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VolumeBasicMaterial.js
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VolumeBasicMaterial.js
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import * as Three from 'three';
export class VolumeBasicMaterial extends Three.MeshPhongMaterial {
_uniforms = {
baseColor: { value: new Three.Color(0xffffff) },
scatterColor: { value: new Three.Color(0x000000) },
densityMap3D: { value: null },
emissiveMap3D: { value: null },
steps: { value: 100 },
absorbance: { value: 1.0 },
densityScale: { value: 1.0 },
resolution: { value: 100 },
offset3D: { value: new Three.Vector3(0.0, 0.0, 0.0) },
wrap3D: { value: Three.ClampToEdgeWrapping },
noiseScale: { value: 0.5 },
};
set baseColor(value) {
this._uniforms.baseColor.value.set(value);
}
get baseColor() {
return this._uniforms.baseColor.value;
}
set scatterColor(value) {
this._uniforms.scatterColor.value.set(value);
}
get scatterColor() {
return this._uniforms.scatterColor.value;
}
set densityMap3D(value) {
this._uniforms.densityMap3D.value = value;
value.offset3D = this._uniforms.offset3D.value;
}
get densityMap3D() {
return this._uniforms.densityMap3D.value;
}
set emissiveMap3D(value) {
this._uniforms.emissiveMap3D.value = value;
value.offset3D = this._uniforms.offset3D.value;
}
get emissiveMap3D() {
return this._uniforms.emissiveMap3D.value;
}
set steps(value) {
this._uniforms.steps.value = value;
}
get steps() {
return this._uniforms.steps.value;
}
set absorbance(value) {
this._uniforms.absorbance.value = value;
}
get absorbance() {
return this._uniforms.absorbance.value;
}
set resolution(value) {
this._uniforms.resolution.value = value;
}
get resolution() {
return this._uniforms.resolution.value;
}
set offset3D(value) {
this._uniforms.resolution.value = value;
}
get offset3D() {
return this._uniforms.resolution.value;
}
set wrap3D(value) {
this._uniforms.wrap3D.value = value;
}
get wrap3D() {
return this._uniforms.wrap3D.value;
}
set densityScale(value) {
this._uniforms.densityScale.value = value;
}
get densityScale() {
return this._uniforms.densityScale.value;
}
set noiseScale(value) {
this._uniforms.noiseScale.value = value;
}
get noiseScale() {
return this._uniforms.noiseScale.value;
}
constructor(props) {
super();
this.side = Three.BackSide;
this.depthWrite = false;
this.depthTest = true;
this.transparent = true;
this.customProgramCacheKey = () => Math.random();
Object.keys(this._uniforms).forEach(key => {
if (props[key]) {
this[key] = props[key];
if (props[key] instanceof Three.Texture) {
props[key].offset3D = this._uniforms.offset3D.value;
}
}
});
this.onBeforeCompile = (shader) => {
Object.keys(this._uniforms).forEach(key => {
shader.uniforms[key] = this._uniforms[key];
});
shader.isVolumetricFogMaterial = true;
const shaderProperties = `
#define VOLUME_BBOX_SPAN 0.5
${props.emissiveMap3D ? '#define USE_EMISSIVE_GRID' : ''}
`;
const shaderVaryings = `
varying mat4 mModelMatrix;
varying mat4 mInverseModelViewMatrix;
varying mat3 mInverseNormalMatrix;
`;
shader.vertexUvs = true;
shader.vertexShader = shader.vertexShader
.replace(
`#include <common>`,
`
${shaderVaryings}
out vec3 vOrigin;
out vec3 vDirection;
#include <common>
`
)
.replace(
`#include <worldpos_vertex>`,
`
#include <worldpos_vertex>
vOrigin = vec3(inverse(modelMatrix) * vec4(cameraPosition, 1.0)).xyz;
vDirection = position - vOrigin;
mModelMatrix = modelMatrix;
mInverseModelViewMatrix = inverse(modelViewMatrix);
mInverseNormalMatrix = inverse(normalMatrix);
`
);
const volumeLightsConfig = `
