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: 100,
  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. /*
  77. // Helper function to create radial gradient texture (grayscale)
  78. function createRadialGradientTexture() {
  79. const canvas = document.createElement( 'canvas' );
  80. canvas.width = 128;
  81. canvas.height = 128;
  82. const context = canvas.getContext( '2d' );
  83. const gradient = context.createRadialGradient( 64, 64, 0, 64, 64, 64 );
  84. // HDR-like center with exponential falloff for realistic glow
  85. gradient.addColorStop( 0, 'rgba(255, 255, 255, 1.0)' );
  86. gradient.addColorStop( 0.15, 'rgba(255, 255, 255, 0.8)' );
  87. gradient.addColorStop( 0.35, 'rgba(255, 255, 255, 0.4)' );
  88. gradient.addColorStop( 0.6, 'rgba(128, 128, 128, 0.15)' );
  89. gradient.addColorStop( 1, 'rgba(0, 0, 0, 0)' );
  90. context.fillStyle = gradient;
  91. context.fillRect( 0, 0, 128, 128 );
  92. return new THREE.CanvasTexture( canvas );
  93. }
  94. const gradientTexture = createRadialGradientTexture();
  95. // Add point light
  96. pointLight = new THREE.PointLight( 0xffffffbb, 20, 20 );
  97. pointLight.position.set( 2, 2, 2 );
  98. const whiteSprite = new THREE.Sprite(
  99. new THREE.SpriteMaterial( {
  100. map: gradientTexture,
  101. color: pointLight.color,
  102. blending: THREE.AdditiveBlending,
  103. depthWrite: false
  104. } )
  105. );
  106. whiteSprite.scale.setScalar( 0.25 );
  107. pointLight.add( whiteSprite );
  108. scene.add( pointLight );
  109. // Add blue point light
  110. blueLight = new THREE.PointLight( 0x00ffcc, 20, 20 );
  111. blueLight.position.set( - 2, 2, - 2 );
  112. const blueSprite = new THREE.Sprite(
  113. new THREE.SpriteMaterial( {
  114. map: gradientTexture,
  115. color: blueLight.color,
  116. blending: THREE.AdditiveBlending,
  117. depthWrite: false
  118. } )
  119. );
  120. blueSprite.scale.setScalar( 0.25 );
  121. blueLight.add( blueSprite );
  122. scene.add( blueLight );
  123. const dirLight = new THREE.DirectionalLight( 0xffffff, 1.0 );
  124. dirLight.position.set( 5, 10, 7.5 );
  125. scene.add( dirLight );
  126. */
  127. // camera setup
  128. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 50 );
  129. camera.position.set( 1, 1, 2 );
  130. camera.far = 100;
  131. camera.updateProjectionMatrix();
  132. scene.add( camera );
  133. new OrbitControls( camera, renderer.domElement );
  134. // screen pass to render a single layer of the 3d texture
  135. layerPass = new FullScreenQuad( new RenderSDFLayerMaterial() );
  136. // Load model
  137. new GLTFLoader()
  138. .load( 'models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf', async ( gltf ) => {
  139. const object = gltf.scene;
  140. object.updateMatrixWorld( true );
  141. // Get material from first mesh
  142. object.traverse( c => {
  143. if ( c.isMesh && c.material && ! sourceMaterial ) {
  144. sourceMaterial = c.material;
  145. }
  146. } );
  147. // Merge into single geometry
  148. const geometries = [];
  149. object.traverse( c => {
  150. if ( c.geometry ) {
  151. const cloned = c.geometry.clone();
  152. cloned.applyMatrix4( c.matrixWorld );
  153. geometries.push( cloned );
  154. }
  155. } );
  156. const mergedGeometry = BufferGeometryUtils.mergeGeometries( geometries );
  157. mergedGeometry.center();
