webgl2_materials_texture3d_partialupdate.html 9.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl2 - volume - cloud</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 - cloud
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  26. import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
  27. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  28. import WebGL from './jsm/capabilities/WebGL.js';
  29. if ( WebGL.isWebGL2Available() === false ) {
  30. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  31. }
  32. const INITIAL_CLOUD_SIZE = 128;
  33. let renderer, scene, camera;
  34. let mesh;
  35. let prevTime = performance.now();
  36. let cloudTexture = null;
  37. init();
  38. animate();
  39. function generateCloudTexture( size, scaleFactor = 1.0 ) {
  40. const data = new Uint8Array( size * size * size );
  41. const scale = scaleFactor * 10.0 / size;
  42. let i = 0;
  43. const perlin = new ImprovedNoise();
  44. const vector = new THREE.Vector3();
  45. for ( let z = 0; z < size; z ++ ) {
  46. for ( let y = 0; y < size; y ++ ) {
  47. for ( let x = 0; x < size; x ++ ) {
  48. const dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
  49. const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
  50. data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
  51. i ++;
  52. }
  53. }
  54. }
  55. return new THREE.Data3DTexture( data, size, size, size );
  56. }
  57. function init() {
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. document.body.appendChild( renderer.domElement );
  62. scene = new THREE.Scene();
  63. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  64. camera.position.set( 0, 0, 1.5 );
  65. new OrbitControls( camera, renderer.domElement );
  66. // Sky
  67. const canvas = document.createElement( 'canvas' );
  68. canvas.width = 1;
  69. canvas.height = 32;
  70. const context = canvas.getContext( '2d' );
  71. const gradient = context.createLinearGradient( 0, 0, 0, 32 );
  72. gradient.addColorStop( 0.0, '#014a84' );
  73. gradient.addColorStop( 0.5, '#0561a0' );
  74. gradient.addColorStop( 1.0, '#437ab6' );
  75. context.fillStyle = gradient;
  76. context.fillRect( 0, 0, 1, 32 );
  77. const sky = new THREE.Mesh(
  78. new THREE.SphereGeometry( 10 ),
  79. new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
  80. );
  81. scene.add( sky );
  82. // Texture
  83. const texture = new THREE.Data3DTexture(
  84. new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
  85. INITIAL_CLOUD_SIZE,
  86. INITIAL_CLOUD_SIZE,
  87. INITIAL_CLOUD_SIZE
  88. );
  89. texture.format = THREE.RedFormat;
  90. texture.minFilter = THREE.LinearFilter;
  91. texture.magFilter = THREE.LinearFilter;
  92. texture.unpackAlignment = 1;
  93. texture.needsUpdate = true;
  94. cloudTexture = texture;
  95. // Material
  96. const vertexShader = /* glsl */`
  97. in vec3 position;
  98. uniform mat4 modelMatrix;
  99. uniform mat4 modelViewMatrix;
  100. uniform mat4 projectionMatrix;
  101. uniform vec3 cameraPos;
  102. out vec3 vOrigin;
  103. out vec3 vDirection;
  104. void main() {
  105. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  106. vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  107. vDirection = position - vOrigin;
  108. gl_Position = projectionMatrix * mvPosition;
  109. }
  110. `;
  111. const fragmentShader = /* glsl */`
  112. precision highp float;
  113. precision highp sampler3D;
  114. uniform mat4 modelViewMatrix;
  115. uniform mat4 projectionMatrix;
  116. in vec3 vOrigin;
  117. in vec3 vDirection;
  118. out vec4 color;
  119. uniform vec3 base;
  120. uniform sampler3D map;
  121. uniform float threshold;
  122. uniform float range;
  123. uniform float opacity;
  124. uniform float steps;
  125. uniform float frame;
  126. uint wang_hash(uint seed)
  127. {
  128. seed = (seed ^ 61u) ^ (seed >> 16u);
  129. seed *= 9u;
  130. seed = seed ^ (seed >> 4u);
  131. seed *= 0x27d4eb2du;
  132. seed = seed ^ (seed >> 15u);
  133. return seed;
  134. }
  135. float randomFloat(inout uint seed)
  136. {
  137. return float(wang_hash(seed)) / 4294967296.;
  138. }
  139. vec2 hitBox( vec3 orig, vec3 dir ) {
  140. const vec3 box_min = vec3( - 0.5 );
  141. const vec3 box_max = vec3( 0.5 );
  142. vec3 inv_dir = 1.0 / dir;
  143. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  144. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  145. vec3 tmin = min( tmin_tmp, tmax_tmp );
  146. vec3 tmax = max( tmin_tmp, tmax_tmp );
