Ocean.js 16 KB

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  1. console.warn( "THREE.Ocean: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.Ocean = function ( renderer, camera, scene, options ) {
  3. // flag used to trigger parameter changes
  4. this.changed = true;
  5. this.initial = true;
  6. // Assign required parameters as object properties
  7. this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
  8. this.oceanCamera.position.z = 1;
  9. this.renderer = renderer;
  10. this.renderer.clearColor( 0xffffff );
  11. this.scene = new THREE.Scene();
  12. // Assign optional parameters as variables and object properties
  13. function optionalParameter( value, defaultValue ) {
  14. return value !== undefined ? value : defaultValue;
  15. }
  16. options = options || {};
  17. this.clearColor = optionalParameter( options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ] );
  18. this.geometryOrigin = optionalParameter( options.GEOMETRY_ORIGIN, [ - 1000.0, - 1000.0 ] );
  19. this.sunDirectionX = optionalParameter( options.SUN_DIRECTION[ 0 ], - 1.0 );
  20. this.sunDirectionY = optionalParameter( options.SUN_DIRECTION[ 1 ], 1.0 );
  21. this.sunDirectionZ = optionalParameter( options.SUN_DIRECTION[ 2 ], 1.0 );
  22. this.oceanColor = optionalParameter( options.OCEAN_COLOR, new THREE.Vector3( 0.004, 0.016, 0.047 ) );
  23. this.skyColor = optionalParameter( options.SKY_COLOR, new THREE.Vector3( 3.2, 9.6, 12.8 ) );
  24. this.exposure = optionalParameter( options.EXPOSURE, 0.35 );
  25. this.geometryResolution = optionalParameter( options.GEOMETRY_RESOLUTION, 32 );
  26. this.geometrySize = optionalParameter( options.GEOMETRY_SIZE, 2000 );
  27. this.resolution = optionalParameter( options.RESOLUTION, 64 );
  28. this.floatSize = optionalParameter( options.SIZE_OF_FLOAT, 4 );
  29. this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 );
  30. this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 );
  31. this.size = optionalParameter( options.INITIAL_SIZE, 250.0 );
  32. this.choppiness = optionalParameter( options.INITIAL_CHOPPINESS, 1.5 );
  33. //
  34. this.matrixNeedsUpdate = false;
  35. // Setup framebuffer pipeline
  36. var renderTargetType = optionalParameter( options.USE_HALF_FLOAT, false ) ? THREE.HalfFloatType : THREE.FloatType;
  37. var LinearClampParams = {
  38. minFilter: THREE.LinearFilter,
  39. magFilter: THREE.LinearFilter,
  40. wrapS: THREE.ClampToEdgeWrapping,
  41. wrapT: THREE.ClampToEdgeWrapping,
  42. format: THREE.RGBAFormat,
  43. depthBuffer: false,
  44. premultiplyAlpha: false,
  45. type: renderTargetType
  46. };
  47. var NearestClampParams = {
  48. minFilter: THREE.NearestFilter,
  49. magFilter: THREE.NearestFilter,
  50. wrapS: THREE.ClampToEdgeWrapping,
  51. wrapT: THREE.ClampToEdgeWrapping,
  52. format: THREE.RGBAFormat,
  53. depthBuffer: false,
  54. premultiplyAlpha: false,
  55. type: renderTargetType
  56. };
  57. var NearestRepeatParams = {
  58. minFilter: THREE.NearestFilter,
  59. magFilter: THREE.NearestFilter,
  60. wrapS: THREE.RepeatWrapping,
  61. wrapT: THREE.RepeatWrapping,
  62. format: THREE.RGBAFormat,
  63. depthBuffer: false,
  64. premultiplyAlpha: false,
  65. type: renderTargetType
  66. };
  67. this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestRepeatParams );
  68. this.spectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  69. this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  70. this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  71. this.pingTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  72. this.pongTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  73. this.displacementMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
  74. this.normalMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
  75. // Define shaders and constant uniforms
  76. ////////////////////////////////////////
  77. // 0 - The vertex shader used in all of the simulation steps
  78. var fullscreeenVertexShader = THREE.OceanShaders[ "ocean_sim_vertex" ];
  79. // 1 - Horizontal wave vertices used for FFT
  80. var oceanHorizontalShader = THREE.OceanShaders[ "ocean_subtransform" ];
  81. var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
  82. this.materialOceanHorizontal = new THREE.ShaderMaterial( {
  83. uniforms: oceanHorizontalUniforms,
  84. vertexShader: fullscreeenVertexShader.vertexShader,
  85. fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
  86. } );
  87. this.materialOceanHorizontal.uniforms.u_transformSize = { value: this.resolution };
  88. this.materialOceanHorizontal.uniforms.u_subtransformSize = { value: null };
  89. this.materialOceanHorizontal.uniforms.u_input = { value: null };
  90. this.materialOceanHorizontal.depthTest = false;
  91. // 2 - Vertical wave vertices used for FFT
  92. var oceanVerticalShader = THREE.OceanShaders[ "ocean_subtransform" ];
  93. var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
  94. this.materialOceanVertical = new THREE.ShaderMaterial( {
  95. uniforms: oceanVerticalUniforms,
  96. vertexShader: fullscreeenVertexShader.vertexShader,
  97. fragmentShader: oceanVerticalShader.fragmentShader
