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| import ReactDOM from 'react-dom'; import {Suspense, useState} from 'react'; import { Sphere, OrbitControls, Box, useTexture, Environment, } from '@react-three/drei'; import {Canvas, useFrame} from '@react-three/fiber'; import {a as aw, useSpring as useSpringWeb} from '@react-spring/web'; import {a as a3, useSpring as useSpringThree} from '@react-spring/three'; import * as THREE from 'three'; import {AssetsList} from '../../lib/AssetsList';
const options = [ [0, 100, 50], [60, 100, 50], [150, 100, 50], [240, 70, 60], [0, 0, 80], ];
export default function App() { const [step, setStep] = useState(0); const {hsl} = useSpringWeb({ hsl: options[step % options.length], config: {tension: 50}, }); const springyGradient = hsl.to((h, s, l) => `radial-gradient(hsl(${h}, ${s * 0.7}%, ${l}%), hsl(${h},${s * 0.4}%, ${l * 0.2}%))`); return ( <aw.div style={{ background: springyGradient, width: '100%', height: '100%', }}> <Canvas camera={{position: [0, 0, 2]}}> <Suspense fallback={null}> <OrbitControls /> <Marble step={step} setStep={setStep} /> <Environment files={ AssetsList.images.environment.hdr['empty_warehouse_01_1k.hdr'] } /> </Suspense> </Canvas> </aw.div> ); }
function Marble({step, setStep}) { const [hover, setHover] = useState(false); const [tap, setTap] = useState(false); const {scale} = useSpringThree({ scale: tap && hover ? 0.95 : 1, config: { friction: 15, tension: 300, }, }); return ( <group> <a3.group scale={scale} onPointerEnter={() => setHover(true)} onPointerOut={() => setHover(false)} onClick={() => setStep(step + 1)}> <Sphere args={[1, 64, 32]}> <MagicMarbleMaterial step={step} roughness={0.1} /> </Sphere> </a3.group> {/* This big invisible box is just a pointer target so we can reliably track if the mouse button is up or down */} <Box args={[2, 2, 2]} onPointerDown={() => setTap(true)} onPointerUp={() => setTap(false)}> <meshBasicMaterial side={THREE.BackSide} visible={false} /> </Box> </group> ); }
function MagicMarbleMaterial({step, ...props}) { const heightMap = useTexture(AssetsList.images.noise['3d']['noise.jpg']); const displacementMap = useTexture( AssetsList.images.noise['3d']['noise3D.jpg'], ); heightMap.minFilter = displacementMap.minFilter = THREE.NearestFilter; displacementMap.wrapS = displacementMap.wrapT = THREE.RepeatWrapping;
const [uniforms] = useState(() => ({ time: {value: 0}, colorA: {value: new THREE.Color(0, 0, 0)}, colorB: {value: new THREE.Color(1, 0, 0)}, heightMap: {value: heightMap}, displacementMap: {value: displacementMap}, iterations: {value: 48}, depth: {value: 0.6}, smoothing: {value: 0.2}, displacement: {value: 0.1}, }));
const {timeOffset} = useSpringThree({ hsl: options[step % options.length], timeOffset: step * 0.2, config: {tension: 50}, onChange: ({value: {hsl}}) => { const [h, s, l] = hsl; uniforms.colorB.value.setHSL(h / 360, s / 100, l / 100); }, });
useFrame(({clock}) => { uniforms.time.value = timeOffset.get() + clock.elapsedTime * 0.05; });
const onBeforeCompile = (shader) => { shader.uniforms = {...shader.uniforms, ...uniforms};
shader.vertexShader = ` varying vec3 v_pos; varying vec3 v_dir; ` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace( /void main\(\) {/, (match) => match + ` v_dir = position - cameraPosition; // Points from camera to vertex v_pos = position; `, );
shader.fragmentShader = ` #define FLIP vec2(1., -1.) uniform vec3 colorA; uniform vec3 colorB; uniform sampler2D heightMap; uniform sampler2D displacementMap; uniform int iterations; uniform float depth; uniform float smoothing; uniform float displacement; uniform float time; varying vec3 v_pos; varying vec3 v_dir; ` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace( /void main\(\) {/, (match) => ` /** * @param p - Point to displace * @param strength - How much the map can displace the point * @returns Point with scrolling displacement applied */ vec3 displacePoint(vec3 p, float strength) { vec2 uv = equirectUv(normalize(p)); vec2 scroll = vec2(time, 0.); vec3 displacementA = texture(displacementMap, uv + scroll).rgb; // Upright vec3 displacementB = texture(displacementMap, uv * FLIP - scroll).rgb; // Upside down // Center the range to [-0.5, 0.5], note the range of their sum is [-1, 1] displacementA -= 0.5; displacementB -= 0.5; return p + strength * (displacementA + displacementB); } /** * @param rayOrigin - Point on sphere * @param rayDir - Normalized ray direction * @returns Diffuse RGB color */ vec3 marchMarble(vec3 rayOrigin, vec3 rayDir) { float perIteration = 1. / float(iterations); vec3 deltaRay = rayDir * perIteration * depth;
// Start at point of intersection and accumulate volume vec3 p = rayOrigin; float totalVolume = 0.;
for (int i=0; i<iterations; ++i) { // Read heightmap from spherical direction of displaced ray position vec3 displaced = displacePoint(p, displacement); vec2 uv = equirectUv(normalize(displaced)); float heightMapVal = texture(heightMap, uv).r;
// Take a slice of the heightmap float height = length(p); // 1 at surface, 0 at core, assuming radius = 1 float cutoff = 1. - float(i) * perIteration; float slice = smoothstep(cutoff, cutoff + smoothing, heightMapVal);
// Accumulate the volume and advance the ray forward one step totalVolume += slice * perIteration; p += deltaRay; } return mix(colorA, colorB, totalVolume); } ` + match, );
shader.fragmentShader = shader.fragmentShader.replace( /vec4 diffuseColor.*;/, ` vec3 rayDir = normalize(v_dir); vec3 rayOrigin = v_pos; vec3 rgb = marchMarble(rayOrigin, rayDir); vec4 diffuseColor = vec4(rgb, 1.); `, ); };
return ( <meshStandardMaterial {...props} onBeforeCompile={onBeforeCompile} // The following props allow React hot-reload to work with the // onBeforeCompile argument onUpdate={(m) => (m.needsUpdate = true)} customProgramCacheKey={() => onBeforeCompile.toString()} /> ); }
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