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248 lines
6.4 KiB
248 lines
6.4 KiB
2 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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