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366 lines
8.3 KiB
366 lines
8.3 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - raymarching - reflect</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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<style type="text/css">
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html, body {
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height: 100%;
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}
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#container {
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width: 100%;
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height: 100%;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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</style>
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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> - webgl raymarching example<br/>
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reflect by <a href="https://github.com/gam0022" target="_blank" rel="noopener">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank" rel="noopener">article</a>)
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</div>
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<div id="container">
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<canvas id="canvas"></canvas>
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</div>
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<script id="fragment_shader" type="x-shader/x-fragment">
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precision highp float;
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uniform vec2 resolution;
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uniform mat4 viewMatrix;
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uniform vec3 cameraPosition;
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uniform mat4 cameraWorldMatrix;
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uniform mat4 cameraProjectionMatrixInverse;
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const float EPS = 0.01;
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const float OFFSET = EPS * 100.0;
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const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
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// distance functions
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vec3 opRep( vec3 p, float interval ) {
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vec2 q = mod( p.xz, interval ) - interval * 0.5;
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return vec3( q.x, p.y, q.y );
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}
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float sphereDist( vec3 p, float r ) {
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return length( opRep( p, 3.0 ) ) - r;
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}
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float floorDist( vec3 p ){
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return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
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}
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vec4 minVec4( vec4 a, vec4 b ) {
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return ( a.a < b.a ) ? a : b;
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}
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float checkeredPattern( vec3 p ) {
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float u = 1.0 - floor( mod( p.x, 2.0 ) );
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float v = 1.0 - floor( mod( p.z, 2.0 ) );
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if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
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return 0.2;
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} else {
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return 1.0;
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}
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}
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vec3 hsv2rgb( vec3 c ) {
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vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
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}
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float sceneDist( vec3 p ) {
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return min(
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sphereDist( p, 1.0 ),
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floorDist( p )
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);
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}
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vec4 sceneColor( vec3 p ) {
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return minVec4(
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// 3 * 6 / 2 = 9
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vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
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vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
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);
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}
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vec3 getNormal( vec3 p ) {
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return normalize(vec3(
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sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
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sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
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sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
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));
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}
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float getShadow( vec3 ro, vec3 rd ) {
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float h = 0.0;
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float c = 0.0;
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float r = 1.0;
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float shadowCoef = 0.5;
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for ( float t = 0.0; t < 50.0; t++ ) {
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h = sceneDist( ro + rd * c );
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if ( h < EPS ) return shadowCoef;
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r = min( r, h * 16.0 / c );
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c += h;
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}
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return 1.0 - shadowCoef + r * shadowCoef;
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}
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vec3 getRayColor( vec3 origin, vec3 ray, out vec3 pos, out vec3 normal, out bool hit ) {
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// marching loop
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float dist;
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float depth = 0.0;
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pos = origin;
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for ( int i = 0; i < 64; i++ ){
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dist = sceneDist( pos );
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depth += dist;
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pos = origin + depth * ray;
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if ( abs(dist) < EPS ) break;
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}
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// hit check and calc color
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vec3 color;
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if ( abs(dist) < EPS ) {
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normal = getNormal( pos );
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float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
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float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
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float shadow = getShadow( pos + normal * OFFSET, lightDir );
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color = ( sceneColor( pos ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
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hit = true;
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} else {
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color = vec3( 0.0 );
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}
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return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
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}
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void main(void) {
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// screen position
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vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / resolution;
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// ray direction in normalized device coordinate
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vec4 ndcRay = vec4( screenPos.xy, 1.0, 1.0 );
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// convert ray direction from normalized device coordinate to world coordinate
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vec3 ray = ( cameraWorldMatrix * cameraProjectionMatrixInverse * ndcRay ).xyz;
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ray = normalize( ray );
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// camera position
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vec3 cPos = cameraPosition;
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// cast ray
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vec3 color = vec3( 0.0 );
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vec3 pos, normal;
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bool hit;
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float alpha = 1.0;
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for ( int i = 0; i < 3; i++ ) {
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color += alpha * getRayColor( cPos, ray, pos, normal, hit );
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alpha *= 0.3;
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ray = normalize( reflect( ray, normal ) );
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cPos = pos + normal * OFFSET;
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if ( !hit ) break;
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}
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gl_FragColor = vec4( color, 1.0 );
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}
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</script>
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<script id="vertex_shader" type="x-shader/x-vertex">
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attribute vec3 position;
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void main(void) {
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gl_Position = vec4(position, 1.0);
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}
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</script>
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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 Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let dolly, camera, scene, renderer;
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let geometry, material, mesh;
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let stats, clock;
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const canvas = document.querySelector( '#canvas' );
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const config = {
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saveImage: function () {
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renderer.render( scene, camera );
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window.open( canvas.toDataURL() );
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},
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resolution: '512'
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};
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init();
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render();
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function init() {
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renderer = new THREE.WebGLRenderer( { canvas: canvas } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( config.resolution, config.resolution );
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window.addEventListener( 'resize', onWindowResize );
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// THREE.Scene
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scene = new THREE.Scene();
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dolly = new THREE.Group();
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scene.add( dolly );
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clock = new THREE.Clock();
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camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
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camera.position.z = 4;
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dolly.add( camera );
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geometry = new THREE.PlaneGeometry( 2.0, 2.0 );
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material = new THREE.RawShaderMaterial( {
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uniforms: {
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resolution: { value: new THREE.Vector2( canvas.width, canvas.height ) },
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cameraWorldMatrix: { value: camera.matrixWorld },
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cameraProjectionMatrixInverse: { value: camera.projectionMatrixInverse.clone() }
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},
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vertexShader: document.getElementById( 'vertex_shader' ).textContent,
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fragmentShader: document.getElementById( 'fragment_shader' ).textContent
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} );
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mesh = new THREE.Mesh( geometry, material );
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mesh.frustumCulled = false;
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scene.add( mesh );
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// Controls
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const controls = new OrbitControls( camera, canvas );
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controls.enableZoom = false;
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// GUI
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const gui = new GUI();
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gui.add( config, 'saveImage' ).name( 'Save Image' );
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gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( onWindowResize );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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}
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function onWindowResize() {
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if ( config.resolution === 'full' ) {
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renderer.setSize( window.innerWidth, window.innerHeight );
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} else {
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renderer.setSize( config.resolution, config.resolution );
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}
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camera.aspect = canvas.width / canvas.height;
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camera.updateProjectionMatrix();
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material.uniforms.resolution.value.set( canvas.width, canvas.height );
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material.uniforms.cameraProjectionMatrixInverse.value.copy( camera.projectionMatrixInverse );
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}
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function render() {
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stats.begin();
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const elapsedTime = clock.getElapsedTime();
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dolly.position.z = - elapsedTime;
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renderer.render( scene, camera );
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stats.end();
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requestAnimationFrame( render );
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}
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</script>
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</body>
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</html>
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