<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.158.0/build/three.module.js",
"addons/": "https://cdn.jsdelivr.net/npm/three@0.158.0/examples/jsm/"
}
}
</script>
<div class="container" id="container"></div>
html, body{
width: 100vw;
height: 100vh;
padding: 0;
margin: 0;
background-color: black;
margin: 0;
padding: 0;
font-family:'mono45-headline';
}
.container{
position: fixed;
top: 0;
left: 0;
height: 100vh;
width: 100vw;
padding: 0;
margin: 0;
z-index: 3;
background: linear-gradient(0deg, rgba(74,74,74,0.2) 0%, rgba(173,173,173,0.5) 53%, rgba(240,240,240,0.7) 100%);
}
import * as THREE from 'three';
import { OrbitControls } from 'addons/controls/OrbitControls.js'
const container = document.querySelector('.container');
const sizes = {
width:container.offsetWidth,
height:container.offsetHeight
}
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, sizes.width / sizes.height, 0.1, 1500)
const renderer = new THREE.WebGLRenderer( { antialias: true, gammaOutput: true, alpha: true } );
const orbit = new OrbitControls(camera, renderer.domElement)
const mouse = new THREE.Vector2();
let cyl
init()
function init(){
camera.position.set(0,10,10)
let ambLight = new THREE.AmbientLight(0xffffff, 2.4)
scene.add(ambLight)
let light = new THREE.DirectionalLight( 0x999999, 3.6 );
scene.add(light)
renderer.setSize(sizes.width, sizes.height)
renderer.setClearColor( 0xfb97e6, 0.0 );
container.appendChild(renderer.domElement)
orbit.autoRotateSpeed = 4
orbit.enableDamping = true
orbit.enablePan = false
orbit.rotateSpeed = 0.6
orbit.target.set(0,0,0)
let flGeo = new THREE.CircleGeometry(5,46,1)
let mat2 = new THREE.MeshStandardMaterial({
color:0x666666,
roughness:0.4,
// side: THREE.DoubleSide,
transparent:true,
opacity:0.7
})
const floor = new THREE.Mesh(flGeo, mat2)
floor.rotation.x = -90 * Math.PI / 180
floor.position.y = -1.5
scene.add(floor)
const cylGeo = new THREE.CylinderGeometry( 2, 2, 2, 24, 1, false )
const cylMat = new THREE.MeshStandardMaterial({color:0xffffff, side: THREE.DoubleSide})
const size = 128;
const data = new Uint8Array( size * size * size );
let i = 0;
const scale = 0.05;
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 * ( 1 ) ) * 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;
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;
}
`;
// Fragment shader
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 cylMatA = new THREE.RawShaderMaterial( {
glslVersion: THREE.GLSL3,
uniforms: {
base: { value: new THREE.Color( 0xfafafa ) },
map: { value: texture },
cameraPos: { value: new THREE.Vector3() },
threshold: { value: 0.25 },
opacity: { value: 0.25 },
range: { value: 0.1 },
steps: { value: 6 },
frame: { value: 0 }
},
vertexShader,
fragmentShader,
side: THREE.BackSide,
transparent: true
} );
cyl = new THREE.Mesh(cylGeo, cylMatA)
scene.add(cyl)
window.addEventListener('resize', onWindowResize, false)
animate()
}
function onWindowResize() {
sizes.width = container.offsetWidth;
sizes.height = container.offsetHeight;
camera.aspect = sizes.width / sizes.height;
camera.updateProjectionMatrix()
renderer.setSize(sizes.width, sizes.height)
render()
}
function animate(t) {
window.requestAnimationFrame(animate)
render(t)
}
function render(t) {
orbit.update()
cyl.material.uniforms.cameraPos.value.copy( camera.position );
renderer.render(scene, camera)
}
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