  158. // Compute BVH (required for VolumeMesh)
  159. mergedGeometry.computeBoundsTree( { maxLeafTris: 1 } );
  160. sourceMesh = new THREE.Mesh( mergedGeometry, sourceMaterial );
  161. // Generate the first volume mesh
  162. await regenerateVolume();
  163. } );
  164. // GUI
  165. gui = new GUI();
  166. gui.add( params, 'resolution', 32, 200, 1 ).name( 'Resolution' );
  167. gui.add( params, 'margin', 0, 0.5 ).name( 'Margin' );
  168. gui.add( params, 'surface', - 0.2, 0.5 ).name( 'Surface' ).onChange( () => {
  169. volumeMeshes.forEach( v => v.surface = params.surface );
  170. if ( instancedVolumeMesh ) instancedVolumeMesh.surface = params.surface;
  171. } );
  172. gui.add( params, 'regenerate' ).name( 'Regenerate' );
  173. gui.add( params, 'showMultiple' ).name( 'Show Multiple' ).onChange( ( value ) => {
  174. if ( value ) {
  175. createMultipleVolumes();
  176. } else {
  177. removeExtraVolumes();
  178. }
  179. } );
  180. gui.add( params, 'showLayers' );
  181. gui.add( params, 'layer', 0, params.resolution - 1, 1 );
  182. window.addEventListener( 'resize', onResize );
  183. }
  184. async function regenerateVolume() {
  185. if ( ! sourceMesh ) return;
  186. const startTime = window.performance.now();
  187. // Remove existing volume meshes
  188. volumeMeshes.forEach( v => {
  189. scene.remove( v );
  190. v.dispose();
  191. } );
  192. volumeMeshes = [];
  193. // Remove instanced mesh if it exists
  194. if ( instancedVolumeMesh ) {
  195. scene.remove( instancedVolumeMesh );
  196. instancedVolumeMesh.dispose();
  197. instancedVolumeMesh = null;
  198. }
  199. // Create new Volume - this is all you need!
  200. const volume = new Volume( {
  201. resolution: params.resolution,
  202. margin: params.margin,
  203. surface: params.surface,
  204. roughness: 1.0,
  205. metalness: 1.0
  206. } );
  207. // Generate the SDF from the source mesh
  208. await volume.generate( sourceMesh );
  209. // Add to scene
  210. scene.add( volume );
  211. volumeMeshes.push( volume );
  212. const delta = window.performance.now() - startTime;
  213. outputContainer.innerText = `${ delta.toFixed( 2 ) }ms`;
  214. console.log( `VolumeMesh generated in ${delta.toFixed( 2 )}ms` );
  215. // If showing multiple, create them
  216. if ( params.showMultiple ) {
  217. createMultipleVolumes();
  218. }
  219. }
  220. async function createMultipleVolumes() {
  221. if ( volumeMeshes.length === 0 || ! sourceMesh ) return;
  222. // Remove the single volume mesh
  223. scene.remove( volumeMeshes[ 0 ] );
  224. // Create instanced volume mesh
  225. const count = 1000;
  226. instancedVolumeMesh = new InstancedVolume( count, {
  227. resolution: params.resolution,
  228. margin: params.margin,
  229. surface: params.surface,
  230. roughness: 1.0,
  231. metalness: 1.0
  232. } );
  233. // Reuse the SDF texture from the first volume
  234. instancedVolumeMesh.sdfTexture = volumeMeshes[ 0 ].sdfTexture;
  235. instancedVolumeMesh.inverseBoundsMatrix.copy( volumeMeshes[ 0 ].inverseBoundsMatrix );
  236. // Copy material properties
  237. if ( sourceMesh.material ) {
  238. const mat = sourceMesh.material;
  239. if ( mat.map ) instancedVolumeMesh.material.map = mat.map;
  240. if ( mat.normalMap ) instancedVolumeMesh.material.normalMap = mat.normalMap;
  241. if ( mat.metalnessMap ) instancedVolumeMesh.material.metalnessMap = mat.metalnessMap;
