Jelajahi Sumber

Examples: Remove raymarching GLSL demo. (#29774)

Michael Herzog 1 tahun lalu
induk
melakukan
e5f270790a

+ 0 - 1
examples/files.json

@@ -278,7 +278,6 @@
 		"webgl_materials_modified",
 		"webgl_multiple_rendertargets",
 		"webgl_multisampled_renderbuffers",
-		"webgl_raymarching_reflect",
 		"webgl_rendertarget_texture2darray",
 		"webgl_shadowmap_csm",
 		"webgl_shadowmap_pcss",

TEMPAT SAMPAH
examples/screenshots/webgl_raymarching_reflect.jpg


+ 0 - 361
examples/webgl_raymarching_reflect.html

@@ -1,361 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js webgl - raymarching - reflect</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">
-		<style type="text/css">
-			html, body {
-				height: 100%;
-			}
-			#container {
-				width: 100%;
-				height: 100%;
-				display: flex;
-				align-items: center;
-				justify-content: center;
-			}
-		</style>
-	</head>
-	<body>
-
-		<div id="info">
-			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl raymarching example<br/>
-			reflect by <a href="https://github.com/gam0022" target="_blank" rel="noopener">gam0022</a> (<a href="http://qiita.com/gam0022/items/03699a07e4a4b5f2d41f" target="_blank" rel="noopener">article</a>)
-		</div>
-		<div id="container">
-			<canvas id="canvas"></canvas>
-		</div>
-
-		<script id="fragment_shader" type="x-shader/x-fragment">
-
-			precision highp float;
-
-			uniform vec2 resolution;
-
-			uniform mat4 viewMatrix;
-			uniform vec3 cameraPosition;
-
-			uniform mat4 cameraWorldMatrix;
-			uniform mat4 cameraProjectionMatrixInverse;
-
-			const float EPS = 0.01;
-			const float OFFSET = EPS * 100.0;
-			const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
-
-			// distance functions
-			vec3 opRep( vec3 p, float interval ) {
-
-				vec2 q = mod( p.xz, interval ) - interval * 0.5;
-				return vec3( q.x, p.y, q.y );
-
-			}
-
-			float sphereDist( vec3 p, float r ) {
-
-				return length( opRep( p, 3.0 ) ) - r;
-
-			}
-
-			float floorDist( vec3 p ){
-
-				return dot(p, vec3( 0.0, 1.0, 0.0 ) ) + 1.0;
-
-			}
-
-			vec4 minVec4( vec4 a, vec4 b ) {
-
-				return ( a.a < b.a ) ? a : b;
-
-			}
-
-			float checkeredPattern( vec3 p ) {
-
-				float u = 1.0 - floor( mod( p.x, 2.0 ) );
-				float v = 1.0 - floor( mod( p.z, 2.0 ) );
-
-				if ( ( u == 1.0 && v < 1.0 ) || ( u < 1.0 && v == 1.0 ) ) {
-
-					return 0.2;
-
-				} else {
-
-					return 1.0;
-
-				}
-
-			}
-
-			vec3 hsv2rgb( vec3 c ) {
-
-				vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
-				vec3 p = abs( fract( c.xxx + K.xyz ) * 6.0 - K.www );
-				return c.z * mix( K.xxx, clamp( p - K.xxx, 0.0, 1.0 ), c.y );
-
-			}
-
-			float sceneDist( vec3 p ) {
-
-				return min(
-					sphereDist( p, 1.0 ),
-					floorDist( p )
-				);
-
-			}
-
-			vec4 sceneColor( vec3 p ) {
-
-				return minVec4(
-					// 3 * 6 / 2 = 9
-					vec4( hsv2rgb(vec3( ( p.z + p.x ) / 9.0, 1.0, 1.0 ) ), sphereDist( p, 1.0 ) ),
-					vec4( vec3( 0.5 ) * checkeredPattern( p ), floorDist( p ) )
-				);
-
-			}
-
-			vec3 getNormal( vec3 p ) {
-
-				return normalize(vec3(
-					sceneDist(p + vec3( EPS, 0.0, 0.0 ) ) - sceneDist(p + vec3( -EPS, 0.0, 0.0 ) ),
