webgl_raymarching_reflect.html 8.6 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. // fragment position
  137. vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / min( resolution.x, resolution.y );
  138. // convert ray direction from screen coordinate to world coordinate
  139. vec3 ray = (cameraWorldMatrix * cameraProjectionMatrixInverse * vec4( screenPos.xy, 1.0, 1.0 )).xyz;
  140. ray = normalize( ray );
  141. // camera position
  142. vec3 cPos = cameraPosition;
  143. vec3 color = vec3( 0.0 );
  144. vec3 pos, normal;
  145. bool hit;
  146. float alpha = 1.0;
  147. for ( int i = 0; i < 3; i++ ) {
  148. color += alpha * getRayColor( cPos, ray, pos, normal, hit );
  149. alpha *= 0.3;
  150. ray = normalize( reflect( ray, normal ) );
  151. cPos = pos + normal * OFFSET;
  152. if ( !hit ) break;
  153. }
  154. gl_FragColor = vec4( color, 1.0 );
  155. }
  156. </script>
  157. <script id="vertex_shader" type="x-shader/x-vertex">
  158. attribute vec3 position;
  159. void main(void) {
  160. gl_Position = vec4(position, 1.0);
  161. }
  162. </script>
  163. <script src="../build/three.js"></script>
  164. <script src="js/controls/FlyControls.js"></script>
  165. <script src="js/libs/stats.min.js"></script>
  166. <script src="js/libs/dat.gui.min.js"></script>
  167. <script>
  168. var camera, scene, controls, renderer;
  169. var geometry, material, mesh;
  170. var mouse = new THREE.Vector2( 0.5, 0.5 );
  171. var canvas;
  172. var stats;
  173. var clock = new THREE.Clock();
  174. var config = {
  175. saveImage: function() {
  176. renderer.render( scene, camera );
  177. window.open( canvas.toDataURL() );
  178. },
  179. freeCamera: false,
  180. resolution: '512'
  181. };
  182. init();
  183. render();
  184. function init() {
  185. renderer = new THREE.WebGLRenderer();
  186. renderer.setPixelRatio( window.devicePixelRatio );
  187. renderer.setSize( 512, 512 );
  188. canvas = renderer.domElement;
  189. canvas.addEventListener( 'mousemove', onMouseMove );
  190. window.addEventListener( 'resize', onWindowResize );
  191. document.body.appendChild( canvas );
  192. // Scene
  193. scene = new THREE.Scene();
  194. camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
  195. camera.lookAt( new THREE.Vector3( 0.0, -0.3, 1.0 ) );
  196. geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
  197. material = new THREE.RawShaderMaterial( {
  198. uniforms: {
  199. resolution: { value: new THREE.Vector2( 512, 512 ) },
  200. cameraWorldMatrix: { value: camera.matrixWorld },
  201. cameraProjectionMatrixInverse: { value: new THREE.Matrix4().getInverse( camera.projectionMatrix ) }
  202. },
  203. vertexShader: document.getElementById( 'vertex_shader' ).textContent,
  204. fragmentShader: document.getElementById( 'fragment_shader' ).textContent
  205. } );
  206. mesh = new THREE.Mesh( geometry, material );
  207. mesh.frustumCulled = false;
  208. scene.add( mesh );
  209. // Controls
  210. controls = new THREE.FlyControls( camera, canvas );
  211. controls.autoForward = true;
  212. controls.dragToLook = false;
  213. controls.rollSpeed = Math.PI / 12;
  214. controls.movementSpeed = 0.5;
  215. // GUI
  216. var gui = new dat.GUI();
  217. gui.add( config, 'saveImage' ).name( 'Save Image' );
  218. gui.add( config, 'freeCamera' ).name( 'Free Camera' );
  219. gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( function( value ) {
  220. if ( value !== 'full' ) {
  221. canvas.width = value;
  222. canvas.height = value;
  223. }
  224. onWindowResize();
  225. } );
  226. stats = new Stats();
  227. document.body.appendChild( stats.dom );
  228. }
  229. function render( timestamp ) {
  230. var delta = clock.getDelta();
  231. stats.begin();
  232. if ( config.freeCamera ) {
  233. controls.update( delta );
  234. } else {
  235. camera.position.set( mouse.x - 0.5, mouse.y * 4, timestamp * 0.001 );
  236. camera.lookAt( new THREE.Vector3( 0.0, -0.3, 1.0 ).add( camera.position ) );
  237. }
  238. if ( camera.position.y < 0 ) camera.position.y = 0;
  239. material.uniforms.resolution.value = new THREE.Vector2( canvas.width, canvas.height );
  240. material.uniforms.cameraWorldMatrix.value = camera.matrixWorld;
  241. material.uniforms.cameraProjectionMatrixInverse.value = new THREE.Matrix4().getInverse( camera.projectionMatrix );
  242. renderer.render( scene, camera );
  243. stats.end();
  244. requestAnimationFrame( render );
  245. }
  246. function onMouseMove( e ) {
  247. mouse.x = e.offsetX / canvas.width;
  248. mouse.y = e.offsetY / canvas.height;
  249. }
  250. function onWindowResize( e ) {
  251. if ( config.resolution === 'full' ) {
  252. canvas.width = window.innerWidth;
  253. canvas.height = window.innerHeight;
  254. }
  255. renderer.setSize( canvas.width, canvas.height );
  256. }
  257. </script>
  258. </body>
  259. </html>