  242. if ( mat.roughnessMap ) instancedVolumeMesh.material.roughnessMap = mat.roughnessMap;
  243. if ( mat.aoMap ) instancedVolumeMesh.material.aoMap = mat.aoMap;
  244. instancedVolumeMesh.material.needsUpdate = true;
  245. }
  246. // Set up instance matrices
  247. const transform = new THREE.Object3D();
  248. for ( let i = 0; i < count; i ++ ) {
  249. transform.position.set(
  250. ( Math.random() - 0.5 ) * 18,
  251. ( Math.random() - 0.5 ) * 18,
  252. ( Math.random() - 0.5 ) * 18
  253. );
  254. transform.rotation.set(
  255. Math.random() * Math.PI,
  256. Math.random() * Math.PI,
  257. Math.random() * Math.PI
  258. );
  259. transform.updateMatrix();
  260. instancedVolumeMesh.setMatrixAt( i, transform.matrix );
  261. }
  262. instancedVolumeMesh.instanceMatrix.needsUpdate = true;
  263. scene.add( instancedVolumeMesh );
  264. }
  265. function removeExtraVolumes() {
  266. // Remove instanced mesh if it exists
  267. if ( instancedVolumeMesh ) {
  268. scene.remove( instancedVolumeMesh );
  269. // Don't dispose the shared texture
  270. instancedVolumeMesh.geometry.dispose();
  271. instancedVolumeMesh.material.dispose();
  272. instancedVolumeMesh = null;
  273. }
  274. // Add back the single volume mesh
  275. if ( volumeMeshes.length > 0 ) {
  276. scene.add( volumeMeshes[ 0 ] );
  277. const sdfBoundsMatrix = volumeMeshes[ 0 ].inverseBoundsMatrix.clone().invert();
  278. const boundsCenter = new THREE.Vector3();
  279. const boundsQuat = new THREE.Quaternion();
  280. const boundsScale = new THREE.Vector3();
  281. sdfBoundsMatrix.decompose( boundsCenter, boundsQuat, boundsScale );
  282. volumeMeshes[ 0 ].position.copy( boundsCenter );
  283. volumeMeshes[ 0 ].updateMatrixWorld();
  284. }
  285. }
  286. function onResize() {
  287. camera.aspect = window.innerWidth / window.innerHeight;
  288. camera.updateProjectionMatrix();
  289. renderer.setSize( window.innerWidth, window.innerHeight );
  290. }
  291. function render() {
  292. /*
  293. // Animate point light in a circle
  294. const time = Date.now() * 0.001;
  295. const radius = 2;
  296. pointLight.position.x = Math.cos( time ) * radius;
  297. pointLight.position.z = Math.sin( time ) * radius;
  298. pointLight.position.y = Math.sin( time * 0.5 ) * radius;
  299. // Animate blue light in a different pattern
  300. blueLight.position.x = Math.sin( time * 1.3 ) * radius;
  301. blueLight.position.z = Math.cos( time * 1.3 ) * radius;
  302. blueLight.position.y = Math.cos( time * 0.7 ) * radius;
  303. */
  304. renderer.render( scene, camera );
  305. if ( params.showLayers && volumeMeshes.length > 0 ) {
  306. const layerSize = 256;
  307. renderer.setScissorTest( true );
  308. renderer.setScissor( 0, window.innerHeight - layerSize, layerSize, layerSize );
  309. renderer.setViewport( 0, window.innerHeight - layerSize, layerSize, layerSize );
  310. layerPass.material.uniforms.sdfTex.value = volumeMeshes[ 0 ].sdfTexture;
  311. layerPass.material.uniforms.layer.value = params.layer * ( 1 / params.resolution );
  312. layerPass.render( renderer );
  313. renderer.setScissorTest( false );
  314. renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
  315. }
  316. }
  317. </script>
  318. </body>
  319. </html>
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