webgl_volume_mesh.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - MeshVolume</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> webgl - MeshVolume<br/>
  12. Generation time: <span id="output">-</span>
  13. </div>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.module.js",
  18. "three/addons/": "./jsm/",
  19. "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.7.8/build/index.module.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
  26. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  28. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  29. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  30. import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
  31. import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast } from 'three-mesh-bvh';
  32. import { Volume } from 'three/addons/utils/Volume.js';
  33. import { InstancedVolume } from 'three/addons/utils/InstancedVolume.js';
  34. import { RenderSDFLayerMaterial } from 'three/addons/utils/RenderSDFLayerMaterial.js';
  35. // Add BVH extension to THREE.BufferGeometry
  36. THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
  37. THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
  38. THREE.Mesh.prototype.raycast = acceleratedRaycast;
  39. const params = {
  40. resolution: 64,
  41. margin: 0.05,
  42. surface: 0.0,
  43. regenerate: () => regenerateVolume(),
  44. showMultiple: false,
  45. showLayers: false,
  46. layer: 0
  47. };
  48. let renderer, camera, scene, gui;
  49. let outputContainer;
  50. let sourceMesh, sourceMaterial;
  51. let volumeMeshes = [];
  52. let instancedVolumeMesh;
  53. let layerPass;
  54. let pointLight, blueLight;
  55. init();
  56. async function init() {
  57. outputContainer = document.getElementById( 'output' );
  58. // renderer setup
  59. renderer = new THREE.WebGLRenderer( { antialias: true } );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. renderer.setAnimationLoop( render );
  63. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  64. document.body.appendChild( renderer.domElement );
  65. // scene setup
  66. scene = new THREE.Scene();
  67. scene.background = new THREE.Color( 0x111111 );
  68. // Setup environment map
  69. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  70. const environment = new RoomEnvironment();
  71. const envMapRT = pmremGenerator.fromScene( environment );
  72. // scene.environment = envMapRT.texture;
  73. scene.environmentIntensity = 0.2;
  74. environment.dispose();
  75. pmremGenerator.dispose();
  76. // Helper function to create radial gradient texture (grayscale)
  77. function createRadialGradientTexture() {
  78. const canvas = document.createElement( 'canvas' );
  79. canvas.width = 128;
  80. canvas.height = 128;
  81. const context = canvas.getContext( '2d' );
  82. const gradient = context.createRadialGradient( 64, 64, 0, 64, 64, 64 );
  83. // HDR-like center with exponential falloff for realistic glow
  84. gradient.addColorStop( 0, 'rgba(255, 255, 255, 1.0)' );
  85. gradient.addColorStop( 0.15, 'rgba(255, 255, 255, 0.8)' );
  86. gradient.addColorStop( 0.35, 'rgba(255, 255, 255, 0.4)' );
  87. gradient.addColorStop( 0.6, 'rgba(128, 128, 128, 0.15)' );
  88. gradient.addColorStop( 1, 'rgba(0, 0, 0, 0)' );
  89. context.fillStyle = gradient;
  90. context.fillRect( 0, 0, 128, 128 );
  91. return new THREE.CanvasTexture( canvas );
  92. }
  93. const gradientTexture = createRadialGradientTexture();
  94. // Add point light
  95. pointLight = new THREE.PointLight( 0xffffffbb, 20, 20 );
  96. pointLight.position.set( 2, 2, 2 );
  97. const whiteSprite = new THREE.Sprite(
  98. new THREE.SpriteMaterial( {
  99. map: gradientTexture,