  98. } );
  99. this.materialOceanVertical.uniforms.u_transformSize = { value: this.resolution };
  100. this.materialOceanVertical.uniforms.u_subtransformSize = { value: null };
  101. this.materialOceanVertical.uniforms.u_input = { value: null };
  102. this.materialOceanVertical.depthTest = false;
  103. // 3 - Initial spectrum used to generate height map
  104. var initialSpectrumShader = THREE.OceanShaders[ "ocean_initial_spectrum" ];
  105. var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
  106. this.materialInitialSpectrum = new THREE.ShaderMaterial( {
  107. uniforms: initialSpectrumUniforms,
  108. vertexShader: initialSpectrumShader.vertexShader,
  109. fragmentShader: initialSpectrumShader.fragmentShader
  110. } );
  111. this.materialInitialSpectrum.uniforms.u_wind = { value: new THREE.Vector2() };
  112. this.materialInitialSpectrum.uniforms.u_resolution = { value: this.resolution };
  113. this.materialInitialSpectrum.depthTest = false;
  114. // 4 - Phases used to animate heightmap
  115. var phaseShader = THREE.OceanShaders[ "ocean_phase" ];
  116. var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
  117. this.materialPhase = new THREE.ShaderMaterial( {
  118. uniforms: phaseUniforms,
  119. vertexShader: fullscreeenVertexShader.vertexShader,
  120. fragmentShader: phaseShader.fragmentShader
  121. } );
  122. this.materialPhase.uniforms.u_resolution = { value: this.resolution };
  123. this.materialPhase.depthTest = false;
  124. // 5 - Shader used to update spectrum
  125. var spectrumShader = THREE.OceanShaders[ "ocean_spectrum" ];
  126. var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
  127. this.materialSpectrum = new THREE.ShaderMaterial( {
  128. uniforms: spectrumUniforms,
  129. vertexShader: fullscreeenVertexShader.vertexShader,
  130. fragmentShader: spectrumShader.fragmentShader
  131. } );
  132. this.materialSpectrum.uniforms.u_initialSpectrum = { value: null };
  133. this.materialSpectrum.uniforms.u_resolution = { value: this.resolution };
  134. this.materialSpectrum.depthTest = false;
  135. // 6 - Shader used to update spectrum normals
  136. var normalShader = THREE.OceanShaders[ "ocean_normals" ];
  137. var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
  138. this.materialNormal = new THREE.ShaderMaterial( {
  139. uniforms: normalUniforms,
  140. vertexShader: fullscreeenVertexShader.vertexShader,
  141. fragmentShader: normalShader.fragmentShader
  142. } );
  143. this.materialNormal.uniforms.u_displacementMap = { value: null };
  144. this.materialNormal.uniforms.u_resolution = { value: this.resolution };
  145. this.materialNormal.depthTest = false;
  146. // 7 - Shader used to update normals
  147. var oceanShader = THREE.OceanShaders[ "ocean_main" ];
  148. var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
  149. this.materialOcean = new THREE.ShaderMaterial( {
  150. uniforms: oceanUniforms,
  151. vertexShader: oceanShader.vertexShader,
  152. fragmentShader: oceanShader.fragmentShader
  153. } );
  154. // this.materialOcean.wireframe = true;
  155. this.materialOcean.uniforms.u_geometrySize = { value: this.resolution };
  156. this.materialOcean.uniforms.u_displacementMap = { value: this.displacementMapFramebuffer.texture };
  157. this.materialOcean.uniforms.u_normalMap = { value: this.normalMapFramebuffer.texture };
  158. this.materialOcean.uniforms.u_oceanColor = { value: this.oceanColor };
  159. this.materialOcean.uniforms.u_skyColor = { value: this.skyColor };
  160. this.materialOcean.uniforms.u_sunDirection = { value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
  161. this.materialOcean.uniforms.u_exposure = { value: this.exposure };
  162. this.materialOcean.uniforms.u_size = { value: this.size };
  163. // Disable blending to prevent default premultiplied alpha values
  164. this.materialOceanHorizontal.blending = 0;
  165. this.materialOceanVertical.blending = 0;
  166. this.materialInitialSpectrum.blending = 0;
  167. this.materialPhase.blending = 0;
  168. this.materialSpectrum.blending = 0;
  169. this.materialNormal.blending = 0;
  170. this.materialOcean.blending = 0;
  171. // Create the simulation plane
  172. this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
  173. this.scene.add( this.screenQuad );
  174. // Initialise spectrum data
  175. this.generateSeedPhaseTexture();
  176. // Generate the ocean mesh
  177. this.generateMesh();
  178. };
  179. THREE.Ocean.prototype.generateMesh = function () {
  180. var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
  181. geometry.rotateX( - Math.PI / 2 );
  182. this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
  183. };
  184. THREE.Ocean.prototype.render = function () {
  185. var currentRenderTarget = this.renderer.getRenderTarget();
  186. this.scene.overrideMaterial = null;
  187. if ( this.changed )
  188. this.renderInitialSpectrum();
  189. this.renderWavePhase();
  190. this.renderSpectrum();
  191. this.renderSpectrumFFT();
  192. this.renderNormalMap();
  193. this.scene.overrideMaterial = null;
  194. this.renderer.setRenderTarget( currentRenderTarget );
