webgl_raymarching_reflect.html 8.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - raymarching - reflect</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. <style type="text/css">
  8. body {
  9. background-color: black;
  10. margin: 0;
  11. padding: 0;
  12. }
  13. a { color: skyblue }
  14. canvas {
  15. display: block;
  16. position: absolute;
  17. top: 0;
  18. left: 0;
  19. right: 0;
  20. bottom: 0;
  21. margin: auto;
  22. }
  23. #info {
  24. color: white;
  25. font-size: 13px;
  26. position: absolute;
  27. bottom: 10px;
  28. width: 100%;
  29. text-align: center;
  30. z-index: 100;
  31. }
  32. </style>
  33. </head>
  34. <body>
  35. <div id="info">
  36. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl raymarching example -
  37. reflect by <a href="https://github.com/gam0022" target="_blank" rel="noopener">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank" rel="noopener">article in Japanese</a>)
  38. </div>
  39. <script id="fragment_shader" type="x-shader/x-fragment">
  40. precision highp float;
  41. uniform vec2 resolution;
  42. uniform mat4 viewMatrix;
  43. uniform vec3 cameraPosition;
  44. uniform mat4 cameraWorldMatrix;
  45. uniform mat4 cameraProjectionMatrixInverse;
  46. const float EPS = 0.01;
  47. const float OFFSET = EPS * 100.0;
  48. const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
  49. // distance functions
  50. vec3 opRep( vec3 p, float interval ) {
  51. vec2 q = mod( p.xz, interval ) - interval * 0.5;
  52. return vec3( q.x, p.y, q.y );
  53. }
  54. float sphereDist( vec3 p, float r ) {
  55. return length( opRep( p, 3.0 ) ) - r;
  56. }
  57. float floorDist( vec3 p ){
  58. return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
  59. }
  60. vec4 minVec4( vec4 a, vec4 b ) {
  61. return ( a.a < b.a ) ? a : b;
  62. }
  63. float checkeredPattern( vec3 p ) {
  64. float u = 1.0 - floor( mod( p.x, 2.0 ) );
  65. float v = 1.0 - floor( mod( p.z, 2.0 ) );
  66. if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
  67. return 0.2;
  68. } else {
  69. return 1.0;
  70. }
  71. }
  72. vec3 hsv2rgb( vec3 c ) {
  73. vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
  74. vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
  75. return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
  76. }
  77. float sceneDist( vec3 p ) {
  78. return min(
  79. sphereDist( p, 1.0 ),
  80. floorDist( p )
  81. );
  82. }
  83. vec4 sceneColor( vec3 p ) {
  84. return minVec4(
  85. // 3 * 6 / 2 = 9
  86. vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
  87. vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
  88. );
  89. }
  90. vec3 getNormal( vec3 p ) {
  91. return normalize(vec3(
  92. sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
  93. sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
  94. sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
  95. ));
  96. }
  97. float getShadow( vec3 ro, vec3 rd ) {
  98. float h = 0.0;
  99. float c = 0.0;
  100. float r = 1.0;
  101. float shadowCoef = 0.5;
  102. for ( float t = 0.0; t < 50.0; t++ ) {
  103. h = sceneDist( ro + rd * c );
  104. if ( h < EPS ) return shadowCoef;
  105. r = min( r, h * 16.0 / c );
  106. c += h;
  107. }
  108. return 1.0 - shadowCoef + r * shadowCoef;
  109. }
  110. vec3 getRayColor( vec3 origin, vec3 ray, out vec3 pos, out vec3 normal, out bool hit ) {
  111. // marching loop
  112. float dist;
  113. float depth = 0.0;
  114. pos = origin;
  115. for ( int i = 0; i < 64; i++ ){
  116. dist = sceneDist( pos );
  117. depth += dist;
  118. pos = origin + depth * ray;
  119. if ( abs(dist) < EPS ) break;
  120. }
  121. // hit check and calc color
  122. vec3 color;
  123. if ( abs(dist) < EPS ) {
  124. normal = getNormal( pos );
  125. float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
  126. float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
  127. float shadow = getShadow( pos + normal * OFFSET, lightDir );
  128. color = ( sceneColor( pos ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
  129. hit = true;
  130. } else {
  131. color = vec3( 0.0 );
  132. }
  133. return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
  134. }
  135. void main(void) {
  136. // screen position
  137. vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / resolution;
