Splat reveal effects (#153)

* Add splat reveal effects (weather)

* Update example title

* Added 3 new reveal effects to examples

---------

Co-authored-by: Diego Marcos <diego.marcos@gmail.com>
This commit is contained in:
kali
2025-09-10 20:31:58 -03:00
committed by GitHub
parent 0edfc8d923
commit beb0e64974
+218 -60
View File
@@ -33,104 +33,236 @@
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
// Initialize camera with elevated perspective
camera.position.set(0, 2, 2.5);
camera.lookAt(0, 0, 0);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement)
// Animation timing variables
const animateT = dyno.dynoFloat(0);
let baseTime = 0; // Variable to reset time
let splatLoaded = false; // Flag to know if splat has loaded
let baseTime = 0;
let splatLoaded = false;
// Camera orbit parameters
let cameraAngle = 0;
const cameraRadius = 3;
const cameraHeight = 2;
const rotationSpeed = 0.2;
// Effect parameters
// Available visual effects configuration
const effectParams = {
effect: "Twister" // "Twister", "Rain"
effect: "Magic"
};
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);
let splatMesh = null;
// Wait for splat to load completely
await splatMesh.loaded;
splatLoaded = true;
baseTime = performance.now() / 1000; // Initialize base time when loaded
/**
* Loads and configures splat mesh based on selected effect
* @param {string} effect - The effect type (Magic, Spread, Unroll, Twister, or Rain)
*/
async function loadSplatForEffect(effect) {
// Clean up existing splat mesh
if (splatMesh) {
scene.remove(splatMesh);
splatMesh = null;
}
// 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();
});
// Configure splat file and positioning per effect
let splatFileName, position;
if (effect === "Magic") {
splatFileName = "primerib-tamos.spz";
position = [0, 0, 0];
} else if (effect === "Spread") {
splatFileName = "valley.spz";
position = [0, 1, 1];
} else if (effect === "Unroll") {
splatFileName = "burger-from-amboy.spz";
position = [0, 0, 0];
} else if (effect === "Twister" || effect === "Rain") {
splatFileName = "sutro.zip";
position = [0, -1, 1];
}
// Load and initialize new splat mesh
const splatURL = await getAssetFileURL(splatFileName);
splatMesh = new SplatMesh({ url: splatURL });
splatMesh.quaternion.set(1, 0, 0, 0);
splatMesh.position.set(position[0], position[1], position[2]);
// Apply special scaling for Unroll effect
if (effect === "Unroll") {
splatMesh.scale.set(1.5, 1.5, 1.5);
} else if (effect === "Twister" || effect === "Rain") {
splatMesh.scale.set(0.8, 0.8, 0.8);
}
scene.add(splatMesh);
// Wait for asset loading and reset animation timing
splatLoaded = false;
await splatMesh.loaded;
splatLoaded = true;
baseTime = 0;
// Apply visual effects to the loaded splat
setupSplatModifier();
}
// Initialize user interface
const gui = new GUI();
const effectFolder = gui.addFolder('Effects');
// Add reset time button
gui.add({ resetTime: () => {
baseTime = performance.now() / 1000;
splatMesh.updateGenerator();
}}, "resetTime").name("Reset Time");
// Effect selector dropdown
effectFolder.add(effectParams, 'effect', ['Magic', 'Spread', 'Unroll', 'Twister', 'Rain'])
.name('Effect Type')
.onChange(async () => {
await loadSplatForEffect(effectParams.effect);
});
// Animation controls
const guiControls = {
resetTime: () => {
baseTime = 0;
animateT.value = 0;
}
};
effectFolder.add(guiControls, 'resetTime').name('Reset Time');
effectFolder.open();
// Modified shader: weather effects on splat mesh
splatMesh.objectModifier = dyno.dynoBlock(
/**
* Configures visual effects shader for the current splat mesh
*/
function setupSplatModifier() {
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 },
// GLSL utility functions for effects
globals: () => [
dyno.unindent(`
// Pseudo-random hash function
vec3 hash(vec3 p) {
return fract(sin(p*123.456)*123.456);
p = fract(p * 0.3183099 + 0.1);
p *= 17.0;
return fract(vec3(p.x * p.y * p.z, p.x + p.y * p.z, p.x * p.y + p.z));
}
// 3D Perlin-style noise function
vec3 noise(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
vec3 n000 = hash(i + vec3(0,0,0));
vec3 n100 = hash(i + vec3(1,0,0));
vec3 n010 = hash(i + vec3(0,1,0));
vec3 n110 = hash(i + vec3(1,1,0));
vec3 n001 = hash(i + vec3(0,0,1));
vec3 n101 = hash(i + vec3(1,0,1));
vec3 n011 = hash(i + vec3(0,1,1));
vec3 n111 = hash(i + vec3(1,1,1));
vec3 x0 = mix(n000, n100, f.x);
vec3 x1 = mix(n010, n110, f.x);
vec3 x2 = mix(n001, n101, f.x);
vec3 x3 = mix(n011, n111, f.x);
vec3 y0 = mix(x0, x1, f.y);
vec3 y1 = mix(x2, x3, f.y);
return mix(y0, y1, f.z);
}
// 2D rotation matrix
mat2 rot(float a) {
float s=sin(a),c=cos(a);
