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