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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - gpgpu - water</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- text-align:center;
- }
- a {
- color:#0078ff;
- }
- #info {
- color: #ffffff;
- position: absolute;
- top: 10px;
- width: 100%;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
- Select <span id="options"></span> water size<br/>
- Move mouse to disturb water.<br>
- Press mouse button to orbit around. 'W' key toggles wireframe.
- </div>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/SimplexNoise.js"></script>
- <script src="js/GPUComputationRenderer.js"></script>
- <!-- This is the 'compute shader' for the water heightmap: -->
- <script id="heightmapFragmentShader" type="x-shader/x-fragment">
- #include <common>
- uniform vec2 mousePos;
- uniform float mouseSize;
- uniform float viscosityConstant;
- #define deltaTime ( 1.0 / 60.0 )
- #define GRAVITY_CONSTANT ( resolution.x * deltaTime * 3.0 )
- void main() {
- vec2 cellSize = 1.0 / resolution.xy;
- vec2 uv = gl_FragCoord.xy * cellSize;
- // heightmapValue.x == height
- // heightmapValue.y == velocity
- // heightmapValue.z, heightmapValue.w not used
- vec4 heightmapValue = texture2D( heightmap, uv );
- // Get neighbours
- vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
- vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
- vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
- vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
- float sump = north.x + south.x + east.x + west.x - 4.0 * heightmapValue.x;
- float accel = sump * GRAVITY_CONSTANT;
- // Dynamics
- heightmapValue.y += accel;
- heightmapValue.x += heightmapValue.y * deltaTime;
- // Viscosity
- heightmapValue.x += sump * viscosityConstant;
- // Mouse influence
- float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
- heightmapValue.x += cos( mousePhase ) + 1.0;
- gl_FragColor = heightmapValue;
- }
- </script>
- <!-- This is just a smoothing 'compute shader' for using manually: -->
- <script id="smoothFragmentShader" type="x-shader/x-fragment">
- uniform sampler2D texture;
- void main() {
- vec2 cellSize = 1.0 / resolution.xy;
- vec2 uv = gl_FragCoord.xy * cellSize;
- // Computes the mean of texel and 4 neighbours
- vec4 textureValue = texture2D( texture, uv );
- textureValue += texture2D( texture, uv + vec2( 0.0, cellSize.y ) );
- textureValue += texture2D( texture, uv + vec2( 0.0, - cellSize.y ) );
- textureValue += texture2D( texture, uv + vec2( cellSize.x, 0.0 ) );
- textureValue += texture2D( texture, uv + vec2( - cellSize.x, 0.0 ) );
- textureValue /= 5.0;
- gl_FragColor = textureValue;
- }
- </script>
- <!-- This is the water visualization shader, copied from the MeshPhongMaterial and modified: -->
- <script id="waterVertexShader" type="x-shader/x-vertex">
- uniform sampler2D heightmap;
- #define PHONG
- varying vec3 vViewPosition;
- #ifndef FLAT_SHADED
- varying vec3 vNormal;
- #endif
- #include <common>
- #include <uv_pars_vertex>
- #include <uv2_pars_vertex>
- #include <displacementmap_pars_vertex>
- #include <envmap_pars_vertex>
- #include <color_pars_vertex>
- #include <morphtarget_pars_vertex>
- #include <skinning_pars_vertex>
- #include <shadowmap_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- #include <clipping_planes_pars_vertex>
- void main() {
- vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
- #include <uv_vertex>
- #include <uv2_vertex>
- #include <color_vertex>
- // # include <beginnormal_vertex>
- // Compute normal from heightmap
- vec3 objectNormal = vec3(
- ( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
- ( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
- 1.0 );
- //<beginnormal_vertex>
- #include <morphnormal_vertex>
- #include <skinbase_vertex>
- #include <skinnormal_vertex>
- #include <defaultnormal_vertex>
- #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
- vNormal = normalize( transformedNormal );
- #endif
- //# include <begin_vertex>
- float heightValue = texture2D( heightmap, uv ).x;
- vec3 transformed = vec3( position.x, position.y, heightValue );
- //<begin_vertex>
- #include <displacementmap_vertex>
