Ocean.js 18 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(new THREE.Color(1.0, 1.0, 1.0, 1.0));
  10. this.scene = new THREE.Scene();
  11. // Initialise helper objects
  12. this.helpers();
  13. //this.fullscreenVertexBuffer = this.renderer.context.createBuffer();
  14. // Enable necessary extensions
  15. this.renderer.context.getExtension('OES_texture_float');
  16. this.renderer.context.getExtension('OES_texture_float_linear');
  17. // Assign optional parameters as variables and object properties
  18. function optionalParameter(value, defaultValue) {
  19. return value !== undefined ? value : defaultValue;
  20. };
  21. options = options || {};
  22. this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
  23. this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
  24. this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
  25. this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
  26. this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
  27. this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
  28. this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
  29. this.exposure = optionalParameter(options.EXPOSURE, 0.35);
  30. this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
  31. this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
  32. this.resolution = optionalParameter(options.RESOLUTION, 64);
  33. this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
  34. this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
  35. this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
  36. this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
  37. this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
  38. //
  39. this.matrixNeedsUpdate = false;
  40. // Setup framebuffer pipeline
  41. var LinearClampParams = {
  42. minFilter: THREE.LinearFilter,
  43. magFilter: THREE.LinearFilter,
  44. wrapS: THREE.ClampToEdgeWrapping,
  45. wrapT: THREE.ClampToEdgeWrapping,
  46. format: THREE.RGBAFormat,
  47. stencilBuffer: false,
  48. depthBuffer: false,
  49. premultiplyAlpha: false,
  50. type: THREE.FloatType
  51. };
  52. var NearestClampParams = {
  53. minFilter: THREE.NearestFilter,
  54. magFilter: THREE.NearestFilter,
  55. wrapS: THREE.ClampToEdgeWrapping,
  56. wrapT: THREE.ClampToEdgeWrapping,
  57. format: THREE.RGBAFormat,
  58. stencilBuffer: false,
  59. depthBuffer: false,
  60. premultiplyAlpha:false,
  61. type: THREE.FloatType
  62. };
  63. var NearestRepeatParams = {
  64. minFilter: THREE.NearestFilter,
  65. magFilter: THREE.NearestFilter,
  66. wrapS: THREE.RepeatWrapping,
  67. wrapT: THREE.RepeatWrapping,
  68. format: THREE.RGBAFormat,
  69. stencilBuffer: false,
  70. depthBuffer: false,
  71. premultiplyAlpha: false,
  72. type: THREE.FloatType
  73. };
  74. this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
  75. this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  76. this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  77. this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  78. this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  79. this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  80. this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  81. this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  82. // Define shaders and constant uniforms
  83. ////////////////////////////////////////
  84. // 0 - The vertex shader used in all of the simulation steps
  85. var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
  86. // 1 - Horizontal wave vertices used for FFT
  87. var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
  88. var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
  89. this.materialOceanHorizontal = new THREE.ShaderMaterial({
  90. uniforms: oceanHorizontalUniforms,
  91. vertexShader: fullscreeenVertexShader.vertexShader,
  92. fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
  93. });
  94. this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
  95. this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
  96. this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
  97. this.materialOceanHorizontal.depthTest = false;
  98. // 2 - Vertical wave vertices used for FFT
  99. var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
  100. var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
  101. this.materialOceanVertical = new THREE.ShaderMaterial({
  102. uniforms: oceanVerticalUniforms,
  103. vertexShader: fullscreeenVertexShader.vertexShader,
  104. fragmentShader: oceanVerticalShader.fragmentShader
  105. });
  106. this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
  107. this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
  108. this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
  109. this.materialOceanVertical.depthTest = false;
  110. // 3 - Initial spectrum used to generate height map
  111. var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
  112. var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
  113. this.materialInitialSpectrum = new THREE.ShaderMaterial({
  114. uniforms: initialSpectrumUniforms,
  115. vertexShader: fullscreeenVertexShader.vertexShader,
  116. fragmentShader:initialSpectrumShader.fragmentShader
