webgl_random_uv.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - random - uv</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgl - random - uv">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_random_uv.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_random_uv.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="container"></div>
  15. <div id="info">
  16. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Random UV and Disolve
  17. </div>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.module.js",
  22. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  30. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  31. import { DRACOLoader, DRACO_GLTF_CONFIG } from 'three/addons/loaders/DRACOLoader.js';
  32. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  33. let camera, scene, renderer, dirLight, ground, gui, material, materialIn, uniforms, uniformsIn;
  34. init();
  35. render();
  36. function init() {
  37. const container = document.getElementById( 'container' );
  38. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 20 );
  39. camera.position.set( - 0.8, 0.6, 1.5 );
  40. scene = new THREE.Scene();
  41. renderer = new THREE.WebGLRenderer( { antialias: true } );
  42. renderer.setPixelRatio( window.devicePixelRatio );
  43. renderer.setSize( window.innerWidth, window.innerHeight );
  44. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  45. renderer.toneMappingExposure = 0.7;
  46. renderer.shadowMap.enabled = true;
  47. renderer.shadowMap.type = THREE.VSMShadowMap;
  48. container.appendChild( renderer.domElement );
  49. dirLight = new THREE.DirectionalLight( 0xFFFFFF, 3 );
  50. dirLight.position.set( - 0.5, 1, 0.8 );
  51. dirLight.castShadow = true;
  52. scene.add( dirLight );
  53. const shadow = dirLight.shadow;
  54. shadow.mapSize.width = shadow.mapSize.height = 1024;
  55. shadow.radius = 16;
  56. shadow.bias = - 0.0005;
  57. const shadowCam = shadow.camera, s = 2;
  58. shadowCam.near = 0.5;
  59. shadowCam.far = 3;
  60. shadowCam.right = shadowCam.top = s;
  61. shadowCam.left = shadowCam.bottom = - s;
  62. // debug shadow
  63. //scene.add( new THREE.CameraHelper(shadowCam) );
  64. // add ground plane
  65. const plane = new THREE.PlaneGeometry( 2, 2 );
  66. plane.rotateX( - Math.PI * 0.5 );
  67. ground = new THREE.Mesh( plane, new THREE.ShadowMaterial( { opacity: 0.5 } ) );
  68. ground.receiveShadow = true;
  69. ground.position.z = - 0.5;
  70. scene.add( ground );
  71. const map = new THREE.TextureLoader().load( 'textures/jade.jpg' );
  72. map.colorSpace = THREE.SRGBColorSpace;
  73. map.wrapS = map.wrapT = THREE.RepeatWrapping;
  74. map.repeat.set( 20, 20 );
  75. map.flipY = false;
  76. const disolveMap = new THREE.TextureLoader().load( 'textures/shaderball_ds.jpg' );
  77. disolveMap.flipY = false;
  78. const noise = new THREE.TextureLoader().load( 'textures/noise.png' );
  79. new HDRLoader()
  80. .setPath( 'textures/equirectangular/' )
  81. .load( 'lobe.hdr', function ( texture ) {
  82. texture.mapping = THREE.EquirectangularReflectionMapping;
  83. scene.background = texture;
  84. scene.environment = texture;
  85. scene.backgroundBlurriness = 0.5;
  86. scene.backgroundIntensity = 1.0;
  87. scene.environmentIntensity = 1.5;
  88. render();
  89. // model
  90. const loader = new GLTFLoader().setPath( 'models/gltf/' );
  91. loader.setDRACOLoader( new DRACOLoader().setDecoderPath( DRACO_GLTF_CONFIG ) );
  92. loader.load( 'ShaderBall2.glb', function ( gltf ) {
  93. const shaderBall = gltf.scene.children[ 0 ];