- #include <morphtarget_vertex>
- #include <skinning_vertex>
- #include <project_vertex>
- #include <logdepthbuf_vertex>
- #include <clipping_planes_vertex>
- vViewPosition = - mvPosition.xyz;
- #include <worldpos_vertex>
- #include <envmap_vertex>
- #include <shadowmap_vertex>
- }
- </script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var hash = document.location.hash.substr( 1 );
- if ( hash ) hash = parseInt( hash, 0 );
- // Texture width for simulation
- var WIDTH = hash || 128;
- var NUM_TEXELS = WIDTH * WIDTH;
- // Water size in system units
- var BOUNDS = 512;
- var BOUNDS_HALF = BOUNDS * 0.5;
- var container, stats;
- var camera, scene, renderer, controls;
- var mouseMoved = false;
- var mouseCoords = new THREE.Vector2();
- var raycaster = new THREE.Raycaster();
- var waterMesh;
- var meshRay;
- var gpuCompute;
- var heightmapVariable;
- var waterUniforms;
- var smoothShader;
- var simplex = new SimplexNoise();
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- document.getElementById( 'waterSize' ).innerText = WIDTH + ' x ' + WIDTH;
- function change(n) {
- location.hash = n;
- location.reload();
- return false;
- }
- var options = '';
- for ( var i = 4; i < 10; i++ ) {
- var j = Math.pow( 2, i );
- options += '<a href="#" onclick="return change(' + j + ')">' + j + 'x' + j + '</a> ';
- }
- document.getElementById('options').innerHTML = options;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
- camera.position.set( 0, 200, 350 );
- scene = new THREE.Scene();
- var sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
- sun.position.set( 300, 400, 175 );
- scene.add( sun );
- var sun2 = new THREE.DirectionalLight( 0x40A040, 0.6 );
- sun2.position.set( -100, 350, -200 );
- scene.add( sun2 );
- renderer = new THREE.WebGLRenderer();
- renderer.setClearColor( 0x000000 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- controls = new THREE.OrbitControls( camera, renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- document.addEventListener( 'touchstart', onDocumentTouchStart, false );
- document.addEventListener( 'touchmove', onDocumentTouchMove, false );
- document.addEventListener( 'keydown', function( event ) {
- // W Pressed: Toggle wireframe
- if ( event.keyCode === 87 ) {
- waterMesh.material.wireframe = ! waterMesh.material.wireframe;
- waterMesh.material.needsUpdate = true;
- }
- } , false );
- window.addEventListener( 'resize', onWindowResize, false );
- var gui = new dat.GUI();
- var effectController = {
- mouseSize: 20.0,
- viscosity: 0.03
- };
- var valuesChanger = function() {
- heightmapVariable.material.uniforms.mouseSize.value = effectController.mouseSize;
- heightmapVariable.material.uniforms.viscosityConstant.value = effectController.viscosity;
- };
- gui.add( effectController, "mouseSize", 1.0, 100.0, 1.0 ).onChange( valuesChanger );
- gui.add( effectController, "viscosity", 0.0, 0.1, 0.001 ).onChange( valuesChanger );
- var buttonSmooth = {
- smoothWater: function() {
- smoothWater();
- }
- };
- gui.add( buttonSmooth, 'smoothWater' );
- initWater();
- valuesChanger();
- }
- function initWater() {
- var materialColor = 0x0040C0;
- var geometry = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH -1 );
- // material: make a ShaderMaterial clone of MeshPhongMaterial, with customized vertex shader
- var material = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.ShaderLib[ 'phong' ].uniforms,
- {
- heightmap: { value: null }
- }
- ] ),
- vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
- fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
- } );
- material.lights = true;
- // Material attributes from MeshPhongMaterial
- material.color = new THREE.Color( materialColor );
- material.specular = new THREE.Color( 0x111111 );
- material.shininess = 50;
- // Sets the uniforms with the material values
- material.uniforms.diffuse.value = material.color;
- material.uniforms.specular.value = material.specular;
- material.uniforms.shininess.value = Math.max( material.shininess, 1e-4 );
- material.uniforms.opacity.value = material.opacity;
- // Defines
- material.defines.WIDTH = WIDTH.toFixed( 1 );
- material.defines.BOUNDS = BOUNDS.toFixed( 1 );