float lightMarchLimit = resolution + 2.;
int iLightMarchLimit = int(lightMarchLimit);
vec3 vUnit = (mModelMatrix * vec4(1., 0., 0., 0.)).xyz;
float vUnitLength = length(vUnit);
geometry.position = vPoint;
vec3 iblIrradiance = vec3(0.0);
`;
const volumePointLights = `
PointLight pointLight;
lightAlbedo = vec3(0.);
for (int lightIndex = 0; lightIndex < NUM_POINT_LIGHTS; lightIndex++) {
pointLight = pointLights[lightIndex];
getPointLightInfo(pointLight, geometry, directLight);
vLightProbe = vec3(vPoint);
lightAbsorbance = 0.;
stepAccumulation = 1.;
lightDirection = vPoint - (mInverseModelViewMatrix * vec4(pointLight.position, 1.)).xyz;
lightDistance = length(lightDirection) * vUnitLength;
lightDirection = normalize(lightDirection);
vLightStep = (lightDirection * VOLUME_BBOX_SPAN) / lightMarchLimit;
for (int lightMarch = 0; lightMarch < iLightMarchLimit; lightMarch++) {
vLightProbe -= vLightStep;
stepAccumulation += 1.;
lightSample = texture(densityMap3D, mapTextureSample(vLightProbe)).r;
lightAbsorbance += lightSample * eInverseAbsorbance;
if (lightAbsorbance >= 1.) {
lightAbsorbance = 1.;
break;
}
}
lightAlbedo += (1. - lightAbsorbance) * pointLight.color;
}
lightAlbedo *= density;
albedo += lightAlbedo * baseColor.rgb * RECIPROCAL_PI;
`;
const volumeDirLights = `
DirectionalLight directionalLight;
lightAlbedo = vec3(0.);
for (int lightIndex = 0; lightIndex < NUM_DIR_LIGHTS; lightIndex++) {
directionalLight = directionalLights[lightIndex];
getDirectionalLightInfo(directionalLight, geometry, directLight);
vLightProbe = vec3(vPoint);
lightAbsorbance = 0.0;
stepAccumulation = 1.;
lightDirection = -normalize((vec4(directionalLight.direction, 1.) * viewMatrix).xyz);
vLightStep = (lightDirection * VOLUME_BBOX_SPAN) / lightMarchLimit;
for (int lightMarch = 0; lightMarch < iLightMarchLimit; lightMarch++) {
vLightProbe -= vLightStep;
stepAccumulation += 1.;
lightSample = texture(densityMap3D, mapTextureSample(vLightProbe)).r;
lightAbsorbance += lightSample * eInverseAbsorbance;
if (lightAbsorbance >= 1.) {
lightAbsorbance = 1.;
break;
}
}
lightAlbedo += (1. - lightAbsorbance) * directionalLight.color;
}
lightAlbedo *= density;
albedo += lightAlbedo * baseColor.rgb * RECIPROCAL_PI;
`;
const volumeSpotLights = `
SpotLight spotLight;
lightAlbedo = vec3(0.);
float angleCos;
float spotAttenuation;
for (int lightIndex = 0; lightIndex < NUM_SPOT_LIGHTS; lightIndex++) {
spotLight = spotLights[lightIndex];
getSpotLightInfo(spotLight, geometry, directLight);
vLightProbe = vec3(vPoint);
lightAbsorbance = 0.0;
stepAccumulation = 1.;
lightDirection = vPoint - (mInverseModelViewMatrix * vec4(spotLight.position, 1.)).xyz;
lightDistance = length(lightDirection) * vUnitLength;
lightDirection = normalize(lightDirection);
vLightStep = (lightDirection * VOLUME_BBOX_SPAN) / lightMarchLimit;
angleCos = dot(normalize(-lightDirection), normalize(mInverseNormalMatrix * spotLight.direction));
spotAttenuation = smoothstep(spotLight.coneCos, spotLight.penumbraCos, angleCos);
if (spotAttenuation > 0.) {
for (int lightMarch = 0; lightMarch < iLightMarchLimit; lightMarch++) {
vLightProbe -= vLightStep;
stepAccumulation += 1.;
lightSample = texture(densityMap3D, mapTextureSample(vLightProbe)).r;
lightAbsorbance += lightSample * eInverseAbsorbance;
if (lightAbsorbance >= 1.) {
lightAbsorbance = 1.;
break;
}
}
lightAlbedo += (1. - lightAbsorbance) * spotAttenuation * spotLight.color;
}
}
lightAlbedo *= density;
albedo += lightAlbedo * baseColor.rgb * RECIPROCAL_PI;
`;
const volumeHemiLights = `
lightAlbedo = vec3(0.);
vec3 textureProbe;