  94. // shaderBall is a group with 3 children : base, inside and logo
  95. // ao map is include in model
  96. let i = shaderBall.children.length, n = 0;
  97. while ( i -- ) {
  98. shaderBall.children[ i ].receiveShadow = true;
  99. shaderBall.children[ i ].castShadow = true;
  100. shaderBall.children[ i ].renderOrder = n ++;
  101. }
  102. material = shaderBall.children[ 0 ].material;
  103. material.map = map;
  104. material.alphaMap = disolveMap;
  105. material.transparent = true;
  106. materialIn = shaderBall.children[ 1 ].material;
  107. materialIn.alphaMap = disolveMap;
  108. materialIn.transparent = true;
  109. material.onBeforeCompile = function ( shader ) {
  110. shader.uniforms[ 'disolve' ] = { value: 0 };
  111. shader.uniforms[ 'threshold' ] = { value: 0.2 };
  112. shader.uniforms[ 'noiseMap' ] = { value: noise };
  113. shader.uniforms[ 'enableRandom' ] = { value: 1 };
  114. shader.uniforms[ 'useNoiseMap' ] = { value: 1 };
  115. shader.uniforms[ 'useSuslikMethod' ] = { value: 0 };
  116. shader.uniforms[ 'debugNoise' ] = { value: 0 };
  117. shader.fragmentShader = shader.fragmentShader.replace( '#include <clipping_planes_pars_fragment>', '#include <clipping_planes_pars_fragment>' + randomUV );
  118. shader.fragmentShader = shader.fragmentShader.replace( '#include <map_fragment>', map_fragment );
  119. // for disolve
  120. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
  121. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
  122. uniforms = shader.uniforms;
  123. };
  124. materialIn.onBeforeCompile = function ( shader ) {
  125. shader.uniforms[ 'disolve' ] = { value: 0 };
  126. shader.uniforms[ 'threshold' ] = { value: 0.2 };
  127. // for disolve
  128. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
  129. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
  130. uniformsIn = shader.uniforms;
  131. };
  132. scene.add( shaderBall );
  133. render();
  134. createGUI();
  135. } );
  136. } );
  137. const controls = new OrbitControls( camera, renderer.domElement );
  138. controls.addEventListener( 'change', render ); // use if there is no animation loop
  139. controls.minDistance = 0.3;
  140. controls.maxDistance = 10;
  141. controls.target.set( 0, 0.4, 0 );
  142. controls.update();
  143. window.addEventListener( 'resize', onWindowResize );
  144. }
  145. function createGUI() {
  146. const setting = {
  147. get 'Enabled'() {
  148. return uniforms.enableRandom.value ? true : false;
  149. },
  150. set 'Enabled'( v ) {
  151. uniforms.enableRandom.value = v ? 1 : 0; render();
  152. },
  153. get 'UseNoiseMap'() {
  154. return uniforms.useNoiseMap.value ? true : false;
  155. },
  156. set 'UseNoiseMap'( v ) {
  157. uniforms.useNoiseMap.value = v ? 1 : 0; render();
  158. },
  159. get 'SuslikMethod'() {
  160. return uniforms.useSuslikMethod.value ? true : false;
  161. },
  162. set 'SuslikMethod'( v ) {
  163. uniforms.useSuslikMethod.value = v ? 1 : 0; render();
  164. },
  165. get 'DebugNoise'() {
  166. return uniforms.debugNoise.value ? true : false;
  167. },
  168. set 'DebugNoise'( v ) {
  169. uniforms.debugNoise.value = v ? 1 : 0; render();
  170. },
  171. // disolve
  172. get 'disolve'() {
  173. return uniforms.disolve.value;
  174. },
  175. set 'disolve'( v ) {
  176. uniforms.disolve.value = v; uniformsIn.disolve.value = v; ground.material.opacity = ( 1 - v ) * 0.5; render();
  177. },
  178. get 'threshold'() {
  179. return uniforms.threshold.value;
  180. },
  181. set 'threshold'( v ) {