  138. // ray direction in normalized device coordinate
  139. vec4 ndcRay = vec4( screenPos.xy, 1.0, 1.0 );
  140. // convert ray direction from normalized device coordinate to world coordinate
  141. vec3 ray = ( cameraWorldMatrix * cameraProjectionMatrixInverse * ndcRay ).xyz;
  142. ray = normalize( ray );
  143. // camera position
  144. vec3 cPos = cameraPosition;
  145. // cast ray
  146. vec3 color = vec3( 0.0 );
  147. vec3 pos, normal;
  148. bool hit;
  149. float alpha = 1.0;
  150. for ( int i = 0; i < 3; i++ ) {
  151. color += alpha * getRayColor( cPos, ray, pos, normal, hit );
  152. alpha *= 0.3;
  153. ray = normalize( reflect( ray, normal ) );
  154. cPos = pos + normal * OFFSET;
  155. if ( !hit ) break;
  156. }
  157. gl_FragColor = vec4( color, 1.0 );
  158. }
  159. </script>
  160. <script id="vertex_shader" type="x-shader/x-vertex">
  161. attribute vec3 position;
  162. void main(void) {
  163. gl_Position = vec4(position, 1.0);
  164. }
  165. </script>
  166. <script src="../build/three.js"></script>
  167. <script src="js/controls/OrbitControls.js"></script>
  168. <script src="js/libs/stats.min.js"></script>
  169. <script src="js/libs/dat.gui.min.js"></script>
  170. <script>
  171. var camera, scene, controls, renderer;
  172. var geometry, material, mesh;
  173. var mouse = new THREE.Vector2( 0.5, 0.5 );
  174. var canvas;
  175. var stats;
  176. var clock = new THREE.Clock();
  177. var config = {
  178. saveImage: function () {
  179. renderer.render( scene, camera );
  180. window.open( canvas.toDataURL() );
  181. },
  182. orbitControls: false,
  183. resolution: '512'
  184. };
  185. init();
  186. render();
  187. function init() {
  188. renderer = new THREE.WebGLRenderer();
  189. renderer.setPixelRatio( window.devicePixelRatio );
  190. renderer.setSize( config.resolution, config.resolution );
  191. canvas = renderer.domElement;
  192. canvas.addEventListener( 'mousemove', onMouseMove );
  193. window.addEventListener( 'resize', onWindowResize );
  194. document.body.appendChild( canvas );
  195. // Scene
  196. scene = new THREE.Scene();
  197. camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
  198. geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
  199. material = new THREE.RawShaderMaterial( {
  200. uniforms: {
  201. resolution: { value: new THREE.Vector2( canvas.width, canvas.height ) },
  202. cameraWorldMatrix: { value: camera.matrixWorld },
  203. cameraProjectionMatrixInverse: { value: new THREE.Matrix4().getInverse( camera.projectionMatrix ) }
  204. },
  205. vertexShader: document.getElementById( 'vertex_shader' ).textContent,
  206. fragmentShader: document.getElementById( 'fragment_shader' ).textContent
  207. } );
  208. mesh = new THREE.Mesh( geometry, material );
  209. mesh.frustumCulled = false;
  210. scene.add( mesh );
  211. // Controls
  212. controls = new THREE.OrbitControls( camera, canvas );
  213. // GUI
  214. var gui = new dat.GUI();
  215. gui.add( config, 'saveImage' ).name( 'Save Image' );
  216. gui.add( config, 'orbitControls' ).name( 'Orbit Controls' );
  217. gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( onWindowResize );
  218. stats = new Stats();
  219. document.body.appendChild( stats.dom );
  220. }
  221. function render( timestamp ) {
  222. var delta = clock.getDelta();
  223. stats.begin();
  224. if ( config.orbitControls ) {
  225. controls.update( delta );
  226. } else {
  227. camera.position.set( mouse.x * 2 - 1, mouse.y * 4, timestamp * 0.001 );
  228. camera.rotation.set( 0.25, - Math.PI, 0 );
  229. }
  230. renderer.render( scene, camera );
  231. stats.end();
  232. requestAnimationFrame( render );
  233. }
  234. function onMouseMove( e ) {
  235. mouse.x = e.clientX / window.innerWidth;
  236. mouse.y = e.clientY / window.innerHeight;
  237. }
  238. function onWindowResize( e ) {
  239. if ( config.resolution === 'full' ) {
  240. renderer.setSize( window.innerWidth, window.innerHeight );
  241. } else {
  242. renderer.setSize( config.resolution, config.resolution );
  243. }
  244. camera.aspect = canvas.width / canvas.height;
  245. camera.updateProjectionMatrix();
  246. material.uniforms.resolution.value.set( canvas.width, canvas.height );
  247. material.uniforms.cameraProjectionMatrixInverse.value.getInverse( camera.projectionMatrix );
  248. }
  249. </script>
  250. </body>
  251. </html>