mirror of
https://github.com/storytold/spark.git
synced 2026-10-09 00:09:53 +00:00
133 lines
4.2 KiB
HTML
133 lines
4.2 KiB
HTML
<!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 • GLSL Shaders</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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"@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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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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window.addEventListener('resize', onWindowResize, false);
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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const splatURL = await getAssetFileURL("butterfly.spz");
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const butterfly = new SplatMesh({ url: splatURL });
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butterfly.quaternion.set(1, 0, 0, 0);
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butterfly.position.set(0, 0, -1.5);
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scene.add(butterfly);
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// A Gsplat type is defined in GLSL in src/dyno/splats.ts as follows:
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// struct Gsplat {
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// vec3 center;
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// uint flags;
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// vec3 scales;
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// int index;
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// vec4 quaternion;
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// vec4 rgba;
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// };
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// const uint GSPLAT_FLAG_ACTIVE = 1u << 0u;
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// Inject GLSL color shader into world-space SplatMesh modifier
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butterfly.worldModifier = new dyno.Dyno({
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inTypes: { gsplat: dyno.Gsplat },
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outTypes: { gsplat: dyno.Gsplat },
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globals: () => [dyno.unindent(`
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vec3 waveRgb(vec3 pos) {
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return vec3(
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0.6 + 0.4 * sin(pos.x * 56.0),
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0.6 + 0.4 * sin(pos.y * 78.0),
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0.6 + 0.4 * cos(pos.z * 90.0)
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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} = ${inputs.gsplat};
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${outputs.gsplat}.rgba.rgb *= waveRgb(${inputs.gsplat}.center);
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`),
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});
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// Inject DynoBlock with embedded GLSL shader that uses an external
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// uniform value animateT to control motion. Any GLSL statements can only
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// uses references provided in inputs + outputs, so we create a DynoBlock
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// that allows us to get `t` as an input parameter to our GLSL block.
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const animateT = dyno.dynoFloat(0);
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butterfly.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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// Create an inline GLSL block that has all the inputs we need
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const d = new dyno.Dyno({
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inTypes: { gsplat: dyno.Gsplat, t: "float" },
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outTypes: { gsplat: dyno.Gsplat },
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globals: () => [
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dyno.unindent(`
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float warpRadial(float r, float t) {
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return r * (1.0 + 0.1 * sin(r * 15.0 + t * 3.0));
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}
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vec3 warp(vec3 pos, float t) {
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float r = length(pos);
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float newR = warpRadial(r, t);
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return pos * (newR / r);
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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} = ${inputs.gsplat};
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${outputs.gsplat}.center = warp(${inputs.gsplat}.center, ${inputs.t});
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`),
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});
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// Apply the GLSL block with appropriate inputs and return the output
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gsplat = d.apply({ gsplat, t: animateT }).gsplat;
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return { gsplat };
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},
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);
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// Make sure to update the generator after updating modifiers
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butterfly.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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animateT.value = time / 1000;
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butterfly.updateVersion();
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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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