webgl_random_uv.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - GLTFloader</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. <!-- Import maps polyfill -->
  15. <!-- Remove this when import maps will be widely supported -->
  16. <script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js",
  21. "three/addons/": "./jsm/"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  29. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  30. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  31. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  32. let camera, scene, renderer, dirLight, ground, gui, material, materialIn, uniforms, uniformsIn;
  33. init();
  34. render();
  35. function init() {
  36. const container = document.getElementById( 'container' );
  37. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 20 );
  38. camera.position.set( - 0.8, 0.6, 1.5 );
  39. scene = new THREE.Scene();
  40. renderer = new THREE.WebGLRenderer( { antialias: true } );
  41. renderer.setPixelRatio( window.devicePixelRatio );
  42. renderer.setSize( window.innerWidth, window.innerHeight );
  43. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  44. renderer.toneMappingExposure = 0.7;
  45. renderer.shadowMap.enabled = true;
  46. renderer.shadowMap.type = THREE.VSMShadowMap;
  47. container.appendChild( renderer.domElement );
  48. dirLight = new THREE.DirectionalLight( 0xFFFFFF, 3 );
  49. dirLight.position.set( -0.5, 1, 0.8 );
  50. dirLight.castShadow = true;
  51. scene.add( dirLight );
  52. let shadow = dirLight.shadow;
  53. shadow.mapSize.width = shadow.mapSize.height = 1024;
  54. shadow.radius = 16;
  55. shadow.bias = - 0.0005;
  56. let shadowCam = shadow.camera, s = 2;
  57. shadowCam.near = 0.5;
  58. shadowCam.far = 3;
  59. shadowCam.right = shadowCam.top = s;
  60. shadowCam.left = shadowCam.bottom = -s;
  61. // debug shadow
  62. //scene.add( new THREE.CameraHelper(shadowCam) );
  63. // add ground plane
  64. let plane = new THREE.PlaneGeometry( 2, 2 );
  65. plane.rotateX( -Math.PI*0.5 );
  66. ground = new THREE.Mesh( plane, new THREE.ShadowMaterial({opacity:0.5}) );
  67. ground.receiveShadow = true;
  68. ground.position.z = -0.5;
  69. scene.add( ground );
  70. const map = new THREE.TextureLoader().load( 'textures/jade.jpg' );
  71. map.colorSpace = THREE.SRGBColorSpace;
  72. map.wrapS = map.wrapT = THREE.RepeatWrapping;
  73. map.repeat.set(20,20);
  74. map.flipY = false;
  75. const disolveMap = new THREE.TextureLoader().load( 'textures/shaderball_ds.jpg' );
  76. disolveMap.flipY = false;
  77. const noise = new THREE.TextureLoader().load( 'textures/noise.png' );
  78. new RGBELoader()
  79. .setPath( 'textures/equirectangular/' )
  80. .load( 'lobe.hdr', function ( texture ) {
  81. texture.mapping = THREE.EquirectangularReflectionMapping;
  82. scene.background = texture;
  83. scene.environment = texture;
  84. scene.backgroundBlurriness = 0.5;
  85. scene.backgroundIntensity = 1.0;
  86. scene.environmentIntensity = 1.5;
  87. render();
  88. // model
  89. const loader = new GLTFLoader().setPath( 'models/gltf/' );
  90. loader.setDRACOLoader( new DRACOLoader().setDecoderPath( 'jsm/libs/draco/gltf/' ) );
  91. loader.load( 'ShaderBall2.glb', function ( gltf ) {
  92. const shaderBall = gltf.scene.children[0];
  93. // shaderBall is a groop with 3 children : base, inside and logo
  94. // ao map is include in model
  95. let i = shaderBall.children.length, n = 0;
  96. while(i--){
  97. shaderBall.children[i].receiveShadow = true;
  98. shaderBall.children[i].castShadow = true;
  99. shaderBall.children[i].renderOrder = n++
  100. }
  101. material = shaderBall.children[0].material;
  102. material.map = map;
  103. material.alphaMap = disolveMap;
  104. material.transparent = true;
  105. materialIn = shaderBall.children[1].material;
  106. materialIn.alphaMap = disolveMap;
  107. materialIn.transparent = true;
  108. material.onBeforeCompile = function ( shader ) {
  109. shader.uniforms['disolve'] = { value: 0 };
  110. shader.uniforms['threshold'] = { value: 0.2 };
  111. shader.uniforms['noiseMap'] = { value: noise };
  112. shader.uniforms['enableRandom'] = { value: 1 };
  113. shader.uniforms['useNoiseMap'] = { value: 1 };
  114. shader.uniforms['useSuslikMethod'] = { value: 0 };
  115. shader.uniforms['debugNoise'] = { value: 0 };
  116. shader.fragmentShader = shader.fragmentShader.replace( '#include <clipping_planes_pars_fragment>', '#include <clipping_planes_pars_fragment>' + randomUV );
  117. shader.fragmentShader = shader.fragmentShader.replace( '#include <map_fragment>', mapRemplace );
  118. // for disolve
  119. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
  120. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
  121. uniforms = shader.uniforms;
  122. }
  123. materialIn.onBeforeCompile = function ( shader ) {
  124. shader.uniforms['disolve'] = { value: 0 };
  125. shader.uniforms['threshold'] = { value: 0.2 };
