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earthquake_3d_viewer_front/three/examples/webgpu_volume_cloud.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - volumetric 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> webgpu - volumetric cloud
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { float, vec3, vec4, If, Break, Fn, smoothstep, texture3D, uniform } from 'three/tsl';
import { RaymarchingBox } from 'three/addons/tsl/utils/Raymarching.js';
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';
let renderer, scene, camera;
let mesh;
init();
function init() {
renderer = new THREE.WebGPURenderer( { antialias: true } );
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.MeshBasicNodeMaterial( { map: skyMap, side: THREE.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 THREE.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 THREE.Data3DTexture( data, size, size, size );
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
// Shader
const transparentRaymarchingTexture = Fn( ( {
texture,
range = float( 0.1 ),
threshold = float( 0.25 ),
opacity = float( 0.25 ),
steps = float( 100 )
} ) => {
const finalColor = vec4( 0 ).toVar();
RaymarchingBox( steps, ( { positionRay } ) => {
const mapValue = float( texture.sample( positionRay.add( 0.5 ) ).r ).toVar();
mapValue.assign( smoothstep( threshold.sub( range ), threshold.add( range ), mapValue ).mul( opacity ) );
const shading = texture.sample( positionRay.add( vec3( - 0.01 ) ) ).r.sub( texture.sample( positionRay.add( vec3( 0.01 ) ) ).r );
const col = shading.mul( 3.0 ).add( positionRay.x.add( positionRay.y ).mul( 0.25 ) ).add( 0.2 );
finalColor.rgb.addAssign( finalColor.a.oneMinus().mul( mapValue ).mul( col ) );
finalColor.a.addAssign( finalColor.a.oneMinus().mul( mapValue ) );
If( finalColor.a.greaterThanEqual( 0.95 ), () => {
Break();
} );
} );
return finalColor;
} );
// Material
const baseColor = uniform( new THREE.Color( 0x798aa0 ) );
const range = uniform( 0.1 );
const threshold = uniform( 0.25 );
const opacity = uniform( 0.25 );
const steps = uniform( 100 );
const cloud3d = transparentRaymarchingTexture( {
texture: texture3D( texture, null, 0 ),
range,
threshold,
opacity,
steps
} );
const finalCloud = cloud3d.setRGB( cloud3d.rgb.add( baseColor ) );
const material = new THREE.NodeMaterial();
material.colorNode = finalCloud;
material.side = THREE.BackSide;
material.transparent = true;
mesh = new THREE.Mesh( new THREE.BoxGeometry( 1, 1, 1 ), material );
scene.add( mesh );
//
const gui = new GUI();
gui.add( threshold, 'value', 0, 1, 0.01 ).name( 'threshold' );
gui.add( opacity, 'value', 0, 1, 0.01 ).name( 'opacity' );
gui.add( range, 'value', 0, 1, 0.01 ).name( 'range' );
gui.add( steps, 'value', 0, 200, 1 ).name( 'steps' );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
mesh.rotation.y = - performance.now() / 7500;
renderer.render( scene, camera );
}
</script>
</body>
</html>