float absorbanceUp;
float absorbanceDown;
float stepAccumulationUp;
float stepAccumulationDown;
for (int lightIndex = 0; lightIndex < NUM_HEMI_LIGHTS; lightIndex++) {
HemisphereLight hemiLight = hemisphereLights[lightIndex];
vLightProbe = vec3(vPoint);
absorbanceUp = 0.0;
absorbanceDown = 0.0;
stepAccumulationUp = 0.;
stepAccumulationDown = 0.;
lightDirection = -normalize((vec4(hemiLight.direction, 1.) * viewMatrix).xyz);
vLightStep = (lightDirection * VOLUME_BBOX_SPAN) / lightMarchLimit;
for (int lightMarch = 1; lightMarch < int(lightMarchLimit / 2.); lightMarch++) {
if (absorbanceUp < 1.) {
textureProbe = vLightProbe - float(lightMarch) * vLightStep;
lightSample = texture(densityMap3D, mapTextureSample(textureProbe)).r;
absorbanceUp += lightSample * eInverseAbsorbance;
stepAccumulationUp += 1.;
}
if (absorbanceDown < 1.) {
textureProbe = vLightProbe + float(lightMarch) * vLightStep;
lightSample = texture(densityMap3D, mapTextureSample(textureProbe)).r;
absorbanceDown += lightSample * eInverseAbsorbance;
stepAccumulationDown += 1.;
}
}
absorbanceUp = min(1., absorbanceUp);
absorbanceDown = min(1., absorbanceDown);
lightAlbedo += mix(
(1. - absorbanceUp) * hemiLight.skyColor,
(1. - absorbanceDown) * hemiLight.groundColor,
0.5
);
}
lightAlbedo *= density;
albedo += lightAlbedo * baseColor.rgb * RECIPROCAL_PI;
`;
const volumeAmbientLight = `
albedo += ambientLightColor * baseColor.rgb;
`;
const shaderHelpers = `
bool isOutsideVolume(vec3 source) {
return (
source.x >= 1. ||
source.y >= 1. ||
source.z >= 1. ||
source.x <= 0. ||
source.y <= 0. ||
source.z <= 0.
);
}
vec2 getVolumeBbox(vec3 vPointOfReference) {
const vec3 vBoxMin = vec3(-0.5);
const vec3 vBoxMax = vec3(0.5);
vec3 vInvPointOfReference = 1.0 / vPointOfReference;
vec3 vMinRange = (-vOrigin - VOLUME_BBOX_SPAN) * vInvPointOfReference;
vec3 vMaxRange = (-vOrigin + VOLUME_BBOX_SPAN) * vInvPointOfReference;
vec3 vMin = min(vMinRange, vMaxRange);
vec3 vMax = max(vMinRange, vMaxRange);
return vec2(
max(vMin.x, max(vMin.y, vMin.z)),
min(vMax.x, min(vMax.y, vMax.z))
);
}
vec3 radiation = vec3(0.);
vec3 getBlackBodyRadiation(float temperature) {
if (temperature == 0.) {
return vec3(0.);
}
#ifndef USE_EMISSIVE_GRID
return vec3(0.);
#endif
// NOTE Blackbody radiation source - https://www.shadertoy.com/view/4tdGWM
float temperatureScaled = temperature * 1000.;
radiation.r += 1. / (exp(19E3 * 1. / temperatureScaled) - 1.);
radiation.g += 3.375 / (exp(19E3 * 1.5 / temperatureScaled) - 1.);
radiation.b += 8. / (exp(19E3 * 2. / temperatureScaled) - 1.);
return (radiation / max(radiation.r,max(radiation.g,radiation.b)));
}
float loopUV(float x) {
if (abs(mod(floor(x), 2.)) == 1.) {
return ceil(x) - x;
} else {
return x - floor(x);
}
}
vec3 mapTextureSample(vec3 position) {
vec3 uv = position + VOLUME_BBOX_SPAN + offset3D;
if (wrap3D == 1000) {
uv = mod(uv, 1.);
} else if (wrap3D == 0 || wrap3D == 1001) {
return uv;
} else if (wrap3D == 1002) {
uv.x = loopUV(uv.x);
uv.y = loopUV(uv.y);
uv.z = loopUV(uv.z);
}
return uv;
}
// NOTE GLSL Noise source - https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
float fbm(vec3 x) {
vec3 y = vec3(x);
float v = 0.0;
float a = 0.75;
vec3 shift = vec3(1000.);
for (int i = 0; i < 3; ++i) {
y = y * 10000.0 + shift;
v += a * snoise(y);
a *= 0.5;
}
return v;
}
`;
shader.fragmentShader = shader.fragmentShader
.replace('#include <uv_pars_fragment>', `// NOTE Override UV calculations`)
.replace('#include <uv2_pars_fragment>', `// NOTE Override UV calculations`)
.replace(
`#include <common>`,
