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409 | 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,
pow,
reflect,
clamp,
} 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,
1000
)
camera.position.set(-5, 1, 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 = 1
controls.autoRotateSpeed = -0.5
controls.autoRotate = true
const options = {
zoom: 0,
maxSteps: 256,
surfaceDistance: 0.0001,
cameraNear: 0.1,
cameraFar: 128.0,
ambientStrength: 0.01,
shininess: 32,
specularStrength: 0.5,
diffuseColour: new THREE.Color(0.1, 0.4, 1.0),
specularColour: new THREE.Color(1.0, 0.05, 0.3),
ambientColour: new THREE.Color(0.2, 1, 0.2),
shadowSoftness: 20,
shadowIntensity: 0.1,
shadowMaxSteps: 256,
shadowFar: 128,
maxReflections: 1,
reflectivity: 0.5,
}
const camPos = uniform(new THREE.Vector3())
const camTarget = 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 ambientStrength = uniform(options.ambientStrength)
const shininess = uniform(options.shininess)
const specularStrength = uniform(options.specularStrength)
const diffuseColour = uniform(options.diffuseColour)
const specularColour = uniform(options.specularColour)
const ambientColour = uniform(options.ambientColour)
const shadowSoftness = uniform(options.shadowSoftness)
const shadowIntensity = uniform(options.shadowIntensity)
const shadowMaxSteps = uniform(options.shadowMaxSteps)
const shadowFar = uniform(options.shadowFar)
const maxReflections = uniform(options.maxReflections)
const reflectivity = uniform(options.reflectivity)
// @ts-ignore
const rotateAroundAxis = Fn(([position, axis, radians]) => {
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
})
// @ts-ignore
const Sphere = Fn(([position, radius]) => {
return length(position).sub(radius)
})
// @ts-ignore
const Box = Fn(([position, dimensions]) => {
const distance = abs(position).sub(dimensions)
return length(max(distance, 0.0)).add(
min(max(distance.x, max(distance.y, distance.z)), 0.0)
)
})
// @ts-ignore
const IntersectedSphereBox = Fn(([position, radius]) => {
const circle = length(position).sub(radius.add(0.33))
const box = Box(position, vec3(radius))
return max(circle, box)
})
// @ts-ignore
const SubtractedSphereBox = Fn(([position, radius]) => {
const circle = length(position).sub(radius.add(0.33))
const box = Box(position, vec3(radius))
return max(negate(circle), box)
})
// @ts-ignore
const sdfScene = Fn(([position]) => {
const t = 0 // time.mul(0.5)
const floor = position.y
const sphere = Sphere(position.sub(vec3(1.5, 1, 1.5)), 1)
const box = Box(
rotateAroundAxis(position.sub(vec3(1.5, 1, -1.5)), vec3(1, 1, 0), t),
vec3(1)
)
const intersectedSphereBox = IntersectedSphereBox(
rotateAroundAxis(position.sub(vec3(-1.5, 1, -1.5)), vec3(0, 1, 0), t),
1
)
const subtractedSphereBox = SubtractedSphereBox(
rotateAroundAxis(position.sub(vec3(-1.5, 1, 1.5)), vec3(1, 0, 0), t),
1
)
const distance = floor.toVar()
distance.assign(min(distance, sphere))
distance.assign(min(distance, box))
distance.assign(min(distance, intersectedSphereBox))
distance.assign(min(distance, subtractedSphereBox))
return distance
})
// @ts-ignore
const getNormal = Fn(([position, distance]) => {
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))
)
)
)
})
// @ts-ignore
const shadowMarcher = Fn(([rayOrigin, rayDirection]) => {
const shadow = float(1).toVar()
const accumulatedDistance = float(cameraNear).toVar()
// @ts-ignore
Loop({ start: 0, end: shadowMaxSteps }, () => {
const distance = sdfScene(
rayOrigin.add(rayDirection.mul(accumulatedDistance))
)
If(abs(distance).lessThan(surfaceDistance), () => {
shadow.assign(0)
Break()
}).Else(() => {
shadow.assign(
min(shadow, shadowSoftness.mul(distance).div(accumulatedDistance))
) //softens shadow
accumulatedDistance.addAssign(clamp(distance, surfaceDistance, 0.025)) // works better for soft shadows
//accumulatedDistance.addAssign(distance) // works better for hard shadows
If(accumulatedDistance.greaterThan(shadowFar), () => {
Break()
})
})
})
return shadow
})
// @ts-ignore
const main = Fn(() => {
const p = positionLocal
const rayOrigin = camPos.toVar()
const lookAt = camTarget