return mat2(c,-s,s,c);
}
// Function that generates a twister effect
// Twister weather 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);
float h = hash(pos).x + .1;
float s = smoothstep(0., 8., t*t*.1 - length(pos.xz)*2.+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);
}
// Rain weather effect
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));
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.x += pos.y*.2;
pos.xz = mix(pos.xz*.3, pos.xz, s);
pos.xz *= rot(t*.3);
return vec4(pos, smoothstep(-10., y, pos.y));
}
`)
],
// Main effect shader logic
statements: ({ inputs, outputs }) => dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
float t = ${inputs.t};
float s = smoothstep(0.,10.,t-4.5)*10.;
vec3 scales = ${inputs.gsplat}.scales;
vec3 localPos = ${inputs.gsplat}.center;
vec3 scale = ${inputs.gsplat}.scales;
float l = length(localPos.xz);
vec4 effectResult;
if (${inputs.effectType} == 1) {
// Twister effect
effectResult = twister(localPos, scale, ${inputs.t});
} else {
// Rain effect
effectResult = rain(localPos, scale, ${inputs.t});
// Magic Effect: Complex twister with noise and radial reveal
float border = abs(s-l-.5);
localPos *= 1.-.2*exp(-20.*border);
vec3 finalScales = mix(scales,vec3(0.002),smoothstep(s-.5,s,l+.5));
${outputs.gsplat}.center = localPos + .1*noise(localPos.xyz*2.+t*.5)*smoothstep(s-.5,s,l+.5);
${outputs.gsplat}.scales = finalScales;
float at = atan(localPos.x,localPos.z)/3.1416;
${outputs.gsplat}.rgba *= step(at,t-3.1416);
${outputs.gsplat}.rgba += exp(-20.*border) + exp(-50.*abs(t-at-3.1416))*.5;
} else if (${inputs.effectType} == 2) {
// Spread Effect: Gentle radial emergence with scaling
float tt = t*t*.4+.5;
localPos.xz *= min(1.,.3+max(0.,tt*.05));
${outputs.gsplat}.center = localPos;
${outputs.gsplat}.scales = max(mix(vec3(0.0),scales,min(tt-7.-l*2.5,1.)),mix(vec3(0.0),scales*.2,min(tt-1.-l*2.,1.)));
${outputs.gsplat}.rgba = mix(vec4(.3),${inputs.gsplat}.rgba,clamp(tt-l*2.5-3.,0.,1.));
} else if (${inputs.effectType} == 3) {
// Unroll Effect: Rotating helix with vertical reveal
localPos.xz *= rot((localPos.y*50.-20.)*exp(-t));
${outputs.gsplat}.center = localPos * (1.-exp(-t)*2.);
${outputs.gsplat}.scales = mix(vec3(0.002),scales,smoothstep(.3,.7,t+localPos.y-2.));
${outputs.gsplat}.rgba = ${inputs.gsplat}.rgba*step(0.,t*.5+localPos.y-.5);
} else if (${inputs.effectType} == 4) {
// Twister Effect: swirling weather reveal
vec4 effectResult = twister(localPos, scales, t);
${outputs.gsplat}.center = effectResult.xyz;
${outputs.gsplat}.scales = mix(vec3(.005), scales, pow(effectResult.w, 30.));
${outputs.gsplat}.rgba.a = pow(effectResult.w, .7) * smoothstep(30., 0., length(localPos.xz));
} else if (${inputs.effectType} == 5) {
// Rain Effect: falling streaks
vec4 effectResult = rain(localPos, scales, t);
${outputs.gsplat}.center = effectResult.xyz;
${outputs.gsplat}.scales = mix(vec3(.005), scales, pow(effectResult.w, 30.));
${outputs.gsplat}.rgba.a = pow(effectResult.w, .7) * smoothstep(30., 0., length(localPos.xz));
}
${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;
// Map effect names to shader integer constants
const effectType = effectParams.effect === "Magic" ? 1 :
effectParams.effect === "Spread" ? 2 :
effectParams.effect === "Unroll" ? 3 :
effectParams.effect === "Twister" ? 4 : 5;
gsplat = d.apply({
gsplat,
@@ -142,18 +274,44 @@
}
);
// Update generator
splatMesh.updateGenerator();
// Apply shader modifications to splat mesh
splatMesh.updateGenerator();
}
// Initialize with default effect
await loadSplatForEffect(effectParams.effect);
// Initialize camera controls and start render loop
const controls = new SparkControls({ canvas: renderer.domElement });
renderer.setAnimationLoop(function animate(time) {
// Update animation timing
if (splatLoaded) {
animateT.value = (time / 1000) - baseTime;
baseTime += 1/60;
animateT.value = baseTime;
} else {
animateT.value = 0;
}
splatMesh.updateVersion();
splatMesh.position.set(0,-.7,-2.5);
// Orbit camera only for non-weather effects
cameraAngle += rotationSpeed * (1/60);
if (effectParams.effect == "Twister" || effectParams.effect == "Rain") cameraAngle = 0;
camera.position.x = Math.cos(cameraAngle) * cameraRadius;
camera.position.z = Math.sin(cameraAngle) * cameraRadius;
camera.position.y = cameraHeight;
// Adjust camera target based on current effect
if (effectParams.effect === "Spread") {
camera.lookAt(0, 1, 0);
} else {
camera.lookAt(0, 0, 0);
}
// Update splat rendering if available
if (splatMesh) {
splatMesh.updateVersion();
}
controls.update(camera);
renderer.render(scene, camera);
});