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webgl2_volume_cloud.html
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webgl2_volume_cloud.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl2 - volume - cloud
</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": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { OrbitControls } from 'v3d/addons/controls/OrbitControls.js';
import { ImprovedNoise } from 'v3d/addons/math/ImprovedNoise.js';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import WebGL from 'v3d/addons/capabilities/WebGL.js';
if (WebGL.isWebGL2Available() === false) {
document.body.appendChild(WebGL.getWebGL2ErrorMessage());
}
let renderer, scene, camera;
let mesh;
init();
animate();
function init() {
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
scene = new v3d.Scene();
camera = new v3d.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 sky = new v3d.Mesh(
new v3d.SphereGeometry(10),
new v3d.MeshBasicMaterial({ map: new v3d.CanvasTexture(canvas), side: v3d.BackSide })
);
scene.add(sky);
// Texture
const size = 128;
const data = new Uint8Array(size * size * size);
let i = 0;
const scale = 0.05;
const perlin = new ImprovedNoise();
const vector = new v3d.Vector3();
for (let z = 0; z < size; z ++) {
for (let y = 0; y < size; y ++) {
for (let x = 0; x < size; x ++) {
const d = 1.0 - vector.set(x, y, z).subScalar(size / 2).divideScalar(size).length();
data[i] = (128 + 128 * perlin.noise(x * scale / 1.5, y * scale, z * scale / 1.5)) * d * d;
i++;
}
}
}
const texture = new v3d.Data3DTexture(data, size, size, size);
texture.format = v3d.RedFormat;
texture.minFilter = v3d.LinearFilter;
texture.magFilter = v3d.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
// 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));
}
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 = ac;
if (color.a == 0.0) discard;
}
`;
const geometry = new v3d.BoxGeometry(1, 1, 1);
const material = new v3d.RawShaderMaterial({
glslVersion: v3d.GLSL3,
uniforms: {
base: { value: new v3d.Color(0x798aa0) },
map: { value: texture },
cameraPos: { value: new v3d.Vector3() },
threshold: { value: 0.25 },
opacity: { value: 0.25 },
range: { value: 0.1 },
steps: { value: 100 },
frame: { value: 0 }
},
vertexShader,
fragmentShader,
side: v3d.BackSide,
transparent: true
});
mesh = new v3d.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);
}
function animate() {
requestAnimationFrame(animate);
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>