  117. });
  118. this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: null };
  119. this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  120. this.materialInitialSpectrum.depthTest = false;
  121. // 4 - Phases used to animate heightmap
  122. var phaseShader = THREE.ShaderLib["ocean_phase"];
  123. var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
  124. this.materialPhase = new THREE.ShaderMaterial({
  125. uniforms: phaseUniforms,
  126. vertexShader: fullscreeenVertexShader.vertexShader,
  127. fragmentShader: phaseShader.fragmentShader
  128. });
  129. this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
  130. this.materialPhase.depthTest = false;
  131. // 5 - Shader used to update spectrum
  132. var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
  133. var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
  134. this.materialSpectrum = new THREE.ShaderMaterial({
  135. uniforms: spectrumUniforms,
  136. vertexShader: fullscreeenVertexShader.vertexShader,
  137. fragmentShader: spectrumShader.fragmentShader
  138. });
  139. this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
  140. this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  141. this.materialSpectrum.depthTest = false;
  142. // 6 - Shader used to update spectrum normals
  143. var normalShader = THREE.ShaderLib["ocean_normals"];
  144. var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
  145. this.materialNormal = new THREE.ShaderMaterial({
  146. uniforms: normalUniforms,
  147. vertexShader: fullscreeenVertexShader.vertexShader,
  148. fragmentShader: normalShader.fragmentShader
  149. });
  150. this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
  151. this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
  152. this.materialNormal.depthTest = false;
  153. // 7 - Shader used to update normals
  154. var oceanShader = THREE.ShaderLib["ocean_main"];
  155. var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
  156. var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
  157. this.materialOcean = new THREE.ShaderMaterial({
  158. attributes: oceanAttributes,
  159. uniforms: oceanUniforms,
  160. vertexShader: oceanShader.vertexShader,
  161. fragmentShader: oceanShader.fragmentShader
  162. });
  163. // this.materialOcean.wireframe = true;
  164. this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
  165. this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
  166. this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
  167. this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
  168. this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
  169. this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3(this.sunDirectionX,this.sunDirectionY,this.sunDirectionZ )};
  170. this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
  171. // Disable blending to prevent default premultiplied alpha values
  172. this.materialOceanHorizontal.blending = 0;
  173. this.materialOceanVertical.blending = 0;
  174. this.materialInitialSpectrum.blending = 0;
  175. this.materialPhase.blending = 0;
  176. this.materialSpectrum.blending = 0;
  177. this.materialNormal.blending = 0;
  178. this.materialOcean.blending = 0;
  179. // Seed the simulation
  180. var screenGeo = new THREE.PlaneGeometry(2, 2);
  181. screenGeo.buffersNeedUpdate = true;
  182. // Create the simulation plane
  183. this.screenQuad = new THREE.Mesh(screenGeo);
  184. this.scene.add(this.screenQuad);
  185. // Initialise spectrum data
  186. this.generateSeedPhaseTexture();
  187. // Generate the ocean mesh
  188. this.generateMesh();
  189. };
  190. THREE.Ocean.prototype.generateMesh = function () {
  191. var geo = new THREE.Geometry();
  192. // setup vertices
  193. var x, z;
  194. var listUV = [];
  195. var vU = [], vV = [];
  196. for (z = 0; z < this.geometryResolution; z++) {
  197. for (x = 0; x < this.geometryResolution; x++) {
  198. geo.vertices.push(new THREE.Vector3(
  199. (x * this.geometrySize) / (this.geometryResolution - 1) + this.geometryOrigin[0],
  200. 0.0,
  201. (z * this.geometrySize) / (this.geometryResolution - 1) + this.geometryOrigin[1]
  202. ));
  203. vU.push(x / (this.geometryResolution - 1));
  204. vV.push(z / (this.geometryResolution - 1));
  205. }
  206. }
  207. listUV.push(vU);
  208. listUV.push(vV);
  209. // setup faces (each pass draws a square with 2 triangles)
  210. for (z = 0; z < this.geometryResolution - 1; z++) {
  211. for (x = 0; x < this.geometryResolution - 1; x++) {
  212. var topLeft = z * this.geometryResolution + x,
  213. topRight = topLeft + 1,
  214. bottomLeft = topLeft + this.geometryResolution,
  215. bottomRight = bottomLeft + 1;
  216. geo.faces.push(new THREE.Face3(topLeft, bottomLeft, bottomRight));
  217. geo.faces.push(new THREE.Face3(bottomRight, topRight, topLeft));
  218. geo.faceVertexUvs[0].push(
  219. new Array(
  220. new THREE.Vector2(listUV[0][topLeft], listUV[1][topLeft]),
  221. new THREE.Vector2(listUV[0][bottomLeft], listUV[1][bottomLeft]),
  222. new THREE.Vector2(listUV[0][bottomRight], listUV[1][bottomRight])
  223. )
  224. );
  225. geo.faceVertexUvs[0].push(
  226. new Array(
