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spark/examples/glsl/index.html
T
Andreas Sundquist e36b553611 Add GLSL inline shader code injection example (#56)
* Add examples/glsl and link into index.html and examples.html.

* Add comment to example defining struct Gsplat.

* Adjust tab size formatting to 2
2025-06-20 13:15:14 -07:00

126 lines
4.0 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Spark • GLSL Shaders</title>
<style>
body {
margin: 0;
}
canvas {
touch-action: none;
}
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "/examples/js/vendor/three/build/three.module.js",
"@sparkjsdev/spark": "/dist/spark.module.js"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { SparkControls, SplatMesh, dyno } from "@sparkjsdev/spark";
import { getAssetFileURL } from "/examples/js/get-asset-url.js";
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement)
const splatURL = await getAssetFileURL("butterfly.spz");
const butterfly = new SplatMesh({ url: splatURL });
butterfly.quaternion.set(1, 0, 0, 0);
butterfly.position.set(0, 0, -1.5);
scene.add(butterfly);
// A Gsplat type is defined in GLSL in src/dyno/splats.ts as follows:
// struct Gsplat {
// vec3 center;
// uint flags;
// vec3 scales;
// int index;
// vec4 quaternion;
// vec4 rgba;
// };
// const uint GSPLAT_FLAG_ACTIVE = 1u << 0u;
// Inject GLSL color shader into world-space SplatMesh modifier
butterfly.worldModifier = new dyno.Dyno({
inTypes: { gsplat: dyno.Gsplat },
outTypes: { gsplat: dyno.Gsplat },
globals: () => [dyno.unindent(`
vec3 waveRgb(vec3 pos) {
return vec3(
0.6 + 0.4 * sin(pos.x * 56.0),
0.6 + 0.4 * sin(pos.y * 78.0),
0.6 + 0.4 * cos(pos.z * 90.0)
);
}
`)],
statements: ({ inputs, outputs }) => dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
${outputs.gsplat}.rgba.rgb *= waveRgb(${inputs.gsplat}.center);
`),
});
// Inject DynoBlock with embedded GLSL shader that uses an external
// uniform value animateT to control motion. Any GLSL statements can only
// uses references provided in inputs + outputs, so we create a DynoBlock
// that allows us to get `t` as an input parameter to our GLSL block.
const animateT = dyno.dynoFloat(0);
butterfly.objectModifier = dyno.dynoBlock(
{ gsplat: dyno.Gsplat },
{ gsplat: dyno.Gsplat },
({ gsplat }) => {
// Create an inline GLSL block that has all the inputs we need
const d = new dyno.Dyno({
inTypes: { gsplat: dyno.Gsplat, t: "float" },
outTypes: { gsplat: dyno.Gsplat },
globals: () => [
dyno.unindent(`
float warpRadial(float r, float t) {
return r * (1.0 + 0.1 * sin(r * 15.0 + t * 3.0));
}
vec3 warp(vec3 pos, float t) {
float r = length(pos);
float newR = warpRadial(r, t);
return pos * (newR / r);
}
`)
],
statements: ({ inputs, outputs }) => dyno.unindentLines(`
${outputs.gsplat} = ${inputs.gsplat};
${outputs.gsplat}.center = warp(${inputs.gsplat}.center, ${inputs.t});
`),
});
// Apply the GLSL block with appropriate inputs and return the output
gsplat = d.apply({ gsplat, t: animateT }).gsplat;
return { gsplat };
},
);
// Make sure to update the generator after updating modifiers
butterfly.updateGenerator();
const controls = new SparkControls({ canvas: renderer.domElement });
renderer.setAnimationLoop(function animate(time) {
animateT.value = time / 1000;
butterfly.updateVersion();
controls.update(camera);
renderer.render(scene, camera);
});
</script>
</body>
</html>