  147. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  148. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  149. return vec2( t0, t1 );
  150. }
  151. float sample1( vec3 p ) {
  152. return texture( map, p ).r;
  153. }
  154. float shading( vec3 coord ) {
  155. float step = 0.01;
  156. return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
  157. }
  158. void main(){
  159. vec3 rayDir = normalize( vDirection );
  160. vec2 bounds = hitBox( vOrigin, rayDir );
  161. if ( bounds.x > bounds.y ) discard;
  162. bounds.x = max( bounds.x, 0.0 );
  163. vec3 p = vOrigin + bounds.x * rayDir;
  164. vec3 inc = 1.0 / abs( rayDir );
  165. float delta = min( inc.x, min( inc.y, inc.z ) );
  166. delta /= steps;
  167. // Jitter
  168. // Nice little seed from
  169. // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
  170. uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
  171. vec3 size = vec3( textureSize( map, 0 ) );
  172. float randNum = randomFloat( seed ) * 2.0 - 1.0;
  173. p += rayDir * randNum * ( 1.0 / size );
  174. //
  175. vec4 ac = vec4( base, 0.0 );
  176. for ( float t = bounds.x; t < bounds.y; t += delta ) {
  177. float d = sample1( p + 0.5 );
  178. d = smoothstep( threshold - range, threshold + range, d ) * opacity;
  179. float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
  180. ac.rgb += ( 1.0 - ac.a ) * d * col;
  181. ac.a += ( 1.0 - ac.a ) * d;
  182. if ( ac.a >= 0.95 ) break;
  183. p += rayDir * delta;
  184. }
  185. color = ac;
  186. if ( color.a == 0.0 ) discard;
  187. }
  188. `;
  189. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  190. const material = new THREE.RawShaderMaterial( {
  191. glslVersion: THREE.GLSL3,
  192. uniforms: {
  193. base: { value: new THREE.Color( 0x798aa0 ) },
  194. map: { value: texture },
  195. cameraPos: { value: new THREE.Vector3() },
  196. threshold: { value: 0.25 },
  197. opacity: { value: 0.25 },
  198. range: { value: 0.1 },
  199. steps: { value: 100 },
  200. frame: { value: 0 }
  201. },
  202. vertexShader,
  203. fragmentShader,
  204. side: THREE.BackSide,
  205. transparent: true
  206. } );
  207. mesh = new THREE.Mesh( geometry, material );
  208. scene.add( mesh );
  209. //
  210. const parameters = {
  211. threshold: 0.25,
  212. opacity: 0.25,
  213. range: 0.1,
  214. steps: 100
  215. };
  216. function update() {
  217. material.uniforms.threshold.value = parameters.threshold;
  218. material.uniforms.opacity.value = parameters.opacity;
  219. material.uniforms.range.value = parameters.range;
  220. material.uniforms.steps.value = parameters.steps;
  221. }
  222. const gui = new GUI();
  223. gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
  224. gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
  225. gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
  226. gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
  227. window.addEventListener( 'resize', onWindowResize );
  228. }
  229. function onWindowResize() {
  230. camera.aspect = window.innerWidth / window.innerHeight;
  231. camera.updateProjectionMatrix();
  232. renderer.setSize( window.innerWidth, window.innerHeight );
  233. }
  234. let curr = 0;
  235. const countPerRow = 4;
  236. const countPerSlice = countPerRow * countPerRow;
  237. const sliceCount = 4;
  238. const totalCount = sliceCount * countPerSlice;
  239. const margins = 8;
  240. const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
  241. const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
  242. function animate() {
  243. requestAnimationFrame( animate );
  244. const time = performance.now();
  245. if ( time - prevTime > 1500.0 && curr < totalCount ) {
  246. const position = new THREE.Vector3(
  247. Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
  248. ( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
  249. Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
  250. ).floor();
  251. const maxDimension = perElementPaddedSize - 1;
  252. const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
  253. const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
  254. const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
  255. renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
  256. prevTime = time;
  257. curr ++;
  258. }
  259. mesh.material.uniforms.cameraPos.value.copy( camera.position );
  260. // mesh.rotation.y = - performance.now() / 7500;
  261. mesh.material.uniforms.frame.value ++;
  262. renderer.render( scene, camera );
  263. }
  264. </script>
  265. </body>
  266. </html>