123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410 |
- /*
- three.js Ocean
- */
- import {
- ClampToEdgeWrapping,
- DataTexture,
- FloatType,
- HalfFloatType,
- LinearFilter,
- Mesh,
- NearestFilter,
- OrthographicCamera,
- PlaneBufferGeometry,
- RGBAFormat,
- RepeatWrapping,
- Scene,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- Vector3,
- WebGLRenderTarget
- } from "../../../build/three.module.js";
- import { OceanShaders } from "../shaders/OceanShaders.js";
- var Ocean = function ( renderer, camera, scene, options ) {
- // flag used to trigger parameter changes
- this.changed = true;
- this.initial = true;
- // Assign required parameters as object properties
- this.oceanCamera = new OrthographicCamera(); //camera.clone();
- this.oceanCamera.position.z = 1;
- this.renderer = renderer;
- this.renderer.clearColor( 0xffffff );
- this.scene = new Scene();
- // Assign optional parameters as variables and object properties
- function optionalParameter( value, defaultValue ) {
- return value !== undefined ? value : defaultValue;
- }
- options = options || {};
- this.clearColor = optionalParameter( options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ] );
- this.geometryOrigin = optionalParameter( options.GEOMETRY_ORIGIN, [ - 1000.0, - 1000.0 ] );
- this.sunDirectionX = optionalParameter( options.SUN_DIRECTION[ 0 ], - 1.0 );
- this.sunDirectionY = optionalParameter( options.SUN_DIRECTION[ 1 ], 1.0 );
- this.sunDirectionZ = optionalParameter( options.SUN_DIRECTION[ 2 ], 1.0 );
- this.oceanColor = optionalParameter( options.OCEAN_COLOR, new Vector3( 0.004, 0.016, 0.047 ) );
- this.skyColor = optionalParameter( options.SKY_COLOR, new Vector3( 3.2, 9.6, 12.8 ) );
- this.exposure = optionalParameter( options.EXPOSURE, 0.35 );
- this.geometryResolution = optionalParameter( options.GEOMETRY_RESOLUTION, 32 );
- this.geometrySize = optionalParameter( options.GEOMETRY_SIZE, 2000 );
- this.resolution = optionalParameter( options.RESOLUTION, 64 );
- this.floatSize = optionalParameter( options.SIZE_OF_FLOAT, 4 );
- this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 );
- this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 );
- this.size = optionalParameter( options.INITIAL_SIZE, 250.0 );
- this.choppiness = optionalParameter( options.INITIAL_CHOPPINESS, 1.5 );
- //
- this.matrixNeedsUpdate = false;
- // Setup framebuffer pipeline
- var renderTargetType = optionalParameter( options.USE_HALF_FLOAT, false ) ? HalfFloatType : FloatType;
- var LinearClampParams = {
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- wrapS: ClampToEdgeWrapping,
- wrapT: ClampToEdgeWrapping,
- format: RGBAFormat,
- stencilBuffer: false,
- depthBuffer: false,
- premultiplyAlpha: false,
- type: renderTargetType
- };
- var NearestClampParams = {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- wrapS: ClampToEdgeWrapping,
- wrapT: ClampToEdgeWrapping,
- format: RGBAFormat,
- stencilBuffer: false,
- depthBuffer: false,
- premultiplyAlpha: false,
- type: renderTargetType
- };
- var NearestRepeatParams = {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- wrapS: RepeatWrapping,
- wrapT: RepeatWrapping,
- format: RGBAFormat,
- stencilBuffer: false,
- depthBuffer: false,
- premultiplyAlpha: false,
- type: renderTargetType
- };
- this.initialSpectrumFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestRepeatParams );
- this.spectrumFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
- this.pingPhaseFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
- this.pongPhaseFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
- this.pingTransformFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
- this.pongTransformFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
- this.displacementMapFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
- this.normalMapFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
- // Define shaders and constant uniforms
- ////////////////////////////////////////
- // 0 - The vertex shader used in all of the simulation steps
- var fullscreeenVertexShader = OceanShaders[ "ocean_sim_vertex" ];
- // 1 - Horizontal wave vertices used for FFT
- var oceanHorizontalShader = OceanShaders[ "ocean_subtransform" ];
- var oceanHorizontalUniforms = UniformsUtils.clone( oceanHorizontalShader.uniforms );
- this.materialOceanHorizontal = new ShaderMaterial( {
- uniforms: oceanHorizontalUniforms,
- vertexShader: fullscreeenVertexShader.vertexShader,
- fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
- } );
- this.materialOceanHorizontal.uniforms.u_transformSize = { value: this.resolution };
- this.materialOceanHorizontal.uniforms.u_subtransformSize = { value: null };
