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earthquake_3d_viewer_front/three/examples/webgl_random_uv.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - random - uv</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="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Random UV and Disolve
</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 { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, dirLight, ground, gui, material, materialIn, uniforms, uniformsIn;
init();
render();
function init() {
const container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 20 );
camera.position.set( - 0.8, 0.6, 1.5 );
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.7;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.VSMShadowMap;
container.appendChild( renderer.domElement );
dirLight = new THREE.DirectionalLight( 0xFFFFFF, 3 );
dirLight.position.set( - 0.5, 1, 0.8 );
dirLight.castShadow = true;
scene.add( dirLight );
const shadow = dirLight.shadow;
shadow.mapSize.width = shadow.mapSize.height = 1024;
shadow.radius = 16;
shadow.bias = - 0.0005;
const shadowCam = shadow.camera, s = 2;
shadowCam.near = 0.5;
shadowCam.far = 3;
shadowCam.right = shadowCam.top = s;
shadowCam.left = shadowCam.bottom = - s;
// debug shadow
//scene.add( new THREE.CameraHelper(shadowCam) );
// add ground plane
const plane = new THREE.PlaneGeometry( 2, 2 );
plane.rotateX( - Math.PI * 0.5 );
ground = new THREE.Mesh( plane, new THREE.ShadowMaterial( { opacity: 0.5 } ) );
ground.receiveShadow = true;
ground.position.z = - 0.5;
scene.add( ground );
const map = new THREE.TextureLoader().load( 'textures/jade.jpg' );
map.colorSpace = THREE.SRGBColorSpace;
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.repeat.set( 20, 20 );
map.flipY = false;
const disolveMap = new THREE.TextureLoader().load( 'textures/shaderball_ds.jpg' );
disolveMap.flipY = false;
const noise = new THREE.TextureLoader().load( 'textures/noise.png' );
new RGBELoader()
.setPath( 'textures/equirectangular/' )
.load( 'lobe.hdr', function ( texture ) {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.background = texture;
scene.environment = texture;
scene.backgroundBlurriness = 0.5;
scene.backgroundIntensity = 1.0;
scene.environmentIntensity = 1.5;
render();
// model
const loader = new GLTFLoader().setPath( 'models/gltf/' );
loader.setDRACOLoader( new DRACOLoader().setDecoderPath( 'jsm/libs/draco/gltf/' ) );
loader.load( 'ShaderBall2.glb', function ( gltf ) {
const shaderBall = gltf.scene.children[ 0 ];
// shaderBall is a group with 3 children : base, inside and logo
// ao map is include in model
let i = shaderBall.children.length, n = 0;
while ( i -- ) {
shaderBall.children[ i ].receiveShadow = true;
shaderBall.children[ i ].castShadow = true;
shaderBall.children[ i ].renderOrder = n ++;
}
material = shaderBall.children[ 0 ].material;
material.map = map;
material.alphaMap = disolveMap;
material.transparent = true;
materialIn = shaderBall.children[ 1 ].material;
materialIn.alphaMap = disolveMap;
materialIn.transparent = true;
material.onBeforeCompile = function ( shader ) {
shader.uniforms[ 'disolve' ] = { value: 0 };
shader.uniforms[ 'threshold' ] = { value: 0.2 };
shader.uniforms[ 'noiseMap' ] = { value: noise };
shader.uniforms[ 'enableRandom' ] = { value: 1 };
shader.uniforms[ 'useNoiseMap' ] = { value: 1 };
shader.uniforms[ 'useSuslikMethod' ] = { value: 0 };
shader.uniforms[ 'debugNoise' ] = { value: 0 };
shader.fragmentShader = shader.fragmentShader.replace( '#include <clipping_planes_pars_fragment>', '#include <clipping_planes_pars_fragment>' + randomUV );
shader.fragmentShader = shader.fragmentShader.replace( '#include <map_fragment>', map_fragment );
// for disolve
shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
uniforms = shader.uniforms;
};
materialIn.onBeforeCompile = function ( shader ) {
shader.uniforms[ 'disolve' ] = { value: 0 };
shader.uniforms[ 'threshold' ] = { value: 0.2 };
