webgl_water_flowmap.html 3.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - water flow map</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - water flow map
  13. </div>
  14. <script type="module">
  15. import {
  16. Mesh,
  17. MeshBasicMaterial,
  18. PerspectiveCamera,
  19. PlaneBufferGeometry,
  20. RepeatWrapping,
  21. Scene,
  22. TextureLoader,
  23. WebGLRenderer
  24. } from "../build/three.module.js";
  25. import { GUI } from './jsm/libs/dat.gui.module.js';
  26. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  27. import { Water } from './jsm/objects/Water2.js';
  28. var scene, camera, renderer, water;
  29. init();
  30. animate();
  31. function init() {
  32. // scene
  33. scene = new Scene();
  34. // camera
  35. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
  36. camera.position.set( 0, 25, 0 );
  37. camera.lookAt( scene.position );
  38. // ground
  39. var groundGeometry = new PlaneBufferGeometry( 20, 20, 10, 10 );
  40. var groundMaterial = new MeshBasicMaterial( { color: 0xcccccc } );
  41. var ground = new Mesh( groundGeometry, groundMaterial );
  42. ground.rotation.x = Math.PI * - 0.5;
  43. scene.add( ground );
  44. var textureLoader = new TextureLoader();
  45. textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', function ( map ) {
  46. map.wrapS = RepeatWrapping;
  47. map.wrapT = RepeatWrapping;
  48. map.anisotropy = 16;
  49. map.repeat.set( 4, 4 );
  50. groundMaterial.map = map;
  51. groundMaterial.needsUpdate = true;
  52. } );
  53. // water
  54. var waterGeometry = new PlaneBufferGeometry( 20, 20 );
  55. var flowMap = textureLoader.load( 'textures/water/Water_1_M_Flow.jpg' );
  56. water = new Water( waterGeometry, {
  57. scale: 2,
  58. textureWidth: 1024,
  59. textureHeight: 1024,
  60. flowMap: flowMap
  61. } );
  62. water.position.y = 1;
  63. water.rotation.x = Math.PI * - 0.5;
  64. scene.add( water );
  65. // flow map helper
  66. var helperGeometry = new PlaneBufferGeometry( 20, 20 );
  67. var helperMaterial = new MeshBasicMaterial( { map: flowMap } );
  68. var helper = new Mesh( helperGeometry, helperMaterial );
  69. helper.position.y = 1.01;
  70. helper.rotation.x = Math.PI * - 0.5;
  71. helper.visible = false;
  72. scene.add( helper );
  73. // renderer
  74. renderer = new WebGLRenderer( { antialias: true } );
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. document.body.appendChild( renderer.domElement );
  78. //
  79. var gui = new GUI();
  80. gui.add( helper, 'visible' ).name( 'Show Flow Map' );
  81. gui.open();
  82. //
  83. var controls = new OrbitControls( camera, renderer.domElement );
  84. //
  85. window.addEventListener( 'resize', onResize, false );
  86. }
  87. function onResize() {
  88. camera.aspect = window.innerWidth / window.innerHeight;
  89. camera.updateProjectionMatrix();
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. }
  92. function animate() {
  93. requestAnimationFrame( animate );
  94. render();
  95. }
  96. function render() {
  97. renderer.render( scene, camera );
  98. }
  99. </script>
  100. </body>
  101. </html>