- this.materialOceanHorizontal.uniforms.u_input = { value: null };
- this.materialOceanHorizontal.depthTest = false;
- // 2 - Vertical wave vertices used for FFT
- var oceanVerticalShader = OceanShaders[ "ocean_subtransform" ];
- var oceanVerticalUniforms = UniformsUtils.clone( oceanVerticalShader.uniforms );
- this.materialOceanVertical = new ShaderMaterial( {
- uniforms: oceanVerticalUniforms,
- vertexShader: fullscreeenVertexShader.vertexShader,
- fragmentShader: oceanVerticalShader.fragmentShader
- } );
- this.materialOceanVertical.uniforms.u_transformSize = { value: this.resolution };
- this.materialOceanVertical.uniforms.u_subtransformSize = { value: null };
- this.materialOceanVertical.uniforms.u_input = { value: null };
- this.materialOceanVertical.depthTest = false;
- // 3 - Initial spectrum used to generate height map
- var initialSpectrumShader = OceanShaders[ "ocean_initial_spectrum" ];
- var initialSpectrumUniforms = UniformsUtils.clone( initialSpectrumShader.uniforms );
- this.materialInitialSpectrum = new ShaderMaterial( {
- uniforms: initialSpectrumUniforms,
- vertexShader: initialSpectrumShader.vertexShader,
- fragmentShader: initialSpectrumShader.fragmentShader
- } );
- this.materialInitialSpectrum.uniforms.u_wind = { value: new Vector2() };
- this.materialInitialSpectrum.uniforms.u_resolution = { value: this.resolution };
- this.materialInitialSpectrum.depthTest = false;
- // 4 - Phases used to animate heightmap
- var phaseShader = OceanShaders[ "ocean_phase" ];
- var phaseUniforms = UniformsUtils.clone( phaseShader.uniforms );
- this.materialPhase = new ShaderMaterial( {
- uniforms: phaseUniforms,
- vertexShader: fullscreeenVertexShader.vertexShader,
- fragmentShader: phaseShader.fragmentShader
- } );
- this.materialPhase.uniforms.u_resolution = { value: this.resolution };
- this.materialPhase.depthTest = false;
- // 5 - Shader used to update spectrum
- var spectrumShader = OceanShaders[ "ocean_spectrum" ];
- var spectrumUniforms = UniformsUtils.clone( spectrumShader.uniforms );
- this.materialSpectrum = new ShaderMaterial( {
- uniforms: spectrumUniforms,
- vertexShader: fullscreeenVertexShader.vertexShader,
- fragmentShader: spectrumShader.fragmentShader
- } );
- this.materialSpectrum.uniforms.u_initialSpectrum = { value: null };
- this.materialSpectrum.uniforms.u_resolution = { value: this.resolution };
- this.materialSpectrum.depthTest = false;
- // 6 - Shader used to update spectrum normals
- var normalShader = OceanShaders[ "ocean_normals" ];
- var normalUniforms = UniformsUtils.clone( normalShader.uniforms );
- this.materialNormal = new ShaderMaterial( {
- uniforms: normalUniforms,
- vertexShader: fullscreeenVertexShader.vertexShader,
- fragmentShader: normalShader.fragmentShader
- } );
- this.materialNormal.uniforms.u_displacementMap = { value: null };
- this.materialNormal.uniforms.u_resolution = { value: this.resolution };
- this.materialNormal.depthTest = false;
- // 7 - Shader used to update normals
- var oceanShader = OceanShaders[ "ocean_main" ];
- var oceanUniforms = UniformsUtils.clone( oceanShader.uniforms );
- this.materialOcean = new ShaderMaterial( {
- uniforms: oceanUniforms,
- vertexShader: oceanShader.vertexShader,
- fragmentShader: oceanShader.fragmentShader
- } );
- // this.materialOcean.wireframe = true;
- this.materialOcean.uniforms.u_geometrySize = { value: this.resolution };
- this.materialOcean.uniforms.u_displacementMap = { value: this.displacementMapFramebuffer.texture };
- this.materialOcean.uniforms.u_normalMap = { value: this.normalMapFramebuffer.texture };
- this.materialOcean.uniforms.u_oceanColor = { value: this.oceanColor };
- this.materialOcean.uniforms.u_skyColor = { value: this.skyColor };
- this.materialOcean.uniforms.u_sunDirection = { value: new Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
- this.materialOcean.uniforms.u_exposure = { value: this.exposure };
- // Disable blending to prevent default premultiplied alpha values
- this.materialOceanHorizontal.blending = 0;
- this.materialOceanVertical.blending = 0;
- this.materialInitialSpectrum.blending = 0;
- this.materialPhase.blending = 0;
- this.materialSpectrum.blending = 0;
- this.materialNormal.blending = 0;
- this.materialOcean.blending = 0;
- // Create the simulation plane
- this.screenQuad = new Mesh( new PlaneBufferGeometry( 2, 2 ) );
- this.scene.add( this.screenQuad );
- // Initialise spectrum data
- this.generateSeedPhaseTexture();
- // Generate the ocean mesh
- this.generateMesh();
- };
- Ocean.prototype.generateMesh = function () {
- var geometry = new PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
- geometry.rotateX( - Math.PI / 2 );
- this.oceanMesh = new Mesh( geometry, this.materialOcean );