  100. color: pointLight.color,
  101. blending: THREE.AdditiveBlending,
  102. depthWrite: false
  103. } )
  104. );
  105. whiteSprite.scale.setScalar( 0.25 );
  106. pointLight.add( whiteSprite );
  107. scene.add( pointLight );
  108. // Add blue point light
  109. blueLight = new THREE.PointLight( 0x00ffcc, 20, 20 );
  110. blueLight.position.set( - 2, 2, - 2 );
  111. const blueSprite = new THREE.Sprite(
  112. new THREE.SpriteMaterial( {
  113. map: gradientTexture,
  114. color: blueLight.color,
  115. blending: THREE.AdditiveBlending,
  116. depthWrite: false
  117. } )
  118. );
  119. blueSprite.scale.setScalar( 0.25 );
  120. blueLight.add( blueSprite );
  121. scene.add( blueLight );
  122. const dirLight = new THREE.DirectionalLight( 0xffffff, 1.0 );
  123. dirLight.position.set( 5, 10, 7.5 );
  124. scene.add( dirLight );
  125. // camera setup
  126. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 50 );
  127. camera.position.set( 1, 1, 2 );
  128. camera.far = 100;
  129. camera.updateProjectionMatrix();
  130. scene.add( camera );
  131. new OrbitControls( camera, renderer.domElement );
  132. // screen pass to render a single layer of the 3d texture
  133. layerPass = new FullScreenQuad( new RenderSDFLayerMaterial() );
  134. // Load model
  135. new GLTFLoader()
  136. .load( 'models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf', async ( gltf ) => {
  137. const object = gltf.scene;
  138. object.updateMatrixWorld( true );
  139. // Get material from first mesh
  140. object.traverse( c => {
  141. if ( c.isMesh && c.material && ! sourceMaterial ) {
  142. sourceMaterial = c.material;
  143. }
  144. } );
  145. // Merge into single geometry
  146. const geometries = [];
  147. object.traverse( c => {
  148. if ( c.geometry ) {
  149. const cloned = c.geometry.clone();
  150. cloned.applyMatrix4( c.matrixWorld );
  151. geometries.push( cloned );
  152. }
  153. } );
  154. const mergedGeometry = BufferGeometryUtils.mergeGeometries( geometries );
  155. mergedGeometry.center();
  156. // Compute BVH (required for VolumeMesh)
  157. mergedGeometry.computeBoundsTree( { maxLeafTris: 1 } );
  158. sourceMesh = new THREE.Mesh( mergedGeometry, sourceMaterial );
  159. // Generate the first volume mesh
  160. await regenerateVolume();
  161. } );
  162. // GUI
  163. gui = new GUI();
  164. gui.add( params, 'resolution', 32, 200, 1 ).name( 'Resolution' );
  165. gui.add( params, 'margin', 0, 0.5 ).name( 'Margin' );
  166. gui.add( params, 'surface', - 0.2, 0.5 ).name( 'Surface' ).onChange( () => {
  167. volumeMeshes.forEach( v => v.surface = params.surface );
  168. if ( instancedVolumeMesh ) instancedVolumeMesh.surface = params.surface;
  169. } );
  170. gui.add( params, 'regenerate' ).name( 'Regenerate' );
  171. gui.add( params, 'showMultiple' ).name( 'Show Multiple' ).onChange( ( value ) => {
  172. if ( value ) {
  173. createMultipleVolumes();
  174. } else {
  175. removeExtraVolumes();
  176. }
  177. } );
  178. gui.add( params, 'showLayers' );
  179. gui.add( params, 'layer', 0, params.resolution - 1, 1 );
  180. window.addEventListener( 'resize', onResize );
  181. }
  182. async function regenerateVolume() {
  183. if ( ! sourceMesh ) return;
  184. const startTime = window.performance.now();
  185. // Remove existing volume meshes
  186. volumeMeshes.forEach( v => {
  187. scene.remove( v );
  188. v.dispose();
  189. } );
  190. volumeMeshes = [];
  191. // Remove instanced mesh if it exists
  192. if ( instancedVolumeMesh ) {
  193. scene.remove( instancedVolumeMesh );
  194. instancedVolumeMesh.dispose();
  195. instancedVolumeMesh = null;
  196. }
  197. // Create new Volume - this is all you need!