  195. };
  196. THREE.Ocean.prototype.generateSeedPhaseTexture = function () {
  197. // Setup the seed texture
  198. this.pingPhase = true;
  199. var phaseArray = new window.Float32Array( this.resolution * this.resolution * 4 );
  200. for ( var i = 0; i < this.resolution; i ++ ) {
  201. for ( var j = 0; j < this.resolution; j ++ ) {
  202. phaseArray[ i * this.resolution * 4 + j * 4 ] = Math.random() * 2.0 * Math.PI;
  203. phaseArray[ i * this.resolution * 4 + j * 4 + 1 ] = 0.0;
  204. phaseArray[ i * this.resolution * 4 + j * 4 + 2 ] = 0.0;
  205. phaseArray[ i * this.resolution * 4 + j * 4 + 3 ] = 0.0;
  206. }
  207. }
  208. this.pingPhaseTexture = new THREE.DataTexture( phaseArray, this.resolution, this.resolution, THREE.RGBAFormat );
  209. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  210. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  211. this.pingPhaseTexture.type = THREE.FloatType;
  212. };
  213. THREE.Ocean.prototype.renderInitialSpectrum = function () {
  214. this.scene.overrideMaterial = this.materialInitialSpectrum;
  215. this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
  216. this.materialInitialSpectrum.uniforms.u_size.value = this.size;
  217. this.renderer.setRenderTarget( this.initialSpectrumFramebuffer );
  218. this.renderer.clear();
  219. this.renderer.render( this.scene, this.oceanCamera );
  220. };
  221. THREE.Ocean.prototype.renderWavePhase = function () {
  222. this.scene.overrideMaterial = this.materialPhase;
  223. this.screenQuad.material = this.materialPhase;
  224. if ( this.initial ) {
  225. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  226. this.initial = false;
  227. } else {
  228. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
  229. }
  230. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  231. this.materialPhase.uniforms.u_size.value = this.size;
  232. this.renderer.setRenderTarget( this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer );
  233. this.renderer.render( this.scene, this.oceanCamera );
  234. this.pingPhase = ! this.pingPhase;
  235. };
  236. THREE.Ocean.prototype.renderSpectrum = function () {
  237. this.scene.overrideMaterial = this.materialSpectrum;
  238. this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture;
  239. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
  240. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness;
  241. this.materialSpectrum.uniforms.u_size.value = this.size;
  242. this.renderer.setRenderTarget( this.spectrumFramebuffer );
  243. this.renderer.render( this.scene, this.oceanCamera );
  244. };
  245. THREE.Ocean.prototype.renderSpectrumFFT = function () {
  246. // GPU FFT using Stockham formulation
  247. var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2
  248. this.scene.overrideMaterial = this.materialOceanHorizontal;
  249. for ( var i = 0; i < iterations; i ++ ) {
  250. if ( i === 0 ) {
  251. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture;
  252. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  253. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  254. this.renderer.render( this.scene, this.oceanCamera );
  255. } else if ( i % 2 === 1 ) {
  256. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
  257. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  258. this.renderer.setRenderTarget( this.pongTransformFramebuffer );
  259. this.renderer.render( this.scene, this.oceanCamera );
  260. } else {
  261. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
  262. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  263. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  264. this.renderer.render( this.scene, this.oceanCamera );
  265. }
  266. }
  267. this.scene.overrideMaterial = this.materialOceanVertical;
  268. for ( var i = iterations; i < iterations * 2; i ++ ) {
  269. if ( i === iterations * 2 - 1 ) {
  270. this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture;
  271. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  272. this.renderer.setRenderTarget( this.displacementMapFramebuffer );
  273. this.renderer.render( this.scene, this.oceanCamera );
  274. } else if ( i % 2 === 1 ) {
  275. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
  276. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  277. this.renderer.setRenderTarget( this.pongTransformFramebuffer );
  278. this.renderer.render( this.scene, this.oceanCamera );
  279. } else {
  280. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
  281. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  282. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  283. this.renderer.render( this.scene, this.oceanCamera );
  284. }
  285. }
  286. };
  287. THREE.Ocean.prototype.renderNormalMap = function () {
  288. this.scene.overrideMaterial = this.materialNormal;
  289. if ( this.changed ) this.materialNormal.uniforms.u_size.value = this.size;
  290. this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer.texture;
  291. this.renderer.setRenderTarget( this.normalMapFramebuffer );
  292. this.renderer.clear();
  293. this.renderer.render( this.scene, this.oceanCamera );
  294. };