webgl2_volume_instancing.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl2 - volume - instancing</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 - instancing
  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 { VOXLoader, VOXData3DTexture } from './jsm/loaders/VOXLoader.js';
  27. import WebGL from './jsm/capabilities/WebGL.js';
  28. if ( WebGL.isWebGL2Available() === false ) {
  29. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  30. }
  31. let renderer, scene, camera;
  32. let controls;
  33. init();
  34. animate();
  35. function init() {
  36. renderer = new THREE.WebGLRenderer();
  37. renderer.setPixelRatio( window.devicePixelRatio );
  38. renderer.setSize( window.innerWidth, window.innerHeight );
  39. document.body.appendChild( renderer.domElement );
  40. scene = new THREE.Scene();
  41. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
  42. camera.position.set( 0, 0, 4 );
  43. controls = new OrbitControls( camera, renderer.domElement );
  44. controls.autoRotate = true;
  45. controls.autoRotateSpeed = - 1.0;
  46. controls.enableDamping = true;
  47. // Material
  48. const vertexShader = /* glsl */`
  49. in vec3 position;
  50. in mat4 instanceMatrix;
  51. uniform mat4 modelMatrix;
  52. uniform mat4 modelViewMatrix;
  53. uniform mat4 projectionMatrix;
  54. uniform vec3 cameraPos;
  55. out vec3 vOrigin;
  56. out vec3 vDirection;
  57. void main() {
  58. vec4 mvPosition = modelViewMatrix * instanceMatrix * vec4( position, 1.0 );
  59. vOrigin = vec3( inverse( instanceMatrix * modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  60. vDirection = position - vOrigin;
  61. gl_Position = projectionMatrix * mvPosition;
  62. }
  63. `;
  64. const fragmentShader = /* glsl */`
  65. precision highp float;
  66. precision highp sampler3D;
  67. uniform mat4 modelViewMatrix;
  68. uniform mat4 projectionMatrix;
  69. in vec3 vOrigin;
  70. in vec3 vDirection;
  71. out vec4 color;
  72. uniform sampler3D map;
  73. uniform float threshold;
  74. uniform float steps;
  75. vec2 hitBox( vec3 orig, vec3 dir ) {
  76. const vec3 box_min = vec3( - 0.5 );
  77. const vec3 box_max = vec3( 0.5 );
  78. vec3 inv_dir = 1.0 / dir;
  79. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  80. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  81. vec3 tmin = min( tmin_tmp, tmax_tmp );
  82. vec3 tmax = max( tmin_tmp, tmax_tmp );
  83. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  84. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  85. return vec2( t0, t1 );
  86. }
  87. float sample1( vec3 p ) {
  88. return texture( map, p ).r;
  89. }
  90. #define epsilon .0001
  91. vec3 normal( vec3 coord ) {
  92. if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
  93. if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
  94. if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
  95. if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
  96. if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
  97. if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
  98. float step = 0.01;
  99. float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
  100. float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
  101. float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
  102. return normalize( vec3( x, y, z ) );
  103. }
  104. void main(){
  105. vec3 rayDir = normalize( vDirection );
  106. vec2 bounds = hitBox( vOrigin, rayDir );
  107. if ( bounds.x > bounds.y ) discard;
  108. bounds.x = max( bounds.x, 0.0 );
  109. vec3 p = vOrigin + bounds.x * rayDir;
  110. vec3 inc = 1.0 / abs( rayDir );
  111. float delta = min( inc.x, min( inc.y, inc.z ) );
  112. delta /= 50.0;
  113. for ( float t = bounds.x; t < bounds.y; t += delta ) {
  114. float d = sample1( p + 0.5 );
  115. if ( d > 0.5 ) {
  116. color.rgb = p * 2.0; // normal( p + 0.5 ); // * 0.5 + ( p * 1.5 + 0.25 );
  117. color.a = 1.;
  118. break;
  119. }
  120. p += rayDir * delta;
  121. }
  122. if ( color.a == 0.0 ) discard;
  123. }
  124. `;
  125. var loader = new VOXLoader();
  126. loader.load( 'models/vox/menger.vox', function ( chunks ) {
  127. for ( var i = 0; i < chunks.length; i ++ ) {
  128. const chunk = chunks[ i ];
  129. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  130. const material = new THREE.RawShaderMaterial( {
  131. glslVersion: THREE.GLSL3,
  132. uniforms: {
  133. map: { value: new VOXData3DTexture( chunk ) },
  134. cameraPos: { value: new THREE.Vector3() }
  135. },
  136. vertexShader,
  137. fragmentShader,
  138. side: THREE.BackSide
  139. } );
  140. const mesh = new THREE.InstancedMesh( geometry, material, 50000 );
  141. mesh.onBeforeRender = function () {
  142. this.material.uniforms.cameraPos.value.copy( camera.position );
  143. };
  144. const transform = new THREE.Object3D();
  145. for ( let i = 0; i < mesh.count; i ++ ) {
  146. transform.position.random().subScalar( 0.5 ).multiplyScalar( 150 );
  147. transform.rotation.x = Math.random() * Math.PI;
  148. transform.rotation.y = Math.random() * Math.PI;
  149. transform.rotation.z = Math.random() * Math.PI;
  150. transform.updateMatrix();
  151. mesh.setMatrixAt( i, transform.matrix );
  152. }
  153. scene.add( mesh );
  154. }
  155. } );
  156. window.addEventListener( 'resize', onWindowResize );
  157. }
  158. function onWindowResize() {
  159. camera.aspect = window.innerWidth / window.innerHeight;
  160. camera.updateProjectionMatrix();
  161. renderer.setSize( window.innerWidth, window.innerHeight );
  162. }
  163. function animate() {
  164. requestAnimationFrame( animate );
  165. controls.update();
  166. renderer.render( scene, camera );
  167. }
  168. </script>
  169. </body>
  170. </html>