<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl2 - volume - cloud</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> </head> <body> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl2 - volume - cloud </div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js'; import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; import WebGL from 'three/addons/capabilities/WebGL.js'; if ( WebGL.isWebGL2Available() === false ) { document.body.appendChild( WebGL.getWebGL2ErrorMessage() ); } let renderer, scene, camera; let mesh; init(); animate(); function init() { renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 ); camera.position.set( 0, 0, 1.5 ); new OrbitControls( camera, renderer.domElement ); // Sky const canvas = document.createElement( 'canvas' ); canvas.width = 1; canvas.height = 32; const context = canvas.getContext( '2d' ); const gradient = context.createLinearGradient( 0, 0, 0, 32 ); gradient.addColorStop( 0.0, '#014a84' ); gradient.addColorStop( 0.5, '#0561a0' ); gradient.addColorStop( 1.0, '#437ab6' ); context.fillStyle = gradient; context.fillRect( 0, 0, 1, 32 ); const skyMap = new THREE.CanvasTexture( canvas ); skyMap.colorSpace = THREE.SRGBColorSpace; const sky = new THREE.Mesh( new THREE.SphereGeometry( 10 ), new THREE.MeshBasicMaterial( { map: skyMap, side: THREE.BackSide } ) ); scene.add( sky ); // Texture const size = 128; const data = new Uint8Array( size * size * size ); let i = 0; const scale = 0.05; const perlin = new ImprovedNoise(); const vector = new THREE.Vector3(); for ( let z = 0; z < size; z ++ ) { for ( let y = 0; y < size; y ++ ) { for ( let x = 0; x < size; x ++ ) { const d = 1.0 - vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length(); data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * d * d; i ++; } } } const texture = new THREE.Data3DTexture( data, size, size, size ); texture.format = THREE.RedFormat; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.unpackAlignment = 1; texture.needsUpdate = true; // Material const vertexShader = /* glsl */` in vec3 position; uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec3 cameraPos; out vec3 vOrigin; out vec3 vDirection; void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz; vDirection = position - vOrigin; gl_Position = projectionMatrix * mvPosition; } `; const fragmentShader = /* glsl */` precision highp float; precision highp sampler3D; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; in vec3 vOrigin; in vec3 vDirection; out vec4 color; uniform vec3 base; uniform sampler3D map; uniform float threshold; uniform float range; uniform float opacity; uniform float steps; uniform float frame; uint wang_hash(uint seed) { seed = (seed ^ 61u) ^ (seed >> 16u); seed *= 9u; seed = seed ^ (seed >> 4u); seed *= 0x27d4eb2du; seed = seed ^ (seed >> 15u); return seed; } float randomFloat(inout uint seed) { return float(wang_hash(seed)) / 4294967296.; } vec2 hitBox( vec3 orig, vec3 dir ) { const vec3 box_min = vec3( - 0.5 ); const vec3 box_max = vec3( 0.5 ); vec3 inv_dir = 1.0 / dir; vec3 tmin_tmp = ( box_min - orig ) * inv_dir; vec3 tmax_tmp = ( box_max - orig ) * inv_dir; vec3 tmin = min( tmin_tmp, tmax_tmp ); vec3 tmax = max( tmin_tmp, tmax_tmp ); float t0 = max( tmin.x, max( tmin.y, tmin.z ) ); float t1 = min( tmax.x, min( tmax.y, tmax.z ) ); return vec2( t0, t1 ); } float sample1( vec3 p ) { return texture( map, p ).r; } float shading( vec3 coord ) { float step = 0.01; return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) ); } vec4 linearToSRGB( in vec4 value ) { return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a ); } void main(){ vec3 rayDir = normalize( vDirection ); vec2 bounds = hitBox( vOrigin, rayDir ); if ( bounds.x > bounds.y ) discard; bounds.x = max( bounds.x, 0.0 ); vec3 p = vOrigin + bounds.x * rayDir; vec3 inc = 1.0 / abs( rayDir ); float delta = min( inc.x, min( inc.y, inc.z ) ); delta /= steps; // Jitter // Nice little seed from // https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/ uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 ); vec3 size = vec3( textureSize( map, 0 ) ); float randNum = randomFloat( seed ) * 2.0 - 1.0; p += rayDir * randNum * ( 1.0 / size ); // vec4 ac = vec4( base, 0.0 ); for ( float t = bounds.x; t < bounds.y; t += delta ) { float d = sample1( p + 0.5 ); d = smoothstep( threshold - range, threshold + range, d ) * opacity; float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2; ac.rgb += ( 1.0 - ac.a ) * d * col; ac.a += ( 1.0 - ac.a ) * d; if ( ac.a >= 0.95 ) break; p += rayDir * delta; } color = linearToSRGB( ac ); if ( color.a == 0.0 ) discard; } `; const geometry = new THREE.BoxGeometry( 1, 1, 1 ); const material = new THREE.RawShaderMaterial( { glslVersion: THREE.GLSL3, uniforms: { base: { value: new THREE.Color( 0x798aa0 ) }, map: { value: texture }, cameraPos: { value: new THREE.Vector3() }, threshold: { value: 0.25 }, opacity: { value: 0.25 }, range: { value: 0.1 }, steps: { value: 100 }, frame: { value: 0 } }, vertexShader, fragmentShader, side: THREE.BackSide, transparent: true } ); mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); // const parameters = { threshold: 0.25, opacity: 0.25, range: 0.1, steps: 100 }; function update() { material.uniforms.threshold.value = parameters.threshold; material.uniforms.opacity.value = parameters.opacity; material.uniforms.range.value = parameters.range; material.uniforms.steps.value = parameters.steps; } const gui = new GUI(); gui.add( parameters, 'threshold', 0, 1, 0.01 ).onChange( update ); gui.add( parameters, 'opacity', 0, 1, 0.01 ).onChange( update ); gui.add( parameters, 'range', 0, 1, 0.01 ).onChange( update ); gui.add( parameters, 'steps', 0, 200, 1 ).onChange( update ); window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); mesh.material.uniforms.cameraPos.value.copy( camera.position ); mesh.rotation.y = - performance.now() / 7500; mesh.material.uniforms.frame.value ++; renderer.render( scene, camera ); } </script> </body> </html>