Ocean.js 15 KB

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  1. THREE.Ocean = function (renderer, camera, scene, options) {
  2. // flag used to trigger parameter changes
  3. this.changed = true;
  4. this.initial = true;
  5. // Assign required parameters as object properties
  6. this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
  7. this.oceanCamera.position.z = 1;
  8. this.renderer = renderer;
  9. this.renderer.clearColor( 0xffffff );
  10. this.scene = new THREE.Scene();
  11. // Enable necessary extensions
  12. this.renderer.context.getExtension('OES_texture_float');
  13. this.renderer.context.getExtension('OES_texture_float_linear');
  14. // Assign optional parameters as variables and object properties
  15. function optionalParameter(value, defaultValue) {
  16. return value !== undefined ? value : defaultValue;
  17. }
  18. options = options || {};
  19. this.clearColor = optionalParameter(options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ]);
  20. this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [ -1000.0, -1000.0 ]);
  21. this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
  22. this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
  23. this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
  24. this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
  25. this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
  26. this.exposure = optionalParameter(options.EXPOSURE, 0.35);
  27. this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
  28. this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
  29. this.resolution = optionalParameter(options.RESOLUTION, 64);
  30. this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
  31. this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
  32. this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
  33. this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
  34. this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
  35. //
  36. this.matrixNeedsUpdate = false;
  37. // Setup framebuffer pipeline
  38. var renderTargetType = optionalParameter(options.USE_HALF_FLOAT, false) ? THREE.HalfFloatType : THREE.FloatType;
  39. var LinearClampParams = {
  40. minFilter: THREE.LinearFilter,
  41. magFilter: THREE.LinearFilter,
  42. wrapS: THREE.ClampToEdgeWrapping,
  43. wrapT: THREE.ClampToEdgeWrapping,
  44. format: THREE.RGBAFormat,
  45. stencilBuffer: false,
  46. depthBuffer: false,
  47. premultiplyAlpha: false,
  48. type: renderTargetType
  49. };
  50. var NearestClampParams = {
  51. minFilter: THREE.NearestFilter,
  52. magFilter: THREE.NearestFilter,
  53. wrapS: THREE.ClampToEdgeWrapping,
  54. wrapT: THREE.ClampToEdgeWrapping,
  55. format: THREE.RGBAFormat,
  56. stencilBuffer: false,
  57. depthBuffer: false,
  58. premultiplyAlpha:false,
  59. type: renderTargetType
  60. };
  61. var NearestRepeatParams = {
  62. minFilter: THREE.NearestFilter,
  63. magFilter: THREE.NearestFilter,
  64. wrapS: THREE.RepeatWrapping,
  65. wrapT: THREE.RepeatWrapping,
  66. format: THREE.RGBAFormat,
  67. stencilBuffer: false,
  68. depthBuffer: false,
  69. premultiplyAlpha: false,
  70. type: renderTargetType
  71. };
  72. this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
  73. this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  74. this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  75. this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  76. this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  77. this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  78. this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  79. this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  80. // Define shaders and constant uniforms
  81. ////////////////////////////////////////
  82. // 0 - The vertex shader used in all of the simulation steps
  83. var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
  84. // 1 - Horizontal wave vertices used for FFT
  85. var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
  86. var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
  87. this.materialOceanHorizontal = new THREE.ShaderMaterial({
  88. uniforms: oceanHorizontalUniforms,
  89. vertexShader: fullscreeenVertexShader.vertexShader,
  90. fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
  91. });
  92. this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
  93. this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
  94. this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
  95. this.materialOceanHorizontal.depthTest = false;
  96. // 2 - Vertical wave vertices used for FFT
  97. var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
  98. var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
  99. this.materialOceanVertical = new THREE.ShaderMaterial({
  100. uniforms: oceanVerticalUniforms,
  101. vertexShader: fullscreeenVertexShader.vertexShader,
  102. fragmentShader: oceanVerticalShader.fragmentShader
  103. });
  104. this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
  105. this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
  106. this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
  107. this.materialOceanVertical.depthTest = false;
  108. // 3 - Initial spectrum used to generate height map
  109. var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
  110. var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
  111. this.materialInitialSpectrum = new THREE.ShaderMaterial({
  112. uniforms: initialSpectrumUniforms,
  113. vertexShader: fullscreeenVertexShader.vertexShader,
  114. fragmentShader:initialSpectrumShader.fragmentShader
  115. });
  116. this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: new THREE.Vector2() };
  117. this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  118. this.materialInitialSpectrum.depthTest = false;
  119. // 4 - Phases used to animate heightmap
  120. var phaseShader = THREE.ShaderLib["ocean_phase"];
  121. var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
  122. this.materialPhase = new THREE.ShaderMaterial({
  123. uniforms: phaseUniforms,
  124. vertexShader: fullscreeenVertexShader.vertexShader,
  125. fragmentShader: phaseShader.fragmentShader
  126. });
  127. this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
  128. this.materialPhase.depthTest = false;
  129. // 5 - Shader used to update spectrum
  130. var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
  131. var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
  132. this.materialSpectrum = new THREE.ShaderMaterial({
  133. uniforms: spectrumUniforms,
  134. vertexShader: fullscreeenVertexShader.vertexShader,
  135. fragmentShader: spectrumShader.fragmentShader
  136. });
  137. this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
  138. this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  139. this.materialSpectrum.depthTest = false;
  140. // 6 - Shader used to update spectrum normals
  141. var normalShader = THREE.ShaderLib["ocean_normals"];
  142. var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