- };
- Ocean.prototype.render = function () {
- var currentRenderTarget = this.renderer.getRenderTarget();
- this.scene.overrideMaterial = null;
- if ( this.changed )
- this.renderInitialSpectrum();
- this.renderWavePhase();
- this.renderSpectrum();
- this.renderSpectrumFFT();
- this.renderNormalMap();
- this.scene.overrideMaterial = null;
- this.renderer.setRenderTarget( currentRenderTarget );
- };
- Ocean.prototype.generateSeedPhaseTexture = function () {
- // Setup the seed texture
- this.pingPhase = true;
- var phaseArray = new window.Float32Array( this.resolution * this.resolution * 4 );
- for ( var i = 0; i < this.resolution; i ++ ) {
- for ( var j = 0; j < this.resolution; j ++ ) {
- phaseArray[ i * this.resolution * 4 + j * 4 ] = Math.random() * 2.0 * Math.PI;
- phaseArray[ i * this.resolution * 4 + j * 4 + 1 ] = 0.0;
- phaseArray[ i * this.resolution * 4 + j * 4 + 2 ] = 0.0;
- phaseArray[ i * this.resolution * 4 + j * 4 + 3 ] = 0.0;
- }
- }
- this.pingPhaseTexture = new DataTexture( phaseArray, this.resolution, this.resolution, RGBAFormat );
- this.pingPhaseTexture.wrapS = ClampToEdgeWrapping;
- this.pingPhaseTexture.wrapT = ClampToEdgeWrapping;
- this.pingPhaseTexture.type = FloatType;
- };
- Ocean.prototype.renderInitialSpectrum = function () {
- this.scene.overrideMaterial = this.materialInitialSpectrum;
- this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
- this.materialInitialSpectrum.uniforms.u_size.value = this.size;
- this.renderer.setRenderTarget( this.initialSpectrumFramebuffer );
- this.renderer.clear();
- this.renderer.render( this.scene, this.oceanCamera );
- };
- Ocean.prototype.renderWavePhase = function () {
- this.scene.overrideMaterial = this.materialPhase;
- this.screenQuad.material = this.materialPhase;
- if ( this.initial ) {
- this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
- this.initial = false;
- } else {
- this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
- }
- this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
- this.materialPhase.uniforms.u_size.value = this.size;
- this.renderer.setRenderTarget( this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- this.pingPhase = ! this.pingPhase;
- };
- Ocean.prototype.renderSpectrum = function () {
- this.scene.overrideMaterial = this.materialSpectrum;
- this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture;
- this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
- this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness;
- this.materialSpectrum.uniforms.u_size.value = this.size;
- this.renderer.setRenderTarget( this.spectrumFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- };
- Ocean.prototype.renderSpectrumFFT = function () {
- // GPU FFT using Stockham formulation
- var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2
- this.scene.overrideMaterial = this.materialOceanHorizontal;
- for ( var i = 0; i < iterations; i ++ ) {
- if ( i === 0 ) {
- this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture;
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.pingTransformFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- } else if ( i % 2 === 1 ) {
- this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.pongTransformFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- } else {
- this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
- this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.pingTransformFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- }
- }
- this.scene.overrideMaterial = this.materialOceanVertical;
- for ( var i = iterations; i < iterations * 2; i ++ ) {
- if ( i === iterations * 2 - 1 ) {
- this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture;
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.displacementMapFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- } else if ( i % 2 === 1 ) {
- this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.pongTransformFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- } else {
- this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
- this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
- this.renderer.setRenderTarget( this.pingTransformFramebuffer );
- this.renderer.render( this.scene, this.oceanCamera );
- }
- }
- };
- Ocean.prototype.renderNormalMap = function () {
- this.scene.overrideMaterial = this.materialNormal;
- if ( this.changed ) this.materialNormal.uniforms.u_size.value = this.size;
- this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer.texture;
- this.renderer.setRenderTarget( this.normalMapFramebuffer );
- this.renderer.clear();
- this.renderer.render( this.scene, this.oceanCamera );
- };
- export { Ocean };
|