-					sceneDist(p + vec3( 0.0, EPS, 0.0 ) ) - sceneDist(p + vec3( 0.0, -EPS, 0.0 ) ),
-					sceneDist(p + vec3( 0.0, 0.0, EPS ) ) - sceneDist(p + vec3( 0.0, 0.0, -EPS ) )
-				));
-
-			}
-
-			float getShadow( vec3 ro, vec3 rd ) {
-
-				float h = 0.0;
-				float c = 0.0;
-				float r = 1.0;
-				float shadowCoef = 0.5;
-
-				for ( float t = 0.0; t < 50.0; t++ ) {
-
-					h = sceneDist( ro + rd * c );
-
-					if ( h < EPS ) return shadowCoef;
-
-					r = min( r, h * 16.0 / c );
-					c += h;
-
-				}
-
-				return 1.0 - shadowCoef + r * shadowCoef;
-
-			}
-
-			vec3 getRayColor( vec3 origin, vec3 ray, out vec3 pos, out vec3 normal, out bool hit ) {
-
-				// marching loop
-				float dist;
-				float depth = 0.0;
-				pos = origin;
-
-				for ( int i = 0; i < 64; i++ ){
-
-					dist = sceneDist( pos );
-					depth += dist;
-					pos = origin + depth * ray;
-
-					if ( abs(dist) < EPS ) break;
-
-				}
-
-				// hit check and calc color
-				vec3 color;
-
-				if ( abs(dist) < EPS ) {
-
-					normal = getNormal( pos );
-					float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
-					float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
-					float shadow = getShadow( pos + normal * OFFSET, lightDir );
-					color = ( sceneColor( pos ).rgb * diffuse + vec3( 0.8 ) * specular ) * max( 0.5, shadow );
-
-					hit = true;
-
-				} else {
-
-					color = vec3( 0.0 );
-
-				}
-
-				return color - pow( clamp( 0.05 * depth, 0.0, 0.6 ), 2.0 );
-
-			}
-
-			void main(void) {
-
-				// screen position
-				vec2 screenPos = ( gl_FragCoord.xy * 2.0 - resolution ) / resolution;
-
-				// ray direction in normalized device coordinate
-				vec4 ndcRay = vec4( screenPos.xy, 1.0, 1.0 );
-
-				// convert ray direction from normalized device coordinate to world coordinate
-				vec3 ray = ( cameraWorldMatrix * cameraProjectionMatrixInverse * ndcRay ).xyz;
-				ray = normalize( ray );
-
-				// camera position
-				vec3 cPos = cameraPosition;
-
-				// cast ray
-				vec3 color = vec3( 0.0 );
-				vec3 pos, normal;
-				bool hit;
-				float alpha = 1.0;
-
-				for ( int i = 0; i < 3; i++ ) {
-
-					color += alpha * getRayColor( cPos, ray, pos, normal, hit );
-					alpha *= 0.3;
-					ray = normalize( reflect( ray, normal ) );
-					cPos = pos + normal * OFFSET;
-
-					if ( !hit ) break;
-
-				}
-
-				gl_FragColor = vec4( color, 1.0 );
-
-			}
-
-		</script>
-
-		<script id="vertex_shader" type="x-shader/x-vertex">
-
-			attribute vec3 position;
-
-			void main(void) {
-
-				gl_Position = vec4(position, 1.0);
-
-			}
-
-		</script>
-
-		<script type="importmap">
-			{
-				"imports": {
-					"three": "../build/three.module.js",
-					"three/addons/": "./jsm/"
-				}
-			}
-		</script>
-
-		<script type="module">
-
-			import * as THREE from 'three';
-
-			import Stats from 'three/addons/libs/stats.module.js';
-			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
-
-			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
-
-			let dolly, camera, scene, renderer;
-			let geometry, material, mesh;
-			let stats, clock;
-
-			const canvas = document.querySelector( '#canvas' );
