webgl2_materials_texture3d_partialupdate.html 10 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. "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 skyMap = new THREE.CanvasTexture( canvas );
  79. skyMap.colorSpace = THREE.SRGBColorSpace;
  80. const sky = new THREE.Mesh(
  81. new THREE.SphereGeometry( 10 ),
  82. new THREE.MeshBasicMaterial( { map: skyMap, side: THREE.BackSide } )
  83. );
  84. scene.add( sky );
  85. // Texture
  86. const texture = new THREE.Data3DTexture(
  87. new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
  88. INITIAL_CLOUD_SIZE,
  89. INITIAL_CLOUD_SIZE,
  90. INITIAL_CLOUD_SIZE
  91. );
  92. texture.format = THREE.RedFormat;
  93. texture.minFilter = THREE.LinearFilter;
  94. texture.magFilter = THREE.LinearFilter;
  95. texture.unpackAlignment = 1;
  96. texture.needsUpdate = true;
  97. cloudTexture = texture;
  98. // Material
  99. const vertexShader = /* glsl */`
  100. in vec3 position;
  101. uniform mat4 modelMatrix;
  102. uniform mat4 modelViewMatrix;
  103. uniform mat4 projectionMatrix;
  104. uniform vec3 cameraPos;
  105. out vec3 vOrigin;
  106. out vec3 vDirection;
  107. void main() {
  108. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  109. vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
  110. vDirection = position - vOrigin;
  111. gl_Position = projectionMatrix * mvPosition;
  112. }
  113. `;
  114. const fragmentShader = /* glsl */`
  115. precision highp float;
  116. precision highp sampler3D;
  117. uniform mat4 modelViewMatrix;
  118. uniform mat4 projectionMatrix;
  119. in vec3 vOrigin;
  120. in vec3 vDirection;
  121. out vec4 color;
  122. uniform vec3 base;
  123. uniform sampler3D map;
  124. uniform float threshold;
  125. uniform float range;
  126. uniform float opacity;
  127. uniform float steps;
  128. uniform float frame;
  129. uint wang_hash(uint seed)
  130. {
  131. seed = (seed ^ 61u) ^ (seed >> 16u);
  132. seed *= 9u;
  133. seed = seed ^ (seed >> 4u);
  134. seed *= 0x27d4eb2du;
  135. seed = seed ^ (seed >> 15u);
  136. return seed;
  137. }
  138. float randomFloat(inout uint seed)
  139. {
  140. return float(wang_hash(seed)) / 4294967296.;
  141. }
  142. vec2 hitBox( vec3 orig, vec3 dir ) {
  143. const vec3 box_min = vec3( - 0.5 );
  144. const vec3 box_max = vec3( 0.5 );
  145. vec3 inv_dir = 1.0 / dir;
  146. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  147. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  148. vec3 tmin = min( tmin_tmp, tmax_tmp );
  149. vec3 tmax = max( tmin_tmp, tmax_tmp );
  150. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  151. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  152. return vec2( t0, t1 );
  153. }
  154. float sample1( vec3 p ) {
  155. return texture( map, p ).r;
  156. }
  157. float shading( vec3 coord ) {
  158. float step = 0.01;
  159. return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
  160. }
  161. vec4 linearToSRGB( in vec4 value ) {
  162. return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
  163. }
  164. void main(){
  165. vec3 rayDir = normalize( vDirection );
  166. vec2 bounds = hitBox( vOrigin, rayDir );
  167. if ( bounds.x > bounds.y ) discard;
  168. bounds.x = max( bounds.x, 0.0 );
  169. vec3 p = vOrigin + bounds.x * rayDir;
  170. vec3 inc = 1.0 / abs( rayDir );
  171. float delta = min( inc.x, min( inc.y, inc.z ) );
  172. delta /= steps;
  173. // Jitter
  174. // Nice little seed from
  175. // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
  176. uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
  177. vec3 size = vec3( textureSize( map, 0 ) );
  178. float randNum = randomFloat( seed ) * 2.0 - 1.0;
  179. p += rayDir * randNum * ( 1.0 / size );
  180. //
  181. vec4 ac = vec4( base, 0.0 );
  182. for ( float t = bounds.x; t < bounds.y; t += delta ) {
  183. float d = sample1( p + 0.5 );
  184. d = smoothstep( threshold - range, threshold + range, d ) * opacity;
  185. float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
  186. ac.rgb += ( 1.0 - ac.a ) * d * col;
  187. ac.a += ( 1.0 - ac.a ) * d;
  188. if ( ac.a >= 0.95 ) break;
  189. p += rayDir * delta;
  190. }
  191. color = linearToSRGB( ac );
  192. if ( color.a == 0.0 ) discard;
  193. }
  194. `;
  195. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  196. const material = new THREE.RawShaderMaterial( {
  197. glslVersion: THREE.GLSL3,
  198. uniforms: {
  199. base: { value: new THREE.Color( 0x798aa0 ) },
  200. map: { value: texture },
  201. cameraPos: { value: new THREE.Vector3() },
  202. threshold: { value: 0.25 },
  203. opacity: { value: 0.25 },
  204. range: { value: 0.1 },
  205. steps: { value: 100 },
  206. frame: { value: 0 }
  207. },
  208. vertexShader,
  209. fragmentShader,
  210. side: THREE.BackSide,
  211. transparent: true
  212. } );
  213. mesh = new THREE.Mesh( geometry, material );
  214. scene.add( mesh );
  215. //
  216. const parameters = {
  217. threshold: 0.25,
  218. opacity: 0.25,
  219. range: 0.1,
  220. steps: 100
  221. };
  222. function update() {
  223. material.uniforms.threshold.value = parameters.threshold;
  224. material.uniforms.opacity.value = parameters.opacity;
  225. material.uniforms.range.value = parameters.range;
  226. material.uniforms.steps.value = parameters.steps;
  227. }
  228. const gui = new GUI();
  229. gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
  230. gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
  231. gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
  232. gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
  233. window.addEventListener( 'resize', onWindowResize );
  234. }
  235. function onWindowResize() {
  236. camera.aspect = window.innerWidth / window.innerHeight;
  237. camera.updateProjectionMatrix();
  238. renderer.setSize( window.innerWidth, window.innerHeight );
  239. }
  240. let curr = 0;
  241. const countPerRow = 4;
  242. const countPerSlice = countPerRow * countPerRow;
  243. const sliceCount = 4;
  244. const totalCount = sliceCount * countPerSlice;
  245. const margins = 8;
  246. const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
  247. const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
  248. function animate() {
  249. requestAnimationFrame( animate );
  250. const time = performance.now();
  251. if ( time - prevTime > 1500.0 && curr < totalCount ) {
  252. const position = new THREE.Vector3(
  253. Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
  254. ( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
  255. Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
  256. ).floor();
  257. const maxDimension = perElementPaddedSize - 1;
  258. const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
  259. const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
  260. const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
  261. renderer.copyTextureToTexture3D( box, position, source, cloudTexture );
  262. prevTime = time;
  263. curr ++;
  264. }
  265. mesh.material.uniforms.cameraPos.value.copy( camera.position );
  266. // mesh.rotation.y = - performance.now() / 7500;
  267. mesh.material.uniforms.frame.value ++;
  268. renderer.render( scene, camera );
  269. }
  270. </script>
  271. </body>
  272. </html>