webgl_volume_instancing.html 7.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl2 - volume - instancing</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="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - instancing
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  24. import { VOXLoader, buildData3DTexture } from 'three/addons/loaders/VOXLoader.js';
  25. let renderer, scene, camera, controls, clock;
  26. init();
  27. function init() {
  28. renderer = new THREE.WebGLRenderer();
  29. renderer.setPixelRatio( window.devicePixelRatio );
  30. renderer.setSize( window.innerWidth, window.innerHeight );
  31. renderer.setAnimationLoop( animate );
  32. document.body.appendChild( renderer.domElement );
  33. scene = new THREE.Scene();
  34. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
  35. camera.position.set( 0, 0, 4 );
  36. controls = new OrbitControls( camera, renderer.domElement );
  37. controls.autoRotate = true;
  38. controls.autoRotateSpeed = - 1.0;
  39. controls.enableDamping = true;
  40. clock = new THREE.Clock();
  41. // Material
  42. const vertexShader = /* glsl */`
  43. in vec3 position;
  44. in mat4 instanceMatrix;
  45. uniform mat4 modelMatrix;
  46. uniform mat4 modelViewMatrix;
  47. uniform mat4 projectionMatrix;
  48. uniform vec3 cameraPos;
  49. out vec4 vScreenPosition;
  50. out mat4 vInstanceToViewMatrix;
  51. void main() {
  52. vec4 mvPosition = modelViewMatrix * instanceMatrix * vec4( position, 1.0 );
  53. gl_Position = projectionMatrix * mvPosition;
  54. vScreenPosition = vec4( gl_Position.xy, 0.0, gl_Position.w );
  55. vInstanceToViewMatrix = modelViewMatrix * instanceMatrix;
  56. }
  57. `;
  58. const fragmentShader = /* glsl */`
  59. precision highp float;
  60. precision highp sampler3D;
  61. uniform mat4 viewMatrix;
  62. uniform mat4 modelViewMatrix;
  63. uniform mat4 projectionMatrix;
  64. in vec4 vScreenPosition;
  65. in mat4 vInstanceToViewMatrix;
  66. out vec4 color;
  67. uniform sampler3D map;
  68. vec2 hitBox( vec3 orig, vec3 dir ) {
  69. const vec3 box_min = vec3( - 0.5 );
  70. const vec3 box_max = vec3( 0.5 );
  71. vec3 inv_dir = 1.0 / dir;
  72. vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
  73. vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
  74. vec3 tmin = min( tmin_tmp, tmax_tmp );
  75. vec3 tmax = max( tmin_tmp, tmax_tmp );
  76. float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
  77. float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
  78. return vec2( t0, t1 );
  79. }
  80. float sample1( vec3 p ) {
  81. return texture( map, p ).r;
  82. }
  83. #define epsilon .0001
  84. vec3 normal( vec3 coord ) {
  85. if ( coord.x < epsilon ) return vec3( 1.0, 0.0, 0.0 );
  86. if ( coord.y < epsilon ) return vec3( 0.0, 1.0, 0.0 );
  87. if ( coord.z < epsilon ) return vec3( 0.0, 0.0, 1.0 );
  88. if ( coord.x > 1.0 - epsilon ) return vec3( - 1.0, 0.0, 0.0 );
  89. if ( coord.y > 1.0 - epsilon ) return vec3( 0.0, - 1.0, 0.0 );
  90. if ( coord.z > 1.0 - epsilon ) return vec3( 0.0, 0.0, - 1.0 );
  91. float step = 0.01;
  92. float x = sample1( coord + vec3( - step, 0.0, 0.0 ) ) - sample1( coord + vec3( step, 0.0, 0.0 ) );
  93. float y = sample1( coord + vec3( 0.0, - step, 0.0 ) ) - sample1( coord + vec3( 0.0, step, 0.0 ) );
  94. float z = sample1( coord + vec3( 0.0, 0.0, - step ) ) - sample1( coord + vec3( 0.0, 0.0, step ) );
  95. return normalize( vec3( x, y, z ) );
  96. }
  97. void main() {
  98. // perform w divide in the fragment shader to avoid interpolation artifacts
  99. vec2 screenUv = vScreenPosition.xy / vScreenPosition.w;