  182. uniforms.threshold.value = v; uniformsIn.threshold.value = v; render();
  183. }
  184. };
  185. gui = new GUI();
  186. gui.add( material, 'roughness', 0, 1, 0.01 ).onChange( render );
  187. gui.add( material, 'metalness', 0, 1, 0.01 ).onChange( render );
  188. gui.add( setting, 'disolve', 0, 1, 0.01 ).onChange( render );
  189. gui.add( setting, 'threshold', 0, 1, 0.01 ).onChange( render );
  190. gui.add( setting, 'Enabled' );
  191. gui.add( setting, 'UseNoiseMap' );
  192. gui.add( setting, 'SuslikMethod' );
  193. gui.add( setting, 'DebugNoise' );
  194. }
  195. function onWindowResize() {
  196. camera.aspect = window.innerWidth / window.innerHeight;
  197. camera.updateProjectionMatrix();
  198. renderer.setSize( window.innerWidth, window.innerHeight );
  199. render();
  200. }
  201. //
  202. function render() {
  203. renderer.render( scene, camera );
  204. }
  205. const randomUV = /* glsl */ `
  206. uniform sampler2D noiseMap;
  207. uniform float enableRandom;
  208. uniform float useNoiseMap;
  209. uniform float debugNoise;
  210. uniform float useSuslikMethod;
  211. float directNoise(vec2 p){
  212. vec2 ip = floor(p);
  213. vec2 u = fract(p);
  214. u = u*u*(3.0-2.0*u);
  215. float res = mix(
  216. mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
  217. mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
  218. return res*res;
  219. }
  220. float sum( vec4 v ) { return v.x+v.y+v.z; }
  221. vec4 textureNoTile( sampler2D mapper, in vec2 uv ){
  222. // sample variation pattern
  223. float k = 0.0;
  224. if( useNoiseMap == 1.0 ) k = texture2D( noiseMap, 0.005*uv ).x;
  225. else k = directNoise( uv );
  226. // compute index
  227. float index = k*8.0;
  228. float f = fract( index );
  229. float ia = 0.0;
  230. float ib = 0.0;
  231. if( useSuslikMethod == 1.0 ){
  232. ia = floor(index+0.5);
  233. ib = floor(index);
  234. f = min(f, 1.0-f)*2.0;
  235. } else {
  236. ia = floor( index );
  237. ib = ia + 1.0;
  238. }
  239. // offsets for the different virtual patterns
  240. vec2 offa = sin(vec2(3.0,7.0)*ia); // can replace with any other hash
  241. vec2 offb = sin(vec2(3.0,7.0)*ib); // can replace with any other hash
  242. // compute derivatives for mip-mapping
  243. vec2 dx = dFdx(uv);
  244. vec2 dy = dFdy(uv);
  245. // sample the two closest virtual patterns
  246. vec4 cola = textureGrad( mapper, uv + offa, dx, dy );
  247. vec4 colb = textureGrad( mapper, uv + offb, dx, dy );
  248. if( debugNoise == 1.0 ){
  249. cola = vec4( 0.1,0.0,0.0,1.0 );
  250. colb = vec4( 0.0,0.0,1.0,1.0 );
  251. }
  252. // interpolate between the two virtual patterns
  253. return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sum(cola-colb)) );
  254. }`;
  255. const map_fragment = /* glsl */ `
  256. #ifdef USE_MAP
  257. if( enableRandom == 1.0 ) diffuseColor *= textureNoTile( map, vMapUv );
  258. else diffuseColor *= texture2D( map, vMapUv );
  259. #endif
  260. `;
  261. const alphamap_pars_fragment = /* glsl */ `
  262. #ifdef USE_ALPHAMAP
  263. uniform sampler2D alphaMap;
  264. uniform float disolve;
  265. uniform float threshold;
  266. #endif
  267. `;
  268. const alphamap_fragment = /* glsl */ `
  269. #ifdef USE_ALPHAMAP
  270. float vv = texture2D( alphaMap, vAlphaMapUv ).g;
  271. float r = disolve * (1.0 + threshold * 2.0) - threshold;
  272. float mixf = clamp((vv - r)*(1.0/threshold), 0.0, 1.0);
  273. diffuseColor.a = mixf;
  274. #endif
  275. `;
  276. </script>
  277. </body>
  278. </html>
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