提交 7c30f014 编写于 作者: M Mr.doob

Examples: Added webgl2_volume_perlin

上级 dbda2ef9
......@@ -314,7 +314,8 @@ var files = {
"webgl2_buffergeometry_attributes_integer",
"webgl2_materials_texture2darray",
"webgl2_materials_texture3d",
"webgl2_multisampled_renderbuffers"
"webgl2_multisampled_renderbuffers",
"webgl2_volume_perlin"
],
"webaudio": [
"webaudio_orientation",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl2 - volume</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
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { ImprovedNoise } from './jsm/math/ImprovedNoise.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { WEBGL } from './jsm/WebGL.js';
if ( WEBGL.isWebGL2Available() === false ) {
document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
}
let renderer, scene, camera;
let mesh;
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, 100 );
camera.position.set( 0, 0, 2 );
new OrbitControls( camera, renderer.domElement );
// Texture
const size = 128;
const data = new Float32Array( size * size * size );
let i = 0;
const scale = 0.051;
const perlin = new ImprovedNoise();
for ( let z = 0; z < size; z ++ ) {
for ( let y = 0; y < size; y ++ ) {
for ( let x = 0; x < size; x ++ ) {
data[ i ] = 0.5 + 0.5 * perlin.noise( x * scale, y * scale, z * scale );
i ++;
}
}
}
const texture = new THREE.DataTexture3D( data, size, size, size );
texture.format = THREE.RedFormat;
texture.type = THREE.FloatType;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
// Material
const vertexShader = `#version 300 es
in vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec3 vOrigin;
out vec3 vDirection;
void main() {
vec4 worldPosition = modelViewMatrix * vec4( position, 1.0 );
vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
vDirection = position - vOrigin;
gl_Position = projectionMatrix * worldPosition;
}
`;
const fragmentShader = `#version 300 es
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 /= steps;
for ( float t = bounds.x; t < bounds.y; t += delta ) {
float d = sample1( p + 0.5 );
if ( d > threshold ) {
color.rgb = normal( p + 0.5 ) * 0.5 + ( p * 1.5 + 0.25 );
color.a = 1.;
break;
}
p += rayDir * delta;
}
if ( color.a == 0.0 ) discard;
}
`;
const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
const material = new THREE.RawShaderMaterial( {
uniforms: {
map: { value: texture },
cameraPos: { value: new THREE.Vector3() },
threshold: { value: 0.6 },
steps: { value: 200 }
},
vertexShader,
fragmentShader,
side: THREE.BackSide,
} );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
const parameters = { threshold: 0.6, steps: 200 };
function update() {
material.uniforms.threshold.value = parameters.threshold;
material.uniforms.steps.value = parameters.steps;
}
const gui = new GUI();
gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update );
gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
mesh.material.uniforms.cameraPos.value.copy( camera.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
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