加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
文件
该仓库未声明开源许可证文件(LICENSE),使用请关注具体项目描述及其代码上游依赖。
克隆/下载
webgl2_volume_perlin.js 7.27 KB
一键复制 编辑 原始数据 按行查看 历史
zhangjin 提交于 2024-06-25 18:11 . .
import * as THREE from 'three';
const {
performance,
document,
window,
HTMLCanvasElement,
requestAnimationFrame,
cancelAnimationFrame,
core,
Event,
Event0
} = THREE .DHTML
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { OrbitControls0 } from 'three/examples/jsm/controls/OrbitControls0.js';
import { ImprovedNoise } from 'three/examples/jsm/math/ImprovedNoise.js';
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js';
import WebGL from 'three/examples/jsm/capabilities/WebGL.js';
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
setTimeout(() => {
if (this.renderer instanceof THREE.WebGLRenderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
this.renderer.context = null
this.renderer.domElement = null
this.renderer = null
}
}, 10)
},
webgl_touch(e){
const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
this.canvas.dispatchEvent(web_e)
},
onLoad() {
document.createElementAsync("canvas", "webgl2",this).then(canvas => {
this.canvas = canvas
this.body_load(canvas).then()
})
},
async body_load(canvas3d) {
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 (window.platform=="devtools"?OrbitControls:OrbitControls0)( camera, renderer.domElement );
// Texture
const size = 128;
const data = new Uint8Array( size * size * 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 ++ ) {
vector.set( x, y, z ).divideScalar( size );
const d = perlin.noise( vector.x * 6.5, vector.y * 6.5, vector.z * 6.5 );
data[ i ++ ] = d * 128 + 128;
}
}
}
const texture = new THREE.Data3DTexture( data, size, size, size );
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.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 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.BoxGeometry( 1, 1, 1 );
const material = new THREE.RawShaderMaterial( {
glslVersion: THREE.GLSL3,
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, 300, 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() {
requestId = requestAnimationFrame( animate );
mesh.material.uniforms.cameraPos.value.copy( camera.position );
renderer.render( scene, camera );
}
},
})
马建仓 AI 助手
尝试更多
代码解读
代码找茬
代码优化