// for disolve
shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
uniformsIn = shader.uniforms;
};
scene.add( shaderBall );
render();
createGUI();
} );
} );
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.minDistance = 0.3;
controls.maxDistance = 10;
controls.target.set( 0, 0.4, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function createGUI() {
const setting = {
get 'Enabled'() {
return uniforms.enableRandom.value ? true : false;
},
set 'Enabled'( v ) {
uniforms.enableRandom.value = v ? 1 : 0; render();
},
get 'UseNoiseMap'() {
return uniforms.useNoiseMap.value ? true : false;
},
set 'UseNoiseMap'( v ) {
uniforms.useNoiseMap.value = v ? 1 : 0; render();
},
get 'SuslikMethod'() {
return uniforms.useSuslikMethod.value ? true : false;
},
set 'SuslikMethod'( v ) {
uniforms.useSuslikMethod.value = v ? 1 : 0; render();
},
get 'DebugNoise'() {
return uniforms.debugNoise.value ? true : false;
},
set 'DebugNoise'( v ) {
uniforms.debugNoise.value = v ? 1 : 0; render();
},
// disolve
get 'disolve'() {
return uniforms.disolve.value;
},
set 'disolve'( v ) {
uniforms.disolve.value = v; uniformsIn.disolve.value = v; ground.material.opacity = ( 1 - v ) * 0.5; render();
},
get 'threshold'() {
return uniforms.threshold.value;
},
set 'threshold'( v ) {
uniforms.threshold.value = v; uniformsIn.threshold.value = v; render();
}
};
gui = new GUI();
gui.add( material, 'roughness', 0, 1, 0.01 ).onChange( render );
gui.add( material, 'metalness', 0, 1, 0.01 ).onChange( render );
gui.add( setting, 'disolve', 0, 1, 0.01 ).onChange( render );
gui.add( setting, 'threshold', 0, 1, 0.01 ).onChange( render );
gui.add( setting, 'Enabled' );
gui.add( setting, 'UseNoiseMap' );
gui.add( setting, 'SuslikMethod' );
gui.add( setting, 'DebugNoise' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
//
function render() {
renderer.render( scene, camera );
}
const randomUV = /* glsl */ `
uniform sampler2D noiseMap;
uniform float enableRandom;
uniform float useNoiseMap;
uniform float debugNoise;
uniform float useSuslikMethod;
float directNoise(vec2 p){
vec2 ip = floor(p);
vec2 u = fract(p);
u = u*u*(3.0-2.0*u);
float res = mix(
mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
return res*res;
}
float sum( vec4 v ) { return v.x+v.y+v.z; }
vec4 textureNoTile( sampler2D mapper, in vec2 uv ){
// sample variation pattern
float k = 0.0;
if( useNoiseMap == 1.0 ) k = texture2D( noiseMap, 0.005*uv ).x;
else k = directNoise( uv );
// compute index
float index = k*8.0;
float f = fract( index );
float ia = 0.0;
float ib = 0.0;
if( useSuslikMethod == 1.0 ){
ia = floor(index+0.5);
ib = floor(index);
f = min(f, 1.0-f)*2.0;
} else {
ia = floor( index );
ib = ia + 1.0;
}
// offsets for the different virtual patterns
vec2 offa = sin(vec2(3.0,7.0)*ia); // can replace with any other hash
vec2 offb = sin(vec2(3.0,7.0)*ib); // can replace with any other hash
// compute derivatives for mip-mapping
vec2 dx = dFdx(uv);
vec2 dy = dFdy(uv);
// sample the two closest virtual patterns
vec4 cola = textureGrad( mapper, uv + offa, dx, dy );
vec4 colb = textureGrad( mapper, uv + offb, dx, dy );
if( debugNoise == 1.0 ){
cola = vec4( 0.1,0.0,0.0,1.0 );
colb = vec4( 0.0,0.0,1.0,1.0 );
}
// interpolate between the two virtual patterns
return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sum(cola-colb)) );
}`;
const map_fragment = /* glsl */ `
#ifdef USE_MAP
if( enableRandom == 1.0 ) diffuseColor *= textureNoTile( map, vMapUv );
else diffuseColor *= texture2D( map, vMapUv );
#endif
`;
const alphamap_pars_fragment = /* glsl */ `
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
uniform float disolve;
uniform float threshold;
#endif
`;
const alphamap_fragment = /* glsl */ `
#ifdef USE_ALPHAMAP
float vv = texture2D( alphaMap, vAlphaMapUv ).g;
float r = disolve * (1.0 + threshold * 2.0) - threshold;
float mixf = clamp((vv - r)*(1.0/threshold), 0.0, 1.0);
diffuseColor.a = mixf;
#endif
`;
</script>
</body>
</html>