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earthquake_3d_viewer_front/three/examples/webgpu_volume_perlin.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - volumetric perlin</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 perlin
</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 { Break, If, vec3, vec4, texture3D, uniform, Fn } 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, 2 );
new OrbitControls( 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;
// Shader
const opaqueRaymarchingTexture = Fn( ( { texture, steps, threshold } ) => {
const finalColor = vec4( 0 ).toVar();
RaymarchingBox( steps, ( { positionRay } ) => {
const mapValue = texture.sample( positionRay.add( 0.5 ) ).r.toVar();
If( mapValue.greaterThan( threshold ), () => {
const p = vec3( positionRay ).add( 0.5 );
finalColor.rgb.assign( texture.normal( p ).mul( 0.5 ).add( positionRay.mul( 1.5 ).add( 0.25 ) ) );
finalColor.a.assign( 1 );
Break();
} );
} );
return finalColor;
} );
//
const threshold = uniform( 0.6 );
const steps = uniform( 200 );
const material = new THREE.NodeMaterial();
material.colorNode = opaqueRaymarchingTexture( {
texture: texture3D( texture, null, 0 ),
steps,
threshold
} );
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( steps, 'value', 0, 300, 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() {
renderer.render( scene, camera );
}
</script>
</body>
</html>