-
-			const config = {
-				saveImage: function () {
-
-					renderer.render( scene, camera );
-					window.open( canvas.toDataURL() );
-
-				},
-				resolution: '512'
-			};
-
-			init();
-
-			function init() {
-
-				renderer = new THREE.WebGLRenderer( { canvas: canvas } );
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( parseInt( config.resolution ), parseInt( config.resolution ) );
-				renderer.setAnimationLoop( animate );
-
-				window.addEventListener( 'resize', onWindowResize );
-
-				// THREE.Scene
-				scene = new THREE.Scene();
-
-				dolly = new THREE.Group();
-				scene.add( dolly );
-
-				clock = new THREE.Clock();
-
-				camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
-				camera.position.z = 4;
-				dolly.add( camera );
-
-				geometry = new THREE.PlaneGeometry( 2.0, 2.0 );
-				material = new THREE.RawShaderMaterial( {
-					uniforms: {
-						resolution: { value: new THREE.Vector2( canvas.width, canvas.height ) },
-						cameraWorldMatrix: { value: camera.matrixWorld },
-						cameraProjectionMatrixInverse: { value: camera.projectionMatrixInverse.clone() }
-					},
-					vertexShader: document.getElementById( 'vertex_shader' ).textContent,
-					fragmentShader: document.getElementById( 'fragment_shader' ).textContent
-				} );
-				mesh = new THREE.Mesh( geometry, material );
-				mesh.frustumCulled = false;
-				scene.add( mesh );
-
-				// Controls
-				const controls = new OrbitControls( camera, canvas );
-				controls.enableZoom = false;
-
-				// GUI
-				const gui = new GUI();
-				gui.add( config, 'saveImage' ).name( 'Save Image' );
-				gui.add( config, 'resolution', [ '256', '512', '800', 'full' ] ).name( 'Resolution' ).onChange( onWindowResize );
-
-				stats = new Stats();
-				document.body.appendChild( stats.dom );
-
-			}
-
-			function onWindowResize() {
-
-				if ( config.resolution === 'full' ) {
-
-					renderer.setSize( window.innerWidth, window.innerHeight );
-
-				} else {
-
-					renderer.setSize( parseInt( config.resolution ), parseInt( config.resolution ) );
-
-				}
-
-				camera.aspect = canvas.width / canvas.height;
-				camera.updateProjectionMatrix();
-
-				material.uniforms.resolution.value.set( canvas.width, canvas.height );
-				material.uniforms.cameraProjectionMatrixInverse.value.copy( camera.projectionMatrixInverse );
-
-			}
-
-			function animate() {
-
-				stats.begin();
-
-				const elapsedTime = clock.getElapsedTime();
-
-				dolly.position.z = - elapsedTime;
-
-				renderer.render( scene, camera );
-
-				stats.end();
-
-			}
-
-		</script>
-
-	</body>
-</html>

+ 0 - 2
test/e2e/puppeteer.js

@@ -96,13 +96,11 @@ const exceptionList = [
 	'webgl_postprocessing_transition',
 	'webgl_postprocessing_glitch',
 	'webgl_postprocessing_dof2',
-	'webgl_raymarching_reflect',
 	'webgl_renderer_pathtracer',
 	'webgl_shadowmap',
 	'webgl_shadowmap_progressive',
 	'webgpu_shadowmap_progressive',
 	'webgl_test_memory2',
-	'webgl_tiled_forward',
 	'webgl_points_dynamic',
 	'webgpu_multisampled_renderbuffers',
 	'webgl_test_wide_gamut',

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