- waterUniforms = material.uniforms;
- waterMesh = new THREE.Mesh( geometry, material );
- waterMesh.rotation.x = - Math.PI / 2;
- waterMesh.matrixAutoUpdate = false;
- waterMesh.updateMatrix();
- scene.add( waterMesh );
- // Mesh just for mouse raycasting
- var geometryRay = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, 1, 1 );
- meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, visible: false } ) );
- meshRay.rotation.x = - Math.PI / 2;
- meshRay.matrixAutoUpdate = false;
- meshRay.updateMatrix();
- scene.add( meshRay );
- // Creates the gpu computation class and sets it up
- gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
- var heightmap0 = gpuCompute.createTexture();
- fillTexture( heightmap0 );
- heightmapVariable = gpuCompute.addVariable( "heightmap", document.getElementById( 'heightmapFragmentShader' ).textContent, heightmap0 );
- gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
- heightmapVariable.material.uniforms.mousePos = { value: new THREE.Vector2( 10000, 10000 ) };
- heightmapVariable.material.uniforms.mouseSize = { value: 20.0 };
- heightmapVariable.material.uniforms.viscosityConstant = { value: 0.03 };
- heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
- var error = gpuCompute.init();
- if ( error !== null ) {
- console.error( error );
- }
- // Create compute shader to smooth the water surface and velocity
- smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { texture: { value: null } } );
- }
- function fillTexture( texture ) {
- var waterMaxHeight = 10;
- function noise( x, y, z ) {
- var multR = waterMaxHeight;
- var mult = 0.025;
- var r = 0;
- for ( var i = 0; i < 15; i++ ) {
- r += multR * simplex.noise3d( x * mult, y * mult, z * mult );
- multR *= 0.53 + 0.025 * i;
- mult *= 1.25;
- }
- return r;
- }
- var pixels = texture.image.data;
- var p = 0;
- for ( var j = 0; j < WIDTH; j++ ) {
- for ( var i = 0; i < WIDTH; i++ ) {
- var x = i * 128 / WIDTH;
- var y = j * 128 / WIDTH;
- pixels[ p + 0 ] = noise( x, y, 123.4 );
- pixels[ p + 1 ] = 0;
- pixels[ p + 2 ] = 0;
- pixels[ p + 3 ] = 1;
- p += 4;
- }
- }
- }
- function smoothWater() {
- var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
- var alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
- for ( var i = 0; i < 10; i++ ) {
- smoothShader.uniforms.texture.value = currentRenderTarget.texture;
- gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
- smoothShader.uniforms.texture.value = alternateRenderTarget.texture;
- gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
- }
-
- }
- function onWindowResize() {
- windowHalfX = window.innerWidth / 2;
- windowHalfY = window.innerHeight / 2;
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function setMouseCoords( x, y ) {
- mouseCoords.set( ( x / renderer.domElement.clientWidth ) * 2 - 1, - ( y / renderer.domElement.clientHeight ) * 2 + 1 );
- mouseMoved = true;
- }
- function onDocumentMouseMove( event ) {
- setMouseCoords( event.clientX, event.clientY );
- }
- function onDocumentTouchStart( event ) {
- if ( event.touches.length === 1 ) {
- event.preventDefault();
- setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
- }
- }
- function onDocumentTouchMove( event ) {
- if ( event.touches.length === 1 ) {
- event.preventDefault();
- setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
- }
- }
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- // Set uniforms: mouse interaction
- var uniforms = heightmapVariable.material.uniforms;
- if ( mouseMoved ) {
- this.raycaster.setFromCamera( mouseCoords, camera );
- var intersects = this.raycaster.intersectObject( meshRay );
- if ( intersects.length > 0 ) {
- var point = intersects[ 0 ].point;
- uniforms.mousePos.value.set( point.x, point.z );
- }
- else {
- uniforms.mousePos.value.set( 10000, 10000 );
- }
- mouseMoved = false;
- }
- else {
- uniforms.mousePos.value.set( 10000, 10000 );
- }
- // Do the gpu computation
- gpuCompute.compute();
- // Get compute output in custom uniform
- waterUniforms.heightmap.value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
- // Render
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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