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163 changes: 163 additions & 0 deletions examples/splat-reveal-effects/index.html
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<!DOCTYPE html>
<html>

<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spark • Splat Reveal Effects</title>
<style>
body {
margin: 0;
}
canvas {
touch-action: none;
}
</style>
</head>

<body>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"lil-gui": "/examples/js/vendor/lil-gui/dist/lil-gui.esm.js",
"@sparkjsdev/spark": "/dist/spark.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SparkControls, SplatMesh, dyno } from "@sparkjsdev/spark";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
import GUI from "lil-gui";

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement)

const animateT = dyno.dynoFloat(0);
let baseTime = 0; // Variable to reset time
let splatLoaded = false; // Flag to know if splat has loaded

// Effect parameters
const effectParams = {
effect: "Twister" // "Twister", "Rain"
};

const splatURL = await getAssetFileURL("sutro.zip");
const splatMesh = new SplatMesh({ url: splatURL });
splatMesh.quaternion.set(1, 0, 0, 0);
splatMesh.position.set(0, 0, -1.5);
splatMesh.scale.set(.5,.5,.5);
scene.add(splatMesh);

// Wait for splat to load completely
await splatMesh.loaded;
splatLoaded = true;
baseTime = performance.now() / 1000; // Initialize base time when loaded

// Create GUI
const gui = new GUI({ title: "Weather Effects" });
gui.add(effectParams, "effect", ["Twister", "Rain"]).name("Effect Type").onChange(() => {
// Reset time when effect changes
baseTime = performance.now() / 1000;
splatMesh.updateGenerator();
});

// Add reset time button
gui.add({ resetTime: () => {
baseTime = performance.now() / 1000;
splatMesh.updateGenerator();
}}, "resetTime").name("Reset Time");

// Modified shader: weather effects on splat mesh
splatMesh.objectModifier = dyno.dynoBlock(
{ gsplat: dyno.Gsplat },
{ gsplat: dyno.Gsplat },
({ gsplat }) => {
const d = new dyno.Dyno({
inTypes: { gsplat: dyno.Gsplat, t: "float", effectType: "int" },
outTypes: { gsplat: dyno.Gsplat },
globals: () => [
dyno.unindent(`
vec3 hash(vec3 p) {
return fract(sin(p*123.456)*123.456);
}

mat2 rot(float a) {
float s=sin(a),c=cos(a);
return mat2(c,-s,s,c);
}
// Function that generates a twister effect
vec4 twister(vec3 pos, vec3 scale, float t) {
float h=hash(pos).x+.1;
float s=smoothstep(0.,8.,t*t*.1-length(pos.xz)*2.);
if (length(scale)<.05) pos.y=mix(-10.,pos.y,pow(s,2.*h));
pos.xz=mix(pos.xz*.5,pos.xz,pow(s,2.*h));
pos.xz*=rot(t*.2+pos.y*20.*(1.-s)*exp(-1.*length(pos.xz)));
return vec4(pos,s*s*s*s);
}
vec4 rain(vec3 pos, vec3 scale, float t) {
vec3 h=hash(pos);
float s=pow(smoothstep(0.,5.,t*t*.1-length(pos.xz)*2.+1.),.5+h.x);
float y=pos.y;
pos.y=min(-10.+s*15.,pos.y);
pos.xz=mix(pos.xz*.3,pos.xz,s);
return vec4(pos,smoothstep(-10.,y,pos.y));
}
`)
],
statements: ({ inputs, outputs }) => dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
vec3 localPos = ${inputs.gsplat}.center;
vec3 scale = ${inputs.gsplat}.scales;

vec4 effectResult;
if (${inputs.effectType} == 1) {
// Twister effect
effectResult = twister(localPos, scale, ${inputs.t});
} else {
// Rain effect
effectResult = rain(localPos, scale, ${inputs.t});
}

${outputs.gsplat}.center = effectResult.xyz;
${outputs.gsplat}.scales = mix(vec3(.005),scale,pow(effectResult.w,30.));
${outputs.gsplat}.rgba.a = pow(effectResult.w,.7)*smoothstep(30.,0.,length(localPos.xz));
`),
});

// Convert effect name to integer for shader
const effectType = effectParams.effect === "Twister" ? 1 : 2;

gsplat = d.apply({
gsplat,
t: animateT,
effectType: dyno.dynoInt(effectType)
}).gsplat;

return { gsplat };
}
);

// Update generator
splatMesh.updateGenerator();

const controls = new SparkControls({ canvas: renderer.domElement });
renderer.setAnimationLoop(function animate(time) {
if (splatLoaded) {
animateT.value = (time / 1000) - baseTime;
} else {
animateT.value = 0;
}
splatMesh.updateVersion();
splatMesh.position.set(0,-.7,-2.5);
controls.update(camera);
renderer.render(scene, camera);
});
</script>
</body>

</html>
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