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- /**
- * @author santiago / @glitch_life
- * wrapper of https://www.npmjs.com/package/isosurface by https://github.com/mikolalysenko
- *
- * Returns BufferGeometry from SDF
- */
- import {
- BufferAttribute,
- BufferGeometry,
- FloatType,
- Mesh,
- OrthographicCamera,
- PlaneGeometry,
- Scene,
- ShaderMaterial,
- Vector2,
- WebGLRenderTarget
- } from 'three';
- import { surfaceNet } from './../libs/surfaceNet.js';
- class SDFGeometryGenerator {
- constructor( renderer ) {
- this.renderer = renderer;
- }
- generate( res = 64, distFunc = 'float dist( vec3 p ){ return length(p) - 0.5; }', bounds = 1 ) {
- let w, h;
- if ( res == 8 ) [ w, h ] = [ 32, 16 ];
- else if ( res == 16 ) [ w, h ] = [ 64, 64 ];
- else if ( res == 32 ) [ w, h ] = [ 256, 128 ];
- else if ( res == 64 ) [ w, h ] = [ 512, 512 ];
- else if ( res == 128 ) [ w, h ] = [ 2048, 1024 ];
- else if ( res == 256 ) [ w, h ] = [ 4096, 4096 ];
- else if ( res == 512 ) [ w, h ] = [ 16384, 8096 ];
- else if ( res == 1024 ) [ w, h ] = [ 32768, 32768 ];
- else throw new Error( 'THREE.SDFGeometryGenerator: Resolution must be in range 8 < res < 1024 and must be ^2' );
- const maxTexSize = this.renderer.capabilities.maxTextureSize;
- if ( w > maxTexSize || h > maxTexSize ) throw new Error( 'THREE.SDFGeometryGenerator: Your device does not support this resolution ( ' + res + ' ), decrease [res] param.' );
- const [ tilesX, tilesY ] = [ ( w / res ), ( h / res ) ];
- const sdfCompute = `
- varying vec2 vUv;
- uniform float tileNum;
- uniform float bounds;
- [#dist#]
- void main() { gl_FragColor=vec4( ( dist( vec3( vUv, tileNum ) * 2.0 * bounds - vec3( bounds ) ) < 0.00001 ) ? 1.0 : 0.0 ); }
- `;
- const sdfRT = this.computeSDF( w, h, tilesX, tilesY, bounds, sdfCompute.replace( '[#dist#]', distFunc ) );
- const read = new Float32Array( w * h * 4 );
- this.renderer.readRenderTargetPixels( sdfRT, 0, 0, w, h, read );
- sdfRT.dispose();
- //
- const mesh = surfaceNet( [ res, res, res ], ( x, y, z ) => {
- x = ( x + bounds ) * ( res / ( bounds * 2 ) );
- y = ( y + bounds ) * ( res / ( bounds * 2 ) );
- z = ( z + bounds ) * ( res / ( bounds * 2 ) );
- let p = ( x + ( z % tilesX ) * res ) + y * w + ( Math.floor( z / tilesX ) * res * w );
- p *= 4;
- return ( read[ p + 3 ] > 0 ) ? - 0.000000001 : 1;
- }, [[ - bounds, - bounds, - bounds ], [ bounds, bounds, bounds ]] );
- const ps = [], ids = [];
- const geometry = new BufferGeometry();
- mesh.positions.forEach( p => {
- ps.push( p[ 0 ], p[ 1 ], p[ 2 ] );
- } );
- mesh.cells.forEach( p => ids.push( p[ 0 ], p[ 1 ], p[ 2 ] ) );
- geometry.setAttribute( 'position', new BufferAttribute( new Float32Array( ps ), 3 ) );
- geometry.setIndex( ids );
- return geometry;
- }
- computeSDF( width, height, tilesX, tilesY, bounds, shader ) {
- const rt = new WebGLRenderTarget( width, height, { type: FloatType } );
- const scn = new Scene();
- const cam = new OrthographicCamera();
- const tiles = tilesX * tilesY;
- let currentTile = 0;
- Object.assign( cam, { left: width / - 2, right: width / 2, top: height / 2, bottom: height / - 2 } ).updateProjectionMatrix();
- cam.position.z = 2;
- const tileSize = width / tilesX;
- const geometry = new PlaneGeometry( tileSize, tileSize );
- while ( currentTile ++ < tiles ) {
- const c = currentTile - 1;
- const [ px, py ] = [ ( tileSize ) / 2 + ( c % tilesX ) * ( tileSize ) - width / 2, ( tileSize ) / 2 + Math.floor( c / tilesX ) * ( tileSize ) - height / 2 ];
- const compPlane = new Mesh( geometry, new ShaderMaterial( {
- uniforms: {
- res: { value: new Vector2( width, height ) },
- tileNum: { value: c / ( tilesX * tilesY - 1 ) },
- bounds: { value: bounds }
- },
- vertexShader: 'varying vec2 vUv;void main(){vUv=uv;gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}',
- fragmentShader: shader
- } ) );
- compPlane.position.set( px, py, 0 );
- scn.add( compPlane );
- }
- this.renderer.setRenderTarget( rt );
- this.renderer.render( scn, cam );
- this.renderer.setRenderTarget( null );
- //
- geometry.dispose();
- scn.traverse( function ( object ) {
- if ( object.material !== undefined ) object.material.dispose();
- } );
- return rt;
- }
- }
- export { SDFGeometryGenerator };
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