  126. // for disolve
  127. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_pars_fragment>', alphamap_pars_fragment );
  128. shader.fragmentShader = shader.fragmentShader.replace( '#include <alphamap_fragment>', alphamap_fragment );
  129. uniformsIn = shader.uniforms;
  130. }
  131. scene.add( shaderBall );
  132. render();
  133. createGUI();
  134. } );
  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'() { return uniforms.enableRandom.value ? true : false; },
  148. set 'Enabled'( v ) { uniforms.enableRandom.value = v ? 1 : 0; render(); },
  149. get 'UseNoiseMap'() { return uniforms.useNoiseMap.value ? true : false; },
  150. set 'UseNoiseMap'( v ) { uniforms.useNoiseMap.value = v ? 1 : 0; render(); },
  151. get 'SuslikMethod'() { return uniforms.useSuslikMethod.value ? true : false; },
  152. set 'SuslikMethod'( v ) { uniforms.useSuslikMethod.value = v ? 1 : 0; render(); },
  153. get 'DebugNoise'() { return uniforms.debugNoise.value ? true : false; },
  154. set 'DebugNoise'( v ) { uniforms.debugNoise.value = v ? 1 : 0; render(); },
  155. // disolve
  156. get 'disolve'() { return uniforms.disolve.value; },
  157. set 'disolve'( v ) { uniforms.disolve.value = v; uniformsIn.disolve.value = v; ground.material.opacity = (1-v)*0.5; render(); },
  158. get 'threshold'() { return uniforms.threshold.value; },
  159. set 'threshold'( v ) { uniforms.threshold.value = v; uniformsIn.threshold.value = v; render(); }
  160. };
  161. gui = new GUI();
  162. gui.add( material, 'roughness', 0, 1, 0.01 ).onChange(render);
  163. gui.add( material, 'metalness', 0, 1, 0.01 ).onChange(render);
  164. gui.add( setting, 'disolve', 0, 1, 0.01 ).onChange(render);
  165. gui.add( setting, 'threshold', 0, 1, 0.01 ).onChange(render);
  166. gui.add( setting, 'Enabled' );
  167. gui.add( setting, 'UseNoiseMap' );
  168. gui.add( setting, 'SuslikMethod' );
  169. gui.add( setting, 'DebugNoise' );
  170. }
  171. function onWindowResize() {
  172. camera.aspect = window.innerWidth / window.innerHeight;
  173. camera.updateProjectionMatrix();
  174. renderer.setSize( window.innerWidth, window.innerHeight );
  175. render();
  176. }
  177. //
  178. function render() {
  179. renderer.render( scene, camera );
  180. }
  181. const randomUV = /* glsl */ `
  182. uniform sampler2D noiseMap;
  183. uniform float enableRandom;
  184. uniform float useNoiseMap;
  185. uniform float debugNoise;
  186. uniform float useSuslikMethod;
  187. float directNoise(vec2 p){
  188. vec2 ip = floor(p);
  189. vec2 u = fract(p);
  190. u = u*u*(3.0-2.0*u);
  191. float res = mix(
  192. mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
  193. mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
  194. return res*res;
  195. }
  196. float sum( vec4 v ) { return v.x+v.y+v.z; }
  197. vec4 textureNoTile( sampler2D mapper, in vec2 uv ){
  198. // sample variation pattern
  199. float k = 0.0;
  200. if( useNoiseMap == 1.0 ) k = texture2D( noiseMap, 0.005*uv ).x;
  201. else k = directNoise( uv );
  202. // compute index
  203. float index = k*8.0;
  204. float f = fract( index );
  205. float ia = 0.0;
  206. float ib = 0.0;
  207. if( useSuslikMethod == 1.0 ){
  208. ia = floor(index+0.5);
  209. ib = floor(index);
  210. f = min(f, 1.0-f)*2.0;
  211. } else {
  212. ia = floor( index );
  213. ib = ia + 1.0;
  214. }
  215. // offsets for the different virtual patterns
  216. vec2 offa = sin(vec2(3.0,7.0)*ia); // can replace with any other hash
  217. vec2 offb = sin(vec2(3.0,7.0)*ib); // can replace with any other hash
  218. // compute derivatives for mip-mapping
  219. vec2 dx = dFdx(uv);
  220. vec2 dy = dFdy(uv);
  221. // sample the two closest virtual patterns
  222. vec4 cola = textureGrad( mapper, uv + offa, dx, dy );
  223. vec4 colb = textureGrad( mapper, uv + offb, dx, dy );
  224. if( debugNoise == 1.0 ){
  225. cola = vec4( 0.1,0.0,0.0,1.0 );
  226. colb = vec4( 0.0,0.0,1.0,1.0 );
  227. }
  228. // interpolate between the two virtual patterns
  229. return mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sum(cola-colb)) );
  230. }`
  231. const mapRemplace = /* glsl */ `
  232. #ifdef USE_MAP
  233. if( enableRandom == 1.0 ) diffuseColor *= textureNoTile( map, vMapUv );
  234. else diffuseColor *= texture2D( map, vMapUv );
  235. #endif
  236. `
  237. const alphamap_pars_fragment = /* glsl */ `
  238. #ifdef USE_ALPHAMAP
  239. uniform sampler2D alphaMap;
  240. uniform float disolve;
  241. uniform float threshold;
  242. #endif
  243. `;
  244. const alphamap_fragment = /* glsl */ `
  245. #ifdef USE_ALPHAMAP
  246. float vv = texture2D( alphaMap, vAlphaMapUv ).g;
  247. float r = disolve * (1.0 + threshold * 2.0) - threshold;
  248. float mixf = clamp((vv - r)*(1.0/threshold), 0.0, 1.0);
  249. diffuseColor.a = mixf;
  250. #endif
  251. `
  252. </script>
  253. </body>
  254. </html>
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