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351 | import './style.css'
import * as THREE from 'three/webgpu'
import {
positionLocal,
Fn,
If,
Loop,
Break,
float,
vec2,
vec3,
min,
max,
length,
normalize,
cross,
dot,
time,
sin,
cos,
abs,
negate,
uniform,
atan,
ShaderNodeObject,
} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
53,
window.innerWidth / window.innerHeight,
0.1,
10
)
camera.position.set(-5, 5, 4)
const renderer = new THREE.WebGPURenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
renderer.setAnimationLoop(animate)
window.addEventListener('resize', function () {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
})
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.target.y = 0.25
const options = {
zoom: 0.1,
maxSteps: 256,
surfaceDistance: 0.0001,
cameraNear: 0.1,
cameraFar: 256.0,
}
const cameraPosition = uniform(new THREE.Vector3())
const cameraTarget = uniform(new THREE.Vector3())
const zoom = uniform(options.zoom)
const maxSteps = uniform(options.maxSteps)
const surfaceDistance = uniform(options.surfaceDistance)
const cameraNear = uniform(options.cameraNear)
const cameraFar = uniform(options.cameraFar)
const rotateAroundAxis = Fn(
([position, axis, radians]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
axis = normalize(axis)
const cosTheta = cos(radians)
const sinTheta = sin(radians)
const rotatedPoint = position
.mul(cosTheta)
.add(cross(axis, position).mul(sinTheta))
.add(axis.mul(dot(axis, position).mul(cosTheta.oneMinus())))
return rotatedPoint
}
)
const Sphere = Fn(
([position, radius]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
return length(position).sub(radius)
}
)
const Ellipse = Fn(
([position, scale]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const distance = position.div(scale)
return length(distance)
.sub(1)
.mul(min(min(scale.x, scale.y), scale.z))
}
)
const Torus = Fn(
([position, majorRadius, minorRadius]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const distance = length(position.xz).sub(majorRadius)
return length(vec2(distance, position.y)).sub(minorRadius)
}
)
const Box = Fn(
([position, dimensions]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const distance = abs(position).sub(dimensions)
//return length(max(distance, 0.0)) // better if you don't need internal calculations. E.g, intersect or subtraction
//return length(max(distance, 0.0)).add(min(max(distance.x, distance.y), 0.0)) // for 2D SDF
return length(max(distance, 0.0)).add(
min(max(distance.x, max(distance.y, distance.z)), 0.0)
) // 3D SDF
}
)
const Cylinder = Fn(
([position, radius, height]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const distance = vec2(
length(position.xz).sub(radius),
position.y.abs().sub(height)
)
return length(max(distance, 0.0)).add(
min(max(distance.x, distance.y), 0.0)
)
}
)
const CorrugatedCylinder = Fn(
([position, radius, height]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const angle = atan(position.x, position.z)
const bumps = cos(angle.mul(8).mul(sin(time))).mul(float(0.15))
const distance = vec2(
length(position.xz).sub(radius).add(bumps),
position.y.abs().sub(height)
)
return length(max(distance, 0.0)).add(
min(max(distance.x, distance.y), 0.0)
)
}
)
const IntersectedSphereBox = Fn(
([position, radius]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const circle = length(position).sub(radius.add(0.33))
const box = Box(position, vec3(radius))
return max(circle, box)
}
)
const SubtractedSphereBox = Fn(
([position, radius]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const circle = length(position).sub(radius.add(0.33))
