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Splat reveal effects (weather) (#149)
* Add splat reveal effects (weather) * Update example title --------- Co-authored-by: Diego Marcos <diego.marcos@gmail.com>
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Spark • Splat Reveal Effects</title>
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<style>
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body {
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margin: 0;
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}
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canvas {
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touch-action: none;
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}
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</style>
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</head>
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<body>
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<script type="importmap">
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{
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"imports": {
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"three": "/examples/js/vendor/three/build/three.module.js",
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"lil-gui": "/examples/js/vendor/lil-gui/dist/lil-gui.esm.js",
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"@sparkjsdev/spark": "/dist/spark.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from "three";
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import { SparkControls, SplatMesh, dyno } from "@sparkjsdev/spark";
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import { getAssetFileURL } from "/examples/js/get-asset-url.js";
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import GUI from "lil-gui";
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement)
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const animateT = dyno.dynoFloat(0);
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let baseTime = 0; // Variable to reset time
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let splatLoaded = false; // Flag to know if splat has loaded
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// Effect parameters
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const effectParams = {
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effect: "Twister" // "Twister", "Rain"
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};
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const splatURL = await getAssetFileURL("sutro.zip");
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const splatMesh = new SplatMesh({ url: splatURL });
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splatMesh.quaternion.set(1, 0, 0, 0);
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splatMesh.position.set(0, 0, -1.5);
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splatMesh.scale.set(.5,.5,.5);
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scene.add(splatMesh);
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// Wait for splat to load completely
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await splatMesh.loaded;
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splatLoaded = true;
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baseTime = performance.now() / 1000; // Initialize base time when loaded
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// Create GUI
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const gui = new GUI({ title: "Weather Effects" });
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gui.add(effectParams, "effect", ["Twister", "Rain"]).name("Effect Type").onChange(() => {
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// Reset time when effect changes
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baseTime = performance.now() / 1000;
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splatMesh.updateGenerator();
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});
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// Add reset time button
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gui.add({ resetTime: () => {
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baseTime = performance.now() / 1000;
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splatMesh.updateGenerator();
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}}, "resetTime").name("Reset Time");
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// Modified shader: weather effects on splat mesh
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splatMesh.objectModifier = dyno.dynoBlock(
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{ gsplat: dyno.Gsplat },
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{ gsplat: dyno.Gsplat },
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({ gsplat }) => {
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const d = new dyno.Dyno({
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inTypes: { gsplat: dyno.Gsplat, t: "float", effectType: "int" },
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outTypes: { gsplat: dyno.Gsplat },
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globals: () => [
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dyno.unindent(`
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vec3 hash(vec3 p) {
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return fract(sin(p*123.456)*123.456);
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}
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mat2 rot(float a) {
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float s=sin(a),c=cos(a);
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return mat2(c,-s,s,c);
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}
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// Function that generates a twister effect
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vec4 twister(vec3 pos, vec3 scale, float t) {
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float h=hash(pos).x+.1;
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float s=smoothstep(0.,8.,t*t*.1-length(pos.xz)*2.);
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if (length(scale)<.05) pos.y=mix(-10.,pos.y,pow(s,2.*h));
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pos.xz=mix(pos.xz*.5,pos.xz,pow(s,2.*h));
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pos.xz*=rot(t*.2+pos.y*20.*(1.-s)*exp(-1.*length(pos.xz)));
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return vec4(pos,s*s*s*s);
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}
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vec4 rain(vec3 pos, vec3 scale, float t) {
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vec3 h=hash(pos);
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float s=pow(smoothstep(0.,5.,t*t*.1-length(pos.xz)*2.+1.),.5+h.x);
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float y=pos.y;
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pos.y=min(-10.+s*15.,pos.y);
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pos.xz=mix(pos.xz*.3,pos.xz,s);
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return vec4(pos,smoothstep(-10.,y,pos.y));
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}
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`)
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],
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statements: ({ inputs, outputs }) => dyno.unindentLines(`
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${outputs.gsplat} = ${inputs.gsplat};
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vec3 localPos = ${inputs.gsplat}.center;
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vec3 scale = ${inputs.gsplat}.scales;
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vec4 effectResult;
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if (${inputs.effectType} == 1) {
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// Twister effect
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effectResult = twister(localPos, scale, ${inputs.t});
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} else {
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// Rain effect
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effectResult = rain(localPos, scale, ${inputs.t});
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}
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${outputs.gsplat}.center = effectResult.xyz;
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${outputs.gsplat}.scales = mix(vec3(.005),scale,pow(effectResult.w,30.));
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${outputs.gsplat}.rgba.a = pow(effectResult.w,.7)*smoothstep(30.,0.,length(localPos.xz));
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`),
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});
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// Convert effect name to integer for shader
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const effectType = effectParams.effect === "Twister" ? 1 : 2;
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gsplat = d.apply({
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gsplat,
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t: animateT,
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effectType: dyno.dynoInt(effectType)
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}).gsplat;
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return { gsplat };
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}
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);
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// Update generator
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splatMesh.updateGenerator();
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const controls = new SparkControls({ canvas: renderer.domElement });
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renderer.setAnimationLoop(function animate(time) {
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if (splatLoaded) {
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animateT.value = (time / 1000) - baseTime;
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} else {
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animateT.value = 0;
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}
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splatMesh.updateVersion();
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splatMesh.position.set(0,-.7,-2.5);
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controls.update(camera);
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renderer.render(scene, camera);
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});
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</script>
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</body>
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</html>
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