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earthquake_3d_viewer_front/three/examples/webgl_volume_instancing.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl2 - volume - instancing</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 - instancing
</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 { VOXLoader, VOXData3DTexture } from 'three/addons/loaders/VOXLoader.js';
let renderer, scene, camera, controls, clock;
init();
function init() {
renderer = new THREE.WebGLRenderer();
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, 1000 );
camera.position.set( 0, 0, 4 );
controls = new OrbitControls( camera, renderer.domElement );
controls.autoRotate = true;
controls.autoRotateSpeed = - 1.0;
controls.enableDamping = true;
clock = new THREE.Clock();
// Material
const vertexShader = /* glsl */`
in vec3 position;
in mat4 instanceMatrix;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec4 vScreenPosition;
out mat4 vInstanceToViewMatrix;
void main() {
vec4 mvPosition = modelViewMatrix * instanceMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
vScreenPosition = vec4( gl_Position.xy, 0.0, gl_Position.w );
vInstanceToViewMatrix = modelViewMatrix * instanceMatrix;
}
`;
const fragmentShader = /* glsl */`
precision highp float;
precision highp sampler3D;
uniform mat4 viewMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
in vec4 vScreenPosition;
in mat4 vInstanceToViewMatrix;
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() {
// perform w divide in the fragment shader to avoid interpolation artifacts
vec2 screenUv = vScreenPosition.xy / vScreenPosition.w;
mat4 invProjectionMatrix = inverse( projectionMatrix );
mat4 invInstanceToViewMatrix = inverse( vInstanceToViewMatrix );
// get camera ray
vec4 temp;
vec3 camRayOrigin, camRayEnd;
temp = invProjectionMatrix * vec4( screenUv, - 1.0, 1.0 );
camRayOrigin = temp.xyz / temp.w;
temp = invProjectionMatrix * vec4( screenUv, 1.0, 1.0 );
camRayEnd = temp.xyz / temp.w;
// get local ray
vec3 instRayOrigin, instRayDirection, instRayEnd;
instRayOrigin = ( invInstanceToViewMatrix * vec4( camRayOrigin, 1.0 ) ).xyz;
instRayEnd = ( invInstanceToViewMatrix * vec4( camRayEnd, 1.0 ) ).xyz;
instRayDirection = normalize( instRayEnd - instRayOrigin );
// calculate the start of the ray at the box edge
vec2 bounds = hitBox( instRayOrigin, instRayDirection );
if ( bounds.x > bounds.y ) discard;
bounds.x = max( bounds.x, 0.0 );
vec3 p = instRayOrigin + bounds.x * instRayDirection;
vec3 inc = 1.0 / abs( instRayDirection );
float delta = min( inc.x, min( inc.y, inc.z ) );
delta /= 50.0;
// march through the volume
for ( float t = bounds.x; t < bounds.y; t += delta ) {
float d = sample1( p + 0.5 );
if ( d > 0.5 ) {
color.rgb = p * 2.0; // normal( p + 0.5 ); // * 0.5 + ( p * 1.5 + 0.25 );
color.a = 1.;
break;
}
p += instRayDirection * delta;
}
if ( color.a == 0.0 ) discard;
// calculate the final point in the ndc coords
vec4 ndc = projectionMatrix * vInstanceToViewMatrix * vec4( p, 1.0 );
ndc /= ndc.w;
// map the ndc coordinate to depth
// https://stackoverflow.com/questions/10264949/glsl-gl-fragcoord-z-calculation-and-setting-gl-fragdepth
float far = gl_DepthRange.far;
float near = gl_DepthRange.near;
gl_FragDepth = ( ( ( far - near ) * ndc.z ) + near + far ) / 2.0;
}
`;
const loader = new VOXLoader();
loader.load( 'models/vox/menger.vox', function ( chunks ) {
for ( let i = 0; i < chunks.length; i ++ ) {
const chunk = chunks[ i ];
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.RawShaderMaterial( {
glslVersion: THREE.GLSL3,
uniforms: {
map: { value: new VOXData3DTexture( chunk ) },
cameraPos: { value: new THREE.Vector3() }
},
vertexShader,
fragmentShader,
side: THREE.BackSide
} );
const mesh = new THREE.InstancedMesh( geometry, material, 50000 );
mesh.onBeforeRender = function () {
this.material.uniforms.cameraPos.value.copy( camera.position );
};
const transform = new THREE.Object3D();
for ( let i = 0; i < mesh.count; i ++ ) {
transform.position.random().subScalar( 0.5 ).multiplyScalar( 150 );
transform.rotation.x = Math.random() * Math.PI;
transform.rotation.y = Math.random() * Math.PI;
transform.rotation.z = Math.random() * Math.PI;
transform.updateMatrix();
mesh.setMatrixAt( i, transform.matrix );
}
scene.add( mesh );
}
} );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const delta = clock.getDelta();
controls.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>