  100. mat4 invProjectionMatrix = inverse( projectionMatrix );
  101. mat4 invInstanceToViewMatrix = inverse( vInstanceToViewMatrix );
  102. // get camera ray
  103. vec4 temp;
  104. vec3 camRayOrigin, camRayEnd;
  105. temp = invProjectionMatrix * vec4( screenUv, - 1.0, 1.0 );
  106. camRayOrigin = temp.xyz / temp.w;
  107. temp = invProjectionMatrix * vec4( screenUv, 1.0, 1.0 );
  108. camRayEnd = temp.xyz / temp.w;
  109. // get local ray
  110. vec3 instRayOrigin, instRayDirection, instRayEnd;
  111. instRayOrigin = ( invInstanceToViewMatrix * vec4( camRayOrigin, 1.0 ) ).xyz;
  112. instRayEnd = ( invInstanceToViewMatrix * vec4( camRayEnd, 1.0 ) ).xyz;
  113. instRayDirection = normalize( instRayEnd - instRayOrigin );
  114. // calculate the start of the ray at the box edge
  115. vec2 bounds = hitBox( instRayOrigin, instRayDirection );
  116. if ( bounds.x > bounds.y ) discard;
  117. bounds.x = max( bounds.x, 0.0 );
  118. float stepSize = ( bounds.y - bounds.x ) / 100.0;
  119. vec3 p;
  120. // march through the volume
  121. for ( float i = 0.0; i < 100.0; i += 1.0 ) {
  122. float t = bounds.x + i * stepSize;
  123. p = instRayOrigin + t * instRayDirection;
  124. float d = sample1( p + 0.5 );
  125. if ( d > 0.5 ) {
  126. color.rgb = p * 2.0;
  127. color.a = 1.;
  128. break;
  129. }
  130. }
  131. if ( color.a == 0.0 ) discard;
  132. // calculate the final point in the ndc coords
  133. vec4 ndc = projectionMatrix * vInstanceToViewMatrix * vec4( p, 1.0 );
  134. ndc /= ndc.w;
  135. // map the ndc coordinate to depth
  136. // https://stackoverflow.com/questions/10264949/glsl-gl-fragcoord-z-calculation-and-setting-gl-fragdepth
  137. float far = gl_DepthRange.far;
  138. float near = gl_DepthRange.near;
  139. gl_FragDepth = ( ( ( far - near ) * ndc.z ) + near + far ) / 2.0;
  140. }
  141. `;
  142. const loader = new VOXLoader();
  143. loader.load( 'models/vox/menger.vox', function ( chunks ) {
  144. for ( let i = 0; i < chunks.length; i ++ ) {
  145. const chunk = chunks[ i ];
  146. const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  147. const material = new THREE.RawShaderMaterial( {
  148. glslVersion: THREE.GLSL3,
  149. uniforms: {
  150. map: { value: buildData3DTexture( chunk ) },
  151. cameraPos: { value: new THREE.Vector3() }
  152. },
  153. vertexShader,
  154. fragmentShader,
  155. side: THREE.BackSide
  156. } );
  157. const mesh = new THREE.InstancedMesh( geometry, material, 50000 );
  158. mesh.onBeforeRender = function () {
  159. this.material.uniforms.cameraPos.value.copy( camera.position );
  160. };
  161. const transform = new THREE.Object3D();
  162. for ( let i = 0; i < mesh.count; i ++ ) {
  163. transform.position.random().subScalar( 0.5 ).multiplyScalar( 150 );
  164. transform.rotation.x = Math.random() * Math.PI;
  165. transform.rotation.y = Math.random() * Math.PI;
  166. transform.rotation.z = Math.random() * Math.PI;
  167. transform.updateMatrix();
  168. mesh.setMatrixAt( i, transform.matrix );
  169. }
  170. scene.add( mesh );
  171. }
  172. } );
  173. window.addEventListener( 'resize', onWindowResize );
  174. }
  175. function onWindowResize() {
  176. camera.aspect = window.innerWidth / window.innerHeight;
  177. camera.updateProjectionMatrix();
  178. renderer.setSize( window.innerWidth, window.innerHeight );
  179. }
  180. function animate() {
  181. const delta = clock.getDelta();
  182. controls.update( delta );
  183. renderer.render( scene, camera );
  184. }
  185. </script>
  186. </body>
  187. </html>
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