  227. new THREE.Vector2(listUV[0][bottomRight], listUV[1][bottomRight]),
  228. new THREE.Vector2(listUV[0][topRight], listUV[1][topRight]),
  229. new THREE.Vector2(listUV[0][topLeft], listUV[1][topLeft])
  230. )
  231. );
  232. }
  233. }
  234. this.oceanMesh = new THREE.Mesh(geo, this.materialOcean);
  235. };
  236. THREE.Ocean.prototype.render = function () {
  237. this.scene.overrideMaterial = null;
  238. if (this.changed)
  239. this.renderInitialSpectrum();
  240. this.renderWavePhase();
  241. this.renderSpectrum();
  242. this.renderSpectrumFFT();
  243. this.renderNormalMap();
  244. this.scene.overrideMaterial = null;
  245. };
  246. THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
  247. // Setup the seed texture
  248. this.pingPhase = true;
  249. var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
  250. for (var i = 0; i < this.resolution; i++) {
  251. for (var j = 0; j < this.resolution; j++) {
  252. phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
  253. phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
  254. phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
  255. phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
  256. }
  257. }
  258. this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
  259. this.pingPhaseTexture.minFilter = THREE.NearestFilter;
  260. this.pingPhaseTexture.magFilter = THREE.NearestFilter;
  261. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  262. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  263. this.pingPhaseTexture.type = THREE.FloatType;
  264. this.pingPhaseTexture.needsUpdate = true;
  265. };
  266. THREE.Ocean.prototype.renderInitialSpectrum = function () {
  267. this.scene.overrideMaterial = this.materialInitialSpectrum;
  268. this.materialInitialSpectrum.uniforms.u_wind.value = new THREE.Vector2(this.windX, this.windY);
  269. this.materialInitialSpectrum.uniforms.u_size.value = this.size;
  270. this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
  271. };
  272. THREE.Ocean.prototype.renderWavePhase = function () {
  273. this.scene.overrideMaterial = this.materialPhase;
  274. this.screenQuad.material = this.materialPhase;
  275. if (this.initial) {
  276. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  277. this.initial = false;
  278. }else {
  279. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  280. }
  281. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  282. this.materialPhase.uniforms.u_size.value = this.size;
  283. this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
  284. this.pingPhase = !this.pingPhase;
  285. };
  286. THREE.Ocean.prototype.renderSpectrum = function () {
  287. this.scene.overrideMaterial = this.materialSpectrum;
  288. this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
  289. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  290. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
  291. this.materialSpectrum.uniforms.u_size.value = this.size ;
  292. this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
  293. };
  294. THREE.Ocean.prototype.renderSpectrumFFT = function() {
  295. //GPU FFT using Stockham formulation
  296. var iterations = this.log2(this.resolution);
  297. this.scene.overrideMaterial = this.materialOceanHorizontal;
  298. var i;
  299. for (i = 0; i < iterations; i++) {
  300. if (i === 0) {
  301. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
  302. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  303. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  304. }
  305. else if (i % 2 === 1) {
  306. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
  307. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  308. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  309. }
  310. else {
  311. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
  312. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  313. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  314. }
  315. }
  316. this.scene.overrideMaterial = this.materialOceanVertical;
  317. for (i = iterations; i < iterations*2; i++) {
  318. if (i === iterations * 2 - 1) {
  319. this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
  320. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  321. this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
  322. }
  323. else if (i % 2 === 1) {
  324. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
  325. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  326. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  327. }
  328. else {
  329. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
  330. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  331. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  332. }
  333. }
  334. };
  335. THREE.Ocean.prototype.renderNormalMap = function () {
  336. this.scene.overrideMaterial = this.materialNormal;
  337. if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
  338. this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
  339. this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
  340. };
  341. THREE.Ocean.prototype.helpers = function () {
  342. this.log2 = function (number) {
  343. return Math.log(number) / Math.log(2);
  344. };
  345. };