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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl2 - volume - cloud</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - cloud
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import WebGL from 'three/addons/capabilities/WebGL.js';
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
}
let renderer, scene, camera;
let mesh;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 0, 1.5 );
new OrbitControls( camera, renderer.domElement );
// Sky
const canvas = document.createElement( 'canvas' );
canvas.width = 1;
canvas.height = 32;
const context = canvas.getContext( '2d' );
const gradient = context.createLinearGradient( 0, 0, 0, 32 );
gradient.addColorStop( 0.0, '#014a84' );
gradient.addColorStop( 0.5, '#0561a0' );
gradient.addColorStop( 1.0, '#437ab6' );
context.fillStyle = gradient;
context.fillRect( 0, 0, 1, 32 );
const sky = new THREE.Mesh(
new THREE.SphereGeometry( 10 ),
new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } )
);
scene.add( sky );
// Texture
const size = 128;
const data = new Uint8Array( size * size * size );
let i = 0;
const scale = 0.05;
const perlin = new ImprovedNoise();
const vector = new THREE.Vector3();
for ( let z = 0; z < size; z ++ ) {
for ( let y = 0; y < size; y ++ ) {
for ( let x = 0; x < size; x ++ ) {
const d = 1.0 - vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * d * d;
i ++;
}
}
}
const texture = new THREE.Data3DTexture( data, size, size, size );
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
// Material
const vertexShader = /* glsl */`
in vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec3 vOrigin;
out vec3 vDirection;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
vDirection = position - vOrigin;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = /* glsl */`
precision highp float;
precision highp sampler3D;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
in vec3 vOrigin;
in vec3 vDirection;
out vec4 color;
uniform vec3 base;
uniform sampler3D map;
uniform float threshold;
uniform float range;
uniform float opacity;
uniform float steps;
uniform float frame;
uint wang_hash(uint seed)
{
seed = (seed ^ 61u) ^ (seed >> 16u);
seed *= 9u;
seed = seed ^ (seed >> 4u);
seed *= 0x27d4eb2du;
seed = seed ^ (seed >> 15u);
return seed;
}
float randomFloat(inout uint seed)
{
return float(wang_hash(seed)) / 4294967296.;
}
vec2 hitBox( vec3 orig, vec3 dir ) {
const vec3 box_min = vec3( - 0.5 );
const vec3 box_max = vec3( 0.5 );
vec3 inv_dir = 1.0 / dir;
vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
vec3 tmin = min( tmin_tmp, tmax_tmp );
vec3 tmax = max( tmin_tmp, tmax_tmp );
float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
return vec2( t0, t1 );
}
float sample1( vec3 p ) {
return texture( map, p ).r;
}
float shading( vec3 coord ) {
float step = 0.01;
return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
}
void main(){
vec3 rayDir = normalize( vDirection );
vec2 bounds = hitBox( vOrigin, rayDir );
if ( bounds.x > bounds.y ) discard;
bounds.x = max( bounds.x, 0.0 );
vec3 p = vOrigin + bounds.x * rayDir;
vec3 inc = 1.0 / abs( rayDir );
float delta = min( inc.x, min( inc.y, inc.z ) );
delta /= steps;
// Jitter
// Nice little seed from
// https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
vec3 size = vec3( textureSize( map, 0 ) );
float randNum = randomFloat( seed ) * 2.0 - 1.0;
p += rayDir * randNum * ( 1.0 / size );
//
vec4 ac = vec4( base, 0.0 );
for ( float t = bounds.x; t < bounds.y; t += delta ) {
float d = sample1( p + 0.5 );
d = smoothstep( threshold - range, threshold + range, d ) * opacity;
float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
ac.rgb += ( 1.0 - ac.a ) * d * col;
ac.a += ( 1.0 - ac.a ) * d;
if ( ac.a >= 0.95 ) break;
p += rayDir * delta;
}
color = ac;
if ( color.a == 0.0 ) discard;
}
`;
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.RawShaderMaterial( {
glslVersion: THREE.GLSL3,
uniforms: {
base: { value: new THREE.Color( 0x798aa0 ) },
map: { value: texture },
cameraPos: { value: new THREE.Vector3() },
threshold: { value: 0.25 },
opacity: { value: 0.25 },
range: { value: 0.1 },
steps: { value: 100 },
frame: { value: 0 }
},
vertexShader,
fragmentShader,
side: THREE.BackSide,
transparent: true
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
const parameters = {
threshold: 0.25,
opacity: 0.25,
range: 0.1,
steps: 100
};
function update() {
material.uniforms.threshold.value = parameters.threshold;
material.uniforms.opacity.value = parameters.opacity;
material.uniforms.range.value = parameters.range;
material.uniforms.steps.value = parameters.steps;
}
const gui = new GUI();
gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update );
gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update );
gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
mesh.material.uniforms.cameraPos.value.copy( camera.position );
mesh.rotation.y = - performance.now() / 7500;
mesh.material.uniforms.frame.value ++;
renderer.render( scene, camera );
}
</script>
</body>
</html>