2
0

webgl2_materials_texture3d_partialupdate.html 9.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372
  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. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
  28. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  29. import WebGL from 'three/addons/capabilities/WebGL.js';
  30. if ( WebGL.isWebGL2Available() === false ) {
  31. document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
  32. }
  33. const INITIAL_CLOUD_SIZE = 128;
  34. let renderer, scene, camera;
  35. let mesh;
  36. let prevTime = performance.now();
  37. let cloudTexture = null;
  38. init();
  39. animate();
  40. function generateCloudTexture( size, scaleFactor = 1.0 ) {
  41. const data = new Uint8Array( size * size * size );
  42. const scale = scaleFactor * 10.0 / size;
  43. let i = 0;
  44. const perlin = new ImprovedNoise();
  45. const vector = new THREE.Vector3();
  46. for ( let z = 0; z < size; z ++ ) {
  47. for ( let y = 0; y < size; y ++ ) {
  48. for ( let x = 0; x < size; x ++ ) {
  49. const dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
  50. const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
  51. data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
  52. i ++;
  53. }
  54. }
  55. }
  56. return new THREE.Data3DTexture( data, size, size, size );
  57. }
  58. function init() {
  59. renderer = new THREE.WebGLRenderer();
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. document.body.appendChild( renderer.domElement );
  63. scene = new THREE.Scene();
  64. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  65. camera.position.set( 0, 0, 1.5 );
  66. new OrbitControls( camera, renderer.domElement );
  67. // Sky
  68. const canvas = document.createElement( 'canvas' );
  69. canvas.width = 1;
  70. canvas.height = 32;
  71. const context = canvas.getContext( '2d' );
  72. const gradient = context.createLinearGradient( 0, 0, 0, 32 );
  73. gradient.addColorStop( 0.0, '#014a84' );
  74. gradient.addColorStop( 0.5, '#0561a0' );
  75. gradient.addColorStop( 1.0, '#437ab6' );
  76. context.fillStyle = gradient;
  77. context.fillRect( 0, 0, 1, 32 );
  78. const sky = new THREE.Mesh(
  79. new THREE.SphereGeometry( 10 ),
  80. new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
  81. );
  82. scene.add( sky );
  83. // Texture
  84. const texture = new THREE.Data3DTexture(
  85. new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
  86. INITIAL_CLOUD_SIZE,
  87. INITIAL_CLOUD_SIZE,
  88. INITIAL_CLOUD_SIZE
  89. );
  90. texture.format = THREE.RedFormat;
  91. texture.minFilter = THREE.LinearFilter;
  92. texture.magFilter = THREE.LinearFilter;
  93. texture.unpackAlignment = 1;
  94. texture.needsUpdate = true;
  95. cloudTexture = texture;
  96. // Material
  97. const vertexShader = /* glsl */`
  98. in vec3 position;
  99. uniform mat4 modelMatrix;
  100. uniform mat4 modelViewMatrix;
  101. uniform mat4 projectionMatrix;
  102. uniform vec3 cameraPos;
  103. out vec3 vOrigin;
  104. out vec3 vDirection;
  105. void main() {
  106. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  107. vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  108. vDirection = position - vOrigin;
  109. gl_Position = projectionMatrix * mvPosition;
  110. }
  111. `;
  112. const fragmentShader = /* glsl */`
  113. precision highp float;
  114. precision highp sampler3D;
  115. uniform mat4 modelViewMatrix;
  116. uniform mat4 projectionMatrix;
  117. in vec3 vOrigin;
  118. in vec3 vDirection;
  119. out vec4 color;
  120. uniform vec3 base;
  121. uniform sampler3D map;
  122. uniform float threshold;
  123. uniform float range;
  124. uniform float opacity;
  125. uniform float steps;
  126. uniform float frame;
  127. uint wang_hash(uint seed)
  128. {
  129. seed = (seed ^ 61u) ^ (seed >> 16u);
  130. seed *= 9u;
  131. seed = seed ^ (seed >> 4u);
  132. seed *= 0x27d4eb2du;
  133. seed = seed ^ (seed >> 15u);
  134. return seed;
  135. }
  136. float randomFloat(inout uint seed)
  137. {
  138. return float(wang_hash(seed)) / 4294967296.;
  139. }
  140. vec2 hitBox( vec3 orig, vec3 dir ) {
  141. const vec3 box_min = vec3( - 0.5 );
  142. const vec3 box_max = vec3( 0.5 );
  143. vec3 inv_dir = 1.0 / dir;
  144. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  145. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  146. vec3 tmin = min( tmin_tmp, tmax_tmp );
  147. vec3 tmax = max( tmin_tmp, tmax_tmp );