`
precision highp float;
precision highp sampler3D;
in vec3 vOrigin;
in vec3 vDirection;
uniform sampler3D densityMap3D;
uniform sampler3D emissiveMap3D;
uniform vec3 offset3D;
uniform int wrap3D;
uniform float steps;
uniform float absorbance;
uniform float densityScale;
uniform vec3 baseColor;
uniform vec3 scatterColor;
uniform float resolution;
uniform float noiseScale;
${shaderProperties}
${shaderVaryings}
${shaderHelpers}
#include <common>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
`
)
.replace(`#include <lights_fragment_begin>`, `// NOTE Override light calculations`)
.replace(`#include <lights_fragment_maps>`, `// NOTE Override light calculations`)
.replace(`#include <lights_fragment_end>`, `// NOTE Override light calculations`)
.replace(
`#include <output_fragment>`,
`
vec3 vWorld = -vViewPosition;
vec3 vRayDirection = normalize(vDirection);
vec2 vBounds = getVolumeBbox(vRayDirection);
if (vBounds.x > vBounds.y) {
discard;
}
vBounds.x = max(vBounds.x, 0.0);
// Volume movement
vec3 vPoint = vOrigin + vBounds.x * vRayDirection;
vec3 vPointStep = 1.0 / abs(vRayDirection);
float delta = min(vPointStep.x, min(vPointStep.y, vPointStep.z)) / steps;
vec3 vDirectionDeltaStep = vRayDirection * delta;
// Density calculations
float density = 0.0;
float smoothness = 0.0;
vec3 albedo = vec3(0.);
vec3 emissive = vec3(0.);
GeometricContext geometry;
float volumeSample;
float emissiveSample;
float noiseSample;
// Light calculations
vec3 lightAlbedo = vec3(0.);
vec3 vLightProbe;
vec3 lightDirection;
vec3 vLightStep;
float lightSample;
float lightAbsorbance;
float lightDistance;
float stepAccumulation;
IncidentLight directLight;
// Utils
float absorbanceDensityRatio = min(absorbance, densityScale); // NOTE When reducing densityScale, automatically reduce absorbance
float inverseAbsorbance = 1.0 / absorbanceDensityRatio;
float inverseDensityScale = 1.0 / densityScale;
float eInverseAbsorbance = exp(-1. - inverseAbsorbance); // NOTE Wrong, but looks kinda better than exp(-inverseAbsorbance)
float eDensityAbsorbance = exp(-absorbanceDensityRatio * delta);
float eInverseDensityScale = exp(-1. - inverseDensityScale);
${volumeLightsConfig}
vec3 lastNonSolidPoint = vec3(vPoint);
for (float i = vBounds.x; i < vBounds.y; i += delta) {
volumeSample = texture(densityMap3D, mapTextureSample(vPoint)).r;
density += volumeSample * eDensityAbsorbance;
smoothness += volumeSample * eInverseDensityScale;
#ifdef USE_EMISSIVE_GRID
emissiveSample = texture(emissiveMap3D, mapTextureSample(vPoint)).r;
emissive = max(emissive, density * vec3(emissiveSample));
#endif
if (density < 1.) {
lastNonSolidPoint = vPoint;
}
if (density >= 1. && smoothness >= 1.) {
break;
}
vPoint += vDirectionDeltaStep;
}
density = clamp(density, 0.0, 1.0);
smoothness = clamp(smoothness, 0.0, 1.0);
vPoint = lastNonSolidPoint;
if (density > 0.) {
${volumeAmbientLight}
#if NUM_HEMI_LIGHTS > 0
${volumeHemiLights}
#endif
#if NUM_POINT_LIGHTS > 0
${volumePointLights}
#endif
#if NUM_DIR_LIGHTS > 0
${volumeDirLights}
#endif
#if NUM_SPOT_LIGHTS > 0
${volumeSpotLights}
#endif
}
emissive = getBlackBodyRadiation(emissive.r);
albedo += emissive;
float smoothnessBlend = smoothstep(0.0, 1.0, smoothness);
float opacityNoise = noiseScale > 0. ? smoothness + (abs(fbm(mapTextureSample(vPoint))) * noiseScale + (1. - noiseScale)) : smoothness + 1.;
outgoingLight.rgb = max(scatterColor, albedo);
diffuseColor.a = smoothnessBlend * saturate(density * opacity) * opacityNoise;
if (density <= 0.) {
discard;
}
#include <output_fragment>
`
);
};
}
}