import * as THREE from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'; import { ImprovedNoise } from 'three/examples/jsm/math/ImprovedNoise'; import { WEBGL } from 'three/examples/jsm/WebGL'; if (!WEBGL.isWebGL2Available()) { document.body.appendChild(WEBGL.getWebGL2ErrorMessage()); } const INITIAL_CLOUD_SIZE = 128; let renderer: THREE.WebGLRenderer; let scene: THREE.Scene; let camera: THREE.PerspectiveCamera; let mesh: THREE.Mesh; let prevTime = performance.now(); let cloudTexture: THREE.DataTexture3D | null = null; init(); animate(); function generateCloudTexture(size: number, scaleFactor = 1.0) { const data = new Uint8Array(size * size * size); const scale = (scaleFactor * 10.0) / size; let i = 0; 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 dist = vector .set(x, y, z) .subScalar(size / 2) .divideScalar(size) .length(); const fadingFactor = (1.0 - dist) * (1.0 - dist); data[i] = (128 + 128 * perlin.noise((x * scale) / 1.5, y * scale, (z * scale) / 1.5)) * fadingFactor; i++; } } } return new THREE.DataTexture3D(data, size, size, size); } 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') as CanvasRenderingContext2D; 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 sky = new THREE.Mesh( new THREE.SphereGeometry(10), new THREE.MeshBasicMaterial({ map: new THREE.CanvasTexture(canvas), side: THREE.BackSide }), ); scene.add(sky); // Texture const texture = new THREE.DataTexture3D( new Uint8Array(INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE * INITIAL_CLOUD_SIZE).fill(0), INITIAL_CLOUD_SIZE, INITIAL_CLOUD_SIZE, INITIAL_CLOUD_SIZE, ); texture.format = THREE.RedFormat; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.unpackAlignment = 1; cloudTexture = texture; // 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 ) ); } 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 = 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); // window.addEventListener('resize', onWindowResize); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } let curr = 0; const countPerRow = 4; const countPerSlice = countPerRow * countPerRow; const sliceCount = 4; const totalCount = sliceCount * countPerSlice; const margins = 8; const perElementPaddedSize = (INITIAL_CLOUD_SIZE - margins) / countPerRow; const perElementSize = Math.floor((INITIAL_CLOUD_SIZE - 1) / countPerRow); function animate() { requestAnimationFrame(animate); const time = performance.now(); if (time - prevTime > 1500.0 && curr < totalCount) { const position = new THREE.Vector3( Math.floor(curr % countPerRow) * perElementSize + margins * 0.5, Math.floor((curr % countPerSlice) / countPerRow) * perElementSize + margins * 0.5, Math.floor(curr / countPerSlice) * perElementSize + margins * 0.5, ).floor(); const maxDimension = perElementPaddedSize - 1; const box = new THREE.Box3( new THREE.Vector3(0, 0, 0), new THREE.Vector3(maxDimension, maxDimension, maxDimension), ); const scaleFactor = (Math.random() + 0.5) * 0.5; const source = generateCloudTexture(perElementPaddedSize, scaleFactor); renderer.copyTextureToTexture3D(box, position, source, cloudTexture as THREE.DataTexture3D); prevTime = time; curr++; } (mesh.material as THREE.RawShaderMaterial).uniforms.cameraPos.value.copy(camera.position); // mesh.rotation.y = - performance.now() / 7500; (mesh.material as THREE.RawShaderMaterial).uniforms.frame.value++; renderer.render(scene, camera); }