const box = Box(position, vec3(radius))
return max(negate(circle), box)
}
)
const UnionedSphereBox = Fn(
([position, radius]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const circle = length(position).sub(radius.add(0.33))
const box = Box(position, vec3(radius))
return min(circle, box)
}
)
const sdfScene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
const t = time.mul(0.5)
const sphere = Sphere(position.sub(vec3(0, 1, 0)), 1)
const ellipse = Ellipse(
rotateAroundAxis(position.sub(vec3(0, 1, 3)), vec3(1, 0.5, 0), t),
vec3(1, 0.5, 1)
)
const torus = Torus(
rotateAroundAxis(position.sub(vec3(3, 1, 3)), vec3(0.5, 0, 1), t),
1,
0.5
)
const box = Box(
rotateAroundAxis(position.sub(vec3(3, 1, 0)), vec3(0, 0.5, 1), t),
vec3(1)
)
const cylinder = Cylinder(
rotateAroundAxis(position.sub(vec3(3, 1, -3)), vec3(1, 0, 1), t),
1,
1
)
const corrugatedCylinder = CorrugatedCylinder(
rotateAroundAxis(position.sub(vec3(0, 1, -3)), vec3(1, 1, 0), t),
1,
1
)
const intersectedSphereBox = IntersectedSphereBox(
rotateAroundAxis(position.sub(vec3(-3, 1, -3)), vec3(0.5, 0.5, 0.5), t),
1
)
const subtractedSphereBox = SubtractedSphereBox(
rotateAroundAxis(position.sub(vec3(-3, 1, 0)), vec3(0, 1, 1), t),
1
)
const unionedSphereBox = UnionedSphereBox(
rotateAroundAxis(position.sub(vec3(-3, 1, 3)), vec3(1, 1, 0.5), t),
1
)
const distance = sphere.toVar()
distance.assign(min(distance, ellipse))
distance.assign(min(distance, torus))
distance.assign(min(distance, box))
distance.assign(min(distance, cylinder))
distance.assign(min(distance, corrugatedCylinder))
distance.assign(min(distance, intersectedSphereBox))
distance.assign(min(distance, subtractedSphereBox))
distance.assign(min(distance, unionedSphereBox))
return distance
})
const getNormal = Fn(
([position, distance]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const offset = vec2(0.025, 0)
return normalize(
distance.sub(
vec3(
sdfScene(position.sub(offset.xyy)),
sdfScene(position.sub(offset.yxy)),
sdfScene(position.sub(offset.yyx))
)
)
)
}
)
const main = Fn(() => {
const p = positionLocal
const rayOrigin = cameraPosition
const lookAt = cameraTarget
const forward = normalize(lookAt.sub(rayOrigin))
const rayDirection = normalize(p.add(forward.mul(zoom)))
const accumulatedDistance = float(cameraNear).toVar()
const distance = float(0).toVar()
const position = vec3(0).toVar()
Loop({ start: 0, end: maxSteps }, () => {
position.assign(rayOrigin.add(rayDirection.mul(accumulatedDistance)))
distance.assign(sdfScene(position))
If(
abs(distance)
.lessThan(surfaceDistance)
.or(accumulatedDistance.greaterThan(cameraFar)),
() => {
Break()
}
)
accumulatedDistance.addAssign(distance)
})
const finalColour = getNormal(position, distance)
return finalColour
})
scene.backgroundNode = main()
const gui = new GUI({ width: 600 })
gui
.add(options, 'zoom', 0, 10, 0.001)
.name('Zoom')
.onChange((v) => {
zoom.value = v
})
gui
.add(options, 'maxSteps', 1, 512, 1)
.name('Raymarch Max Steps')
.onChange((v) => {
maxSteps.value = v
})
gui
.add(options, 'surfaceDistance', 0, 0.1, 0.0001)
.name('Surface Distance')
.onChange((v) => {
surfaceDistance.value = v
})
gui
.add(options, 'cameraNear', 0.0001, 10, 0.1)
.name('Camera Near')
.onChange((v) => {
cameraNear.value = v
})
gui
.add(options, 'cameraFar', 1, 512, 0.1)
.name('Camera Far')
.onChange((v) => {
cameraFar.value = v
})
function animate() {
controls.update()
cameraPosition.value.copy(camera.position)
cameraTarget.value.copy(controls.target)
renderer.render(scene, camera)
}
|