const forward = normalize(lookAt.sub(rayOrigin))
const rayDirection = normalize(p.add(forward.mul(zoom))).toVar()
const finalColour = vec3(0).toVar()
const reflectivityFactor = float(1.0).toVar()
// @ts-ignore
Loop({ start: 0, end: maxReflections, condition: '<=' }, () => {
const accumulatedDistance = float(cameraNear).toVar()
const distance = float(0).toVar()
const position = vec3(0).toVar()
// @ts-ignore
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)
})
If(accumulatedDistance.lessThan(cameraFar), () => {
const normal = getNormal(position, distance)
//const lightPosition = vec3(5, 5, 5)
const lightPosition = vec3(sin(time).mul(5), 3, cos(time).mul(5))
const lightDirection = normalize(lightPosition.sub(position))
const diffuse = clamp(dot(normal, lightDirection), 0, 1).toVar()
const shadow = shadowMarcher(
position.add(normal.mul(surfaceDistance)),
vec3(lightDirection)
)
shadow.assign(max(shadowIntensity, shadow))
diffuse.mulAssign(shadow)
const viewDirection = normalize(rayOrigin.sub(position))
const shineDirection = reflect(lightDirection.negate(), normal)
const specularIntensity = pow(
clamp(dot(viewDirection, shineDirection), 0.0, 1.0),
shininess
).mul(specularStrength)
const specularComponent = specularColour.mul(specularIntensity)
// finalColour.assign(
// ambientColour.mul(ambientStrength).add(diffuseColour.mul(diffuse)).add(specularComponent)
// )
finalColour.addAssign(
ambientColour
.mul(ambientStrength)
.add(diffuseColour.mul(diffuse))
.add(specularComponent)
.mul(reflectivityFactor)
)
rayOrigin.assign(position.add(normal.mul(surfaceDistance)))
rayDirection.assign(reflect(rayDirection, normal))
reflectivityFactor.mulAssign(reflectivity)
})
})
return finalColour
})
scene.backgroundNode = main()
const gui = new GUI()
const raymarchFolder = gui.addFolder('Raymarching')
raymarchFolder
.add(options, 'zoom', 0, 10, 0.001)
.name('Zoom')
.onChange((v) => {
zoom.value = v
})
raymarchFolder
.add(options, 'maxSteps', 1, 512, 1)
.name('Raymarch Max Steps')
.onChange((v) => {
maxSteps.value = v
})
raymarchFolder
.add(options, 'surfaceDistance', 0, 0.001, 0.0001)
.name('Surface Distance')
.onChange((v) => {
surfaceDistance.value = v
})
raymarchFolder
.add(options, 'cameraNear', 0.0001, 10, 0.1)
.name('Camera Near')
.onChange((v) => {
cameraNear.value = v
})
raymarchFolder
.add(options, 'cameraFar', 1, 512, 0.1)
.name('Camera Far')
.onChange((v) => {
cameraFar.value = v
})
raymarchFolder.close()
const lightingFolder = gui.addFolder('Lighting')
lightingFolder
.add(options, 'ambientStrength', 0, 0.2, 0.01)
.name('Ambient Strength')
.onChange((v) => {
ambientStrength.value = v
})
lightingFolder
.add(options, 'shininess', 0, 100, 0.1)
.name('Shininess')
.onChange((v) => {
shininess.value = v
})
lightingFolder
.add(options, 'specularStrength', 0, 1, 0.01)
.name('SpecularStrength')
.onChange((v) => {
specularStrength.value = v
})
lightingFolder.addColor(options, 'diffuseColour')
lightingFolder.addColor(options, 'specularColour')
lightingFolder.addColor(options, 'ambientColour')
lightingFolder.close()
const shadowFolder = gui.addFolder('Shadows')
shadowFolder
.add(options, 'shadowSoftness', 0, 100, 0.01)
.name('Shadow Softness')
.onChange((v) => {
shadowSoftness.value = v
})
shadowFolder
.add(options, 'shadowIntensity', 0, 1, 0.01)
.name('Shadow Intensity')
.onChange((v) => {
shadowIntensity.value = v
})
shadowFolder
.add(options, 'shadowMaxSteps', 1, 512, 1)
.name('Shadow Max Steps')
.onChange((v) => {
shadowMaxSteps.value = v
})
shadowFolder
.add(options, 'shadowFar', 1, 512, 0.1)
.name('Shadow Far')
.onChange((v) => {
shadowFar.value = v
})
shadowFolder.close()
const reflectionFolder = gui.addFolder('Reflections')
reflectionFolder
.add(options, 'maxReflections', 0, 3, 1)
.name('Max Reflections')
.onChange((v) => {
maxReflections.value = v
})
reflectionFolder
.add(options, 'reflectivity', 0, 1, 0.1)
.name('Reflectivity')
.onChange((v) => {
reflectivity.value = v
})
function animate() {
controls.update()
camPos.value.copy(camera.position)
camTarget.value.copy(controls.target)
renderer.render(scene, camera)
}
|