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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl2 - volume - instancing</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">
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<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - instancing
</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 { VOXLoader, VOXData3DTexture } from 'three/addons/loaders/VOXLoader.js';
import WebGL from 'three/addons/capabilities/WebGL.js';
if ( WebGL.isWebGL2Available() === false ) {
document.body.appendChild( WebGL.getWebGL2ErrorMessage() );
}
let renderer, scene, camera;
let controls;
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, 1000 );
camera.position.set( 0, 0, 4 );
controls = new OrbitControls( camera, renderer.domElement );
controls.autoRotate = true;
controls.autoRotateSpeed = - 1.0;
controls.enableDamping = true;
// Material
const vertexShader = /* glsl */`
in vec3 position;
in mat4 instanceMatrix;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec3 vOrigin;
out vec3 vDirection;
void main() {
vec4 mvPosition = modelViewMatrix * instanceMatrix * vec4( position, 1.0 );
vOrigin = vec3( inverse( instanceMatrix * 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 sampler3D map;
uniform float threshold;
uniform float steps;
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;
}
#define epsilon .0001
vec3 normal( vec3 coord ) {
if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
float step = 0.01;
float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
return normalize( vec3( x, y, z ) );
}
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 /= 50.0;
for ( float t = bounds.x; t < bounds.y; t += delta ) {
float d = sample1( p + 0.5 );
if ( d > 0.5 ) {
color.rgb = p * 2.0; // normal( p + 0.5 ); // * 0.5 + ( p * 1.5 + 0.25 );
color.a = 1.;
break;
}
p += rayDir * delta;
}
if ( color.a == 0.0 ) discard;
}
`;
var loader = new VOXLoader();
loader.load( 'models/vox/menger.vox', function ( chunks ) {
for ( var i = 0; i < chunks.length; i ++ ) {
const chunk = chunks[ i ];
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.RawShaderMaterial( {
glslVersion: THREE.GLSL3,
uniforms: {
map: { value: new VOXData3DTexture( chunk ) },
cameraPos: { value: new THREE.Vector3() }
},
vertexShader,
fragmentShader,
side: THREE.BackSide
} );
const mesh = new THREE.InstancedMesh( geometry, material, 50000 );
mesh.onBeforeRender = function () {
this.material.uniforms.cameraPos.value.copy( camera.position );
};
const transform = new THREE.Object3D();
for ( let i = 0; i < mesh.count; i ++ ) {
transform.position.random().subScalar( 0.5 ).multiplyScalar( 150 );
transform.rotation.x = Math.random() * Math.PI;
transform.rotation.y = Math.random() * Math.PI;
transform.rotation.z = Math.random() * Math.PI;
transform.updateMatrix();
mesh.setMatrixAt( i, transform.matrix );
}
scene.add( mesh );
}
} );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>