  143. this.materialNormal = new THREE.ShaderMaterial({
  144. uniforms: normalUniforms,
  145. vertexShader: fullscreeenVertexShader.vertexShader,
  146. fragmentShader: normalShader.fragmentShader
  147. });
  148. this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
  149. this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
  150. this.materialNormal.depthTest = false;
  151. // 7 - Shader used to update normals
  152. var oceanShader = THREE.ShaderLib["ocean_main"];
  153. var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
  154. var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
  155. this.materialOcean = new THREE.ShaderMaterial({
  156. attributes: oceanAttributes,
  157. uniforms: oceanUniforms,
  158. vertexShader: oceanShader.vertexShader,
  159. fragmentShader: oceanShader.fragmentShader
  160. });
  161. // this.materialOcean.wireframe = true;
  162. this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
  163. this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
  164. this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
  165. this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
  166. this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
  167. this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
  168. this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
  169. // Disable blending to prevent default premultiplied alpha values
  170. this.materialOceanHorizontal.blending = 0;
  171. this.materialOceanVertical.blending = 0;
  172. this.materialInitialSpectrum.blending = 0;
  173. this.materialPhase.blending = 0;
  174. this.materialSpectrum.blending = 0;
  175. this.materialNormal.blending = 0;
  176. this.materialOcean.blending = 0;
  177. // Create the simulation plane
  178. this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
  179. this.scene.add(this.screenQuad);
  180. // Initialise spectrum data
  181. this.generateSeedPhaseTexture();
  182. // Generate the ocean mesh
  183. this.generateMesh();
  184. };
  185. THREE.Ocean.prototype.generateMesh = function () {
  186. var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
  187. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  188. this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
  189. };
  190. THREE.Ocean.prototype.render = function () {
  191. this.scene.overrideMaterial = null;
  192. if (this.changed)
  193. this.renderInitialSpectrum();
  194. this.renderWavePhase();
  195. this.renderSpectrum();
  196. this.renderSpectrumFFT();
  197. this.renderNormalMap();
  198. this.scene.overrideMaterial = null;
  199. };
  200. THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
  201. // Setup the seed texture
  202. this.pingPhase = true;
  203. var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
  204. for (var i = 0; i < this.resolution; i ++) {
  205. for (var j = 0; j < this.resolution; j ++) {
  206. phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
  207. phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
  208. phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
  209. phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
  210. }
  211. }
  212. this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
  213. this.pingPhaseTexture.minFilter = THREE.NearestFilter;
  214. this.pingPhaseTexture.magFilter = THREE.NearestFilter;
  215. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  216. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  217. this.pingPhaseTexture.type = THREE.FloatType;
  218. this.pingPhaseTexture.needsUpdate = true;
  219. };
  220. THREE.Ocean.prototype.renderInitialSpectrum = function () {
  221. this.scene.overrideMaterial = this.materialInitialSpectrum;
  222. this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
  223. this.materialInitialSpectrum.uniforms.u_size.value = this.size;
  224. this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
  225. };
  226. THREE.Ocean.prototype.renderWavePhase = function () {
  227. this.scene.overrideMaterial = this.materialPhase;
  228. this.screenQuad.material = this.materialPhase;
  229. if (this.initial) {
  230. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  231. this.initial = false;
  232. }else {
  233. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  234. }
  235. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  236. this.materialPhase.uniforms.u_size.value = this.size;
  237. this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
  238. this.pingPhase = !this.pingPhase;
  239. };
  240. THREE.Ocean.prototype.renderSpectrum = function () {
  241. this.scene.overrideMaterial = this.materialSpectrum;
  242. this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
  243. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  244. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
  245. this.materialSpectrum.uniforms.u_size.value = this.size ;
  246. this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
  247. };
  248. THREE.Ocean.prototype.renderSpectrumFFT = function() {
  249. // GPU FFT using Stockham formulation
  250. var iterations = Math.log( this.resolution ) / Math.log(2); // log2
  251. this.scene.overrideMaterial = this.materialOceanHorizontal;
  252. for (var i = 0; i < iterations; i ++) {
  253. if (i === 0) {
  254. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
  255. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  256. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  257. }
  258. else if (i % 2 === 1) {
  259. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
  260. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  261. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  262. }
  263. else {
  264. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
  265. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  266. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  267. }
  268. }
  269. this.scene.overrideMaterial = this.materialOceanVertical;
  270. for (var i = iterations; i < iterations * 2; i ++) {
  271. if (i === iterations * 2 - 1) {
  272. this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
  273. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  274. this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
  275. }
  276. else if (i % 2 === 1) {
  277. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
  278. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  279. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  280. }
  281. else {
  282. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
  283. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  284. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  285. }
  286. }
  287. };
  288. THREE.Ocean.prototype.renderNormalMap = function () {
  289. this.scene.overrideMaterial = this.materialNormal;
  290. if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
  291. this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
  292. this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
  293. };