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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>
- <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';
- const INITIAL_CLOUD_SIZE = 128;
- let renderer, scene, camera;
- let mesh;
- let prevTime = performance.now();
- let cloudTexture = null;
- init();
- function generateCloudTexture( size, scaleFactor = 1.0 ) {
- const data = new Uint8Array( size * size * size );
- const scale = scaleFactor * 10.0 / size;
- let i = 0;
- 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 dist = vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length();
- const fadingFactor = ( 1.0 - dist ) * ( 1.0 - dist );
- data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * fadingFactor;
- i ++;
- }
- }
- }
- return new THREE.Data3DTexture( data, size, size, size );
- }
- function init() {
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- 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 skyMap = new THREE.CanvasTexture( canvas );
- skyMap.colorSpace = THREE.SRGBColorSpace;
- const sky = new THREE.Mesh(
- new THREE.SphereGeometry( 10 ),
- new THREE.MeshBasicMaterial( { map: skyMap, side: THREE.BackSide } )
- );
- scene.add( sky );
- // Texture
- const texture = new THREE.Data3DTexture(
- new Uint8Array( INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE ).fill( 0 ),
- INITIAL_CLOUD_SIZE,
- INITIAL_CLOUD_SIZE,
- INITIAL_CLOUD_SIZE
- );
- texture.format = THREE.RedFormat;
- texture.minFilter = THREE.LinearFilter;
- texture.magFilter = THREE.LinearFilter;
- texture.unpackAlignment = 1;
- texture.needsUpdate = true;
- cloudTexture = texture;
- // 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 ) );
- }
- vec4 linearToSRGB( in vec4 value ) {
- return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
- }
- 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 = linearToSRGB( 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 );
- }
- let curr = 0;
- const countPerRow = 4;
- const countPerSlice = countPerRow * countPerRow;
- const sliceCount = 4;
- const totalCount = sliceCount * countPerSlice;
- const margins = 8;
- const perElementPaddedSize = ( INITIAL_CLOUD_SIZE - margins ) / countPerRow;
- const perElementSize = Math.floor( ( INITIAL_CLOUD_SIZE - 1 ) / countPerRow );
- function animate() {
- const time = performance.now();
- if ( time - prevTime > 1500.0 && curr < totalCount ) {
- const position = new THREE.Vector3(
- Math.floor( curr % countPerRow ) * perElementSize + margins * 0.5,
- ( Math.floor( ( ( curr % countPerSlice ) / countPerRow ) ) ) * perElementSize + margins * 0.5,
- Math.floor( curr / countPerSlice ) * perElementSize + margins * 0.5
- ).floor();
- const maxDimension = perElementPaddedSize - 1;
- const box = new THREE.Box3( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( maxDimension, maxDimension, maxDimension ) );
- const scaleFactor = ( Math.random() + 0.5 ) * 0.5;
- const source = generateCloudTexture( perElementPaddedSize, scaleFactor );
- renderer.copyTextureToTexture3D( source, cloudTexture, box, position );
- prevTime = time;
- curr ++;
- }
- 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>
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