  198. const volume = new Volume( {
  199. resolution: params.resolution,
  200. margin: params.margin,
  201. surface: params.surface,
  202. roughness: 1.0,
  203. metalness: 1.0
  204. } );
  205. // Generate the SDF from the source mesh
  206. await volume.generate( sourceMesh );
  207. // Add to scene
  208. scene.add( volume );
  209. volumeMeshes.push( volume );
  210. const delta = window.performance.now() - startTime;
  211. outputContainer.innerText = `${ delta.toFixed( 2 ) }ms`;
  212. console.log( `VolumeMesh generated in ${delta.toFixed( 2 )}ms` );
  213. // If showing multiple, create them
  214. if ( params.showMultiple ) {
  215. createMultipleVolumes();
  216. }
  217. }
  218. async function createMultipleVolumes() {
  219. if ( volumeMeshes.length === 0 || ! sourceMesh ) return;
  220. // Remove the single volume mesh
  221. scene.remove( volumeMeshes[ 0 ] );
  222. // Create instanced volume mesh
  223. const count = 1000;
  224. instancedVolumeMesh = new InstancedVolume( count, {
  225. resolution: params.resolution,
  226. margin: params.margin,
  227. surface: params.surface,
  228. roughness: 1.0,
  229. metalness: 1.0
  230. } );
  231. // Reuse the SDF texture from the first volume
  232. instancedVolumeMesh.sdfTexture = volumeMeshes[ 0 ].sdfTexture;
  233. instancedVolumeMesh.inverseBoundsMatrix.copy( volumeMeshes[ 0 ].inverseBoundsMatrix );
  234. // Copy material properties
  235. if ( sourceMesh.material ) {
  236. const mat = sourceMesh.material;
  237. if ( mat.map ) instancedVolumeMesh.material.map = mat.map;
  238. if ( mat.normalMap ) instancedVolumeMesh.material.normalMap = mat.normalMap;
  239. if ( mat.metalnessMap ) instancedVolumeMesh.material.metalnessMap = mat.metalnessMap;
  240. if ( mat.roughnessMap ) instancedVolumeMesh.material.roughnessMap = mat.roughnessMap;
  241. if ( mat.aoMap ) instancedVolumeMesh.material.aoMap = mat.aoMap;
  242. instancedVolumeMesh.material.needsUpdate = true;
  243. }
  244. // Set up instance matrices
  245. const transform = new THREE.Object3D();
  246. for ( let i = 0; i < count; i ++ ) {
  247. transform.position.set(
  248. ( Math.random() - 0.5 ) * 18,
  249. ( Math.random() - 0.5 ) * 18,
  250. ( Math.random() - 0.5 ) * 18
  251. );
  252. transform.rotation.set(
  253. Math.random() * Math.PI,
  254. Math.random() * Math.PI,
  255. Math.random() * Math.PI
  256. );
  257. transform.updateMatrix();
  258. instancedVolumeMesh.setMatrixAt( i, transform.matrix );
  259. }
  260. instancedVolumeMesh.instanceMatrix.needsUpdate = true;
  261. scene.add( instancedVolumeMesh );
  262. }
  263. function removeExtraVolumes() {
  264. // Remove instanced mesh if it exists
  265. if ( instancedVolumeMesh ) {
  266. scene.remove( instancedVolumeMesh );
  267. // Don't dispose the shared texture
  268. instancedVolumeMesh.geometry.dispose();
  269. instancedVolumeMesh.material.dispose();
  270. instancedVolumeMesh = null;
  271. }
  272. // Add back the single volume mesh
  273. if ( volumeMeshes.length > 0 ) {
  274. scene.add( volumeMeshes[ 0 ] );
  275. const sdfBoundsMatrix = volumeMeshes[ 0 ].inverseBoundsMatrix.clone().invert();
  276. const boundsCenter = new THREE.Vector3();
  277. const boundsQuat = new THREE.Quaternion();
  278. const boundsScale = new THREE.Vector3();
  279. sdfBoundsMatrix.decompose( boundsCenter, boundsQuat, boundsScale );
  280. volumeMeshes[ 0 ].position.copy( boundsCenter );
  281. volumeMeshes[ 0 ].updateMatrixWorld();
  282. }
  283. }
  284. function onResize() {
  285. camera.aspect = window.innerWidth / window.innerHeight;
  286. camera.updateProjectionMatrix();
  287. renderer.setSize( window.innerWidth, window.innerHeight );
  288. }
  289. function render() {
  290. // Animate point light in a circle
  291. const time = Date.now() * 0.001;
  292. const radius = 2;
  293. pointLight.position.x = Math.cos( time ) * radius;
  294. pointLight.position.z = Math.sin( time ) * radius;
  295. pointLight.position.y = Math.sin( time * 0.5 ) * radius;
  296. // Animate blue light in a different pattern
  297. blueLight.position.x = Math.sin( time * 1.3 ) * radius;
  298. blueLight.position.z = Math.cos( time * 1.3 ) * radius;
  299. blueLight.position.y = Math.cos( time * 0.7 ) * radius;
  300. renderer.render( scene, camera );
  301. if ( params.showLayers && volumeMeshes.length > 0 ) {
  302. const layerSize = 256;
  303. renderer.setScissorTest( true );
  304. renderer.setScissor( 0, window.innerHeight - layerSize, layerSize, layerSize );
  305. renderer.setViewport( 0, window.innerHeight - layerSize, layerSize, layerSize );
  306. layerPass.material.uniforms.sdfTex.value = volumeMeshes[ 0 ].sdfTexture;
  307. layerPass.material.uniforms.layer.value = params.layer * ( 1 / params.resolution );
  308. layerPass.render( renderer );
  309. renderer.setScissorTest( false );
  310. renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
  311. }
  312. }
  313. </script>
  314. </body>
  315. </html>
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