  148. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  149. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  150. return vec2( t0, t1 );
  151. }
  152. float sample1( vec3 p ) {
  153. return texture( map, p ).r;
  154. }
  155. float shading( vec3 coord ) {
  156. float step = 0.01;
  157. return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
  158. }
  159. void main(){
  160. vec3 rayDir = normalize( vDirection );
  161. vec2 bounds = hitBox( vOrigin, rayDir );
  162. if ( bounds.x > bounds.y ) discard;
  163. bounds.x = max( bounds.x, 0.0 );
  164. vec3 p = vOrigin + bounds.x * rayDir;
  165. vec3 inc = 1.0 / abs( rayDir );
  166. float delta = min( inc.x, min( inc.y, inc.z ) );
  167. delta /= steps;
  168. // Jitter
  169. // Nice little seed from
  170. // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
  171. uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
  172. vec3 size = vec3( textureSize( map, 0 ) );
  173. float randNum = randomFloat( seed ) * 2.0 - 1.0;
  174. p += rayDir * randNum * ( 1.0 / size );
  175. //
  176. vec4 ac = vec4( base, 0.0 );
  177. for ( float t = bounds.x; t < bounds.y; t += delta ) {
  178. float d = sample1( p + 0.5 );
  179. d = smoothstep( threshold - range, threshold + range, d ) * opacity;
  180. float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
  181. ac.rgb += ( 1.0 - ac.a ) * d * col;
  182. ac.a += ( 1.0 - ac.a ) * d;
  183. if ( ac.a >= 0.95 ) break;
  184. p += rayDir * delta;
  185. }
  186. color = ac;
  187. if ( color.a == 0.0 ) discard;
  188. }
  189. `;
  190. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  191. const material = new THREE.RawShaderMaterial( {
  192. glslVersion: THREE.GLSL3,
  193. uniforms: {
  194. base: { value: new THREE.Color( 0x798aa0 ) },
  195. map: { value: texture },
  196. cameraPos: { value: new THREE.Vector3() },
  197. threshold: { value: 0.25 },
  198. opacity: { value: 0.25 },
  199. range: { value: 0.1 },
  200. steps: { value: 100 },
  201. frame: { value: 0 }
  202. },
  203. vertexShader,
  204. fragmentShader,
  205. side: THREE.BackSide,
  206. transparent: true
  207. } );
  208. mesh = new THREE.Mesh( geometry, material );
  209. scene.add( mesh );
  210. //
  211. const parameters = {
  212. threshold: 0.25,
  213. opacity: 0.25,
  214. range: 0.1,
  215. steps: 100
  216. };
  217. function update() {
  218. material.uniforms.threshold.value = parameters.threshold;
  219. material.uniforms.opacity.value = parameters.opacity;
  220. material.uniforms.range.value = parameters.range;
  221. material.uniforms.steps.value = parameters.steps;
  222. }
  223. const gui = new GUI();
  224. gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
  225. gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
  226. gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
  227. gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
  228. window.addEventListener( 'resize', onWindowResize );
  229. }
  230. function onWindowResize() {
  231. camera.aspect = window.innerWidth / window.innerHeight;
  232. camera.updateProjectionMatrix();
  233. renderer.setSize( window.innerWidth, window.innerHeight );
  234. }
  235. let curr = 0;
  236. const countPerRow = 4;
  237. const countPerSlice = countPerRow * countPerRow;
  238. const sliceCount = 4;
  239. const totalCount = sliceCount * countPerSlice;
  240. const margins = 8;
  241. const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
  242. const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
  243. function animate() {
  244. requestAnimationFrame( animate );
  245. const time = performance.now();
  246. if ( time - prevTime > 1500.0 && curr < totalCount ) {
  247. const position = new THREE.Vector3(
  248. Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
  249. ( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
  250. Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
  251. ).floor();
  252. const maxDimension = perElementPaddedSize - 1;
  253. const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
  254. const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
  255. const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
  256. renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
  257. prevTime = time;
  258. curr ++;
  259. }
  260. mesh.material.uniforms.cameraPos.value.copy( camera.position );
  261. // mesh.rotation.y = - performance.now() / 7500;
  262. mesh.material.uniforms.frame.value ++;
  263. renderer.render( scene, camera );
  264. }
  265. </script>
  266. </body>
  267. </html>