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					248 lines
				
				6.4 KiB
			
		
		
			
		
	
	
					248 lines
				
				6.4 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl2 - volume - instancing</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - instancing
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { VOXLoader, VOXData3DTexture } from 'three/addons/loaders/VOXLoader.js';
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											import WebGL from 'three/addons/capabilities/WebGL.js';
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											if ( WebGL.isWebGL2Available() === false ) {
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												document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
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											}
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											let renderer, scene, camera;
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											let controls;
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											init();
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											animate();
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											function init() {
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												document.body.appendChild( renderer.domElement );
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												scene = new THREE.Scene();
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												camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
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												camera.position.set( 0, 0, 4 );
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												controls = new OrbitControls( camera, renderer.domElement );
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												controls.autoRotate = true;
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												controls.autoRotateSpeed = - 1.0;
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												controls.enableDamping = true;
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												// Material
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												const vertexShader = /* glsl */`
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													in vec3 position;
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													in mat4 instanceMatrix;
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													uniform mat4 modelMatrix;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													uniform vec3 cameraPos;
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													out vec3 vOrigin;
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													out vec3 vDirection;
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													void main() {
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														vec4 mvPosition = modelViewMatrix * instanceMatrix * vec4( position, 1.0 );
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														vOrigin = vec3( inverse( instanceMatrix * modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
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														vDirection = position - vOrigin;
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														gl_Position = projectionMatrix * mvPosition;
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													}
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												`;
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												const fragmentShader = /* glsl */`
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													precision highp float;
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													precision highp sampler3D;
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													uniform mat4 modelViewMatrix;
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													uniform mat4 projectionMatrix;
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													in vec3 vOrigin;
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													in vec3 vDirection;
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													out vec4 color;
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													uniform sampler3D map;
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													uniform float threshold;
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													uniform float steps;
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													vec2 hitBox( vec3 orig, vec3 dir ) {
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														const vec3 box_min = vec3( - 0.5 );
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														const vec3 box_max = vec3( 0.5 );
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														vec3 inv_dir = 1.0 / dir;
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														vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
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														vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
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														vec3 tmin = min( tmin_tmp, tmax_tmp );
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														vec3 tmax = max( tmin_tmp, tmax_tmp );
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														float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
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														float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
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														return vec2( t0, t1 );
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													}
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													float sample1( vec3 p ) {
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														return texture( map, p ).r;
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													}
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													#define epsilon .0001
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													vec3 normal( vec3 coord ) {
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														if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
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														if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
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														if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
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														if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
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														if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
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														if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
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														float step = 0.01;
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														float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
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														float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
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														float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
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														return normalize( vec3( x, y, z ) );
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													}
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													void main(){
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														vec3 rayDir = normalize( vDirection );
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														vec2 bounds = hitBox( vOrigin, rayDir );
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														if ( bounds.x > bounds.y ) discard;
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														bounds.x = max( bounds.x, 0.0 );
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														vec3 p = vOrigin + bounds.x * rayDir;
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														vec3 inc = 1.0 / abs( rayDir );
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														float delta = min( inc.x, min( inc.y, inc.z ) );
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														delta /= 50.0;
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														for ( float t = bounds.x; t < bounds.y; t += delta ) {
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															float d = sample1( p + 0.5 );
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															if ( d > 0.5 ) {
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																color.rgb = p * 2.0; // normal( p + 0.5 ); // * 0.5 + ( p * 1.5 + 0.25 );
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																color.a = 1.;
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																break;
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															}
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															p += rayDir * delta;
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														}
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														if ( color.a == 0.0 ) discard;
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													}
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												`;
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												var loader = new VOXLoader();
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												loader.load( 'models/vox/menger.vox', function ( chunks ) {
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													for ( var i = 0; i < chunks.length; i ++ ) {
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														const chunk = chunks[ i ];
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														const geometry = new THREE.BoxGeometry( 1, 1, 1 );
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														const material = new THREE.RawShaderMaterial( {
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															glslVersion: THREE.GLSL3,
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															uniforms: {
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																map: { value: new VOXData3DTexture( chunk ) },
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																cameraPos: { value: new THREE.Vector3() }
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															},
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															vertexShader,
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															fragmentShader,
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															side: THREE.BackSide
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														} );
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														const mesh = new THREE.InstancedMesh( geometry, material, 50000 );
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														mesh.onBeforeRender = function () {
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															this.material.uniforms.cameraPos.value.copy( camera.position );
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														};
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														const transform = new THREE.Object3D();
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														for ( let i = 0; i < mesh.count; i ++ ) {
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															transform.position.random().subScalar( 0.5 ).multiplyScalar( 150 );
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															transform.rotation.x = Math.random() * Math.PI;
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															transform.rotation.y = Math.random() * Math.PI;
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															transform.rotation.z = Math.random() * Math.PI;
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															transform.updateMatrix();
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															mesh.setMatrixAt( i, transform.matrix );
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														}
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														scene.add( mesh );
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													}
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												} );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function animate() {
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												requestAnimationFrame( animate );
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												controls.update();
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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