, renderer.domElement );
  43. // Texture
  44. const size = 128;
  45. const data = new Uint8Array( size * size * size );
  46. let i = 0;
  47. const perlin = new ImprovedNoise();
  48. const vector = new THREE.Vector3();
  49. for ( let z = 0; z < size; z ++ ) {
  50. for ( let y = 0; y < size; y ++ ) {
  51. for ( let x = 0; x < size; x ++ ) {
  52. vector.set( x, y, z ).divideScalar( size );
  53. const d = perlin.noise( vector.x * 6.5, vector.y * 6.5, vector.z * 6.5 );
  54. data[ i ++ ] = d * 128 + 128;
  55. }
  56. }
  57. }
  58. const texture = new THREE.Data3DTexture( data, size, size, size );
  59. texture.format = THREE.RedFormat;
  60. texture.minFilter = THREE.LinearFilter;
  61. texture.magFilter = THREE.LinearFilter;
  62. texture.unpackAlignment = 1;
  63. texture.needsUpdate = true;
  64. // Material
  65. const vertexShader = /* glsl */`
  66. in vec3 position;
  67. uniform mat4 modelMatrix;
  68. uniform mat4 modelViewMatrix;
  69. uniform mat4 projectionMatrix;
  70. uniform vec3 cameraPos;
  71. out vec3 vOrigin;
  72. out vec3 vDirection;
  73. void main() {
  74. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  75. vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  76. vDirection = position - vOrigin;
  77. gl_Position = projectionMatrix * mvPosition;
  78. }
  79. `;
  80. const fragmentShader = /* glsl */`
  81. precision highp float;
  82. precision highp sampler3D;
  83. uniform mat4 modelViewMatrix;
  84. uniform mat4 projectionMatrix;
  85. in vec3 vOrigin;
  86. in vec3 vDirection;
  87. out vec4 color;
  88. uniform sampler3D map;
  89. uniform float threshold;
  90. uniform float steps;
  91. vec2 hitBox( vec3 orig, vec3 dir ) {
  92. const vec3 box_min = vec3( - 0.5 );
  93. const vec3 box_max = vec3( 0.5 );
  94. vec3 inv_dir = 1.0 / dir;
  95. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  96. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  97. vec3 tmin = min( tmin_tmp, tmax_tmp );
  98. vec3 tmax = max( tmin_tmp, tmax_tmp );
  99. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  100. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  101. return vec2( t0, t1 );
  102. }
  103. float sample1( vec3 p ) {
  104. return texture( map, p ).r;
  105. }
  106. #define epsilon .0001
  107. vec3 normal( vec3 coord ) {
  108. if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
  109. if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
  110. if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
  111. if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
  112. if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
  113. if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
  114. float step = 0.01;
  115. float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
  116. float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
  117. float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
  118. return normalize( vec3( x, y, z ) );
  119. }
  120. void main(){
  121. vec3 rayDir = normalize( vDirection );
  122. vec2 bounds = hitBox( vOrigin, rayDir );
  123. if ( bounds.x > bounds.y ) discard;
  124. bounds.x = max( bounds.x, 0.0 );
  125. vec3 p = vOrigin + bounds.x * rayDir;
  126. vec3 inc = 1.0 / abs( rayDir );
  127. float delta = min( inc.x, min( inc.y, inc.z ) );
  128. delta /= steps;
  129. for ( float t = bounds.x; t < bounds.y; t += delta ) {
  130. float d = sample1( p + 0.5 );
  131. if ( d > threshold ) {
  132. color.rgb = normal( p + 0.5 ) * 0.5 + ( p * 1.5 + 0.25 );
  133. color.a = 1.;
  134. break;
  135. }
  136. p += rayDir * delta;
  137. }
  138. if ( color.a == 0.0 ) discard;
  139. }
  140. `;
  141. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  142. const material = new THREE.RawShaderMaterial( {
  143. glslVersion: THREE.GLSL3,
  144. uniforms: {
  145. map: { value: texture },
  146. cameraPos: { value: new THREE.Vector3() },
  147. threshold: { value: 0.6 },
  148. steps: { value: 200 }
  149. },
  150. vertexShader,
  151. fragmentShader,
  152. side: THREE.BackSide,
  153. } );
  154. mesh = new THREE.Mesh( geometry, material );
  155. scene.add( mesh );
  156. //
  157. const parameters = { threshold: 0.6, steps: 200 };
  158. function update() {
  159. material.uniforms.threshold.value = parameters.threshold;
  160. material.uniforms.steps.value = parameters.steps;
  161. }
  162. const gui = new GUI();
  163. gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
  164. gui.add( parameters, 'steps', 0, 300, 1 ).onChange( update );
  165. window.addEventListener( 'resize', onWindowResize );
  166. }
  167. function onWindowResize() {
  168. camera.aspect = window.innerWidth / window.innerHeight;
  169. camera.updateProjectionMatrix();
  170. renderer.setSize( window.innerWidth, window.innerHeight );
  171. }
  172. function animate() {
  173. requestAnimationFrame( animate );
  174. mesh.material.uniforms.cameraPos.value.copy( camera.position );
  175. renderer.render( scene, camera );
  176. }
  177. </script>
  178. </body>
  179. </html>