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. this.materialOcean = new THREE.ShaderMaterial( {
  155. uniforms: oceanUniforms,
  156. vertexShader: oceanShader.vertexShader,
  157. fragmentShader: oceanShader.fragmentShader
  158. } );
  159. // this.materialOcean.wireframe = true;
  160. this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
  161. this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
  162. this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
  163. this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
  164. this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
  165. this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
  166. this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
  167. // Disable blending to prevent default premultiplied alpha values
  168. this.materialOceanHorizontal.blending = 0;
  169. this.materialOceanVertical.blending = 0;
  170. this.materialInitialSpectrum.blending = 0;
  171. this.materialPhase.blending = 0;
  172. this.materialSpectrum.blending = 0;
  173. this.materialNormal.blending = 0;
  174. this.materialOcean.blending = 0;
  175. // Create the simulation plane
  176. this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
  177. this.scene.add( this.screenQuad );
  178. // Initialise spectrum data
  179. this.generateSeedPhaseTexture();
  180. // Generate the ocean mesh
  181. this.generateMesh();
  182. };
  183. THREE.Ocean.prototype.generateMesh = function () {
  184. var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
  185. geometry.rotateX( - Math.PI / 2 );
  186. this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
  187. };
  188. THREE.Ocean.prototype.render = function () {
  189. this.scene.overrideMaterial = null;
  190. if ( this.changed )
  191. this.renderInitialSpectrum();
  192. this.renderWavePhase();
  193. this.renderSpectrum();
  194. this.renderSpectrumFFT();
  195. this.renderNormalMap();
  196. this.scene.overrideMaterial = null;
  197. };
  198. THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
  199. // Setup the seed texture
  200. this.pingPhase = true;
  201. var phaseArray = new window.Float32Array( this.resolution * this.resolution * 4 );
  202. for ( var i = 0; i < this.resolution; i ++ ) {
  203. for ( var j = 0; j < this.resolution; j ++ ) {
  204. phaseArray[ i * this.resolution * 4 + j * 4 ] = Math.random() * 2.0 * Math.PI;
  205. phaseArray[ i * this.resolution * 4 + j * 4 + 1 ] = 0.0;
  206. phaseArray[ i * this.resolution * 4 + j * 4 + 2 ] = 0.0;
  207. phaseArray[ i * this.resolution * 4 + j * 4 + 3 ] = 0.0;
  208. }
  209. }
  210. this.pingPhaseTexture = new THREE.DataTexture( phaseArray, this.resolution, this.resolution, THREE.RGBAFormat );
  211. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  212. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  213. this.pingPhaseTexture.type = THREE.FloatType;
  214. this.pingPhaseTexture.needsUpdate = true;
  215. };
  216. THREE.Ocean.prototype.renderInitialSpectrum = function () {
  217. this.scene.overrideMaterial = this.materialInitialSpectrum;
  218. this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
  219. this.materialInitialSpectrum.uniforms.u_size.value = this.size;
  220. this.renderer.render( this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true );
  221. };
  222. THREE.Ocean.prototype.renderWavePhase = function () {
  223. this.scene.overrideMaterial = this.materialPhase;
  224. this.screenQuad.material = this.materialPhase;
  225. if ( this.initial ) {
  226. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  227. this.initial = false;
  228. }else {
  229. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  230. }
  231. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  232. this.materialPhase.uniforms.u_size.value = this.size;
  233. this.renderer.render( this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer );
  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;
  239. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  240. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
  241. this.materialSpectrum.uniforms.u_size.value = this.size ;
  242. this.renderer.render( this.scene, this.oceanCamera, this.spectrumFramebuffer );
  243. };
  244. THREE.Ocean.prototype.renderSpectrumFFT = function() {
  245. // GPU FFT using Stockham formulation
  246. var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2
  247. this.scene.overrideMaterial = this.materialOceanHorizontal;
  248. for ( var i = 0; i < iterations; i ++ ) {
  249. if ( i === 0 ) {
  250. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
  251. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  252. this.renderer.render( this.scene, this.oceanCamera, this.pingTransformFramebuffer );
  253. } else if ( i % 2 === 1 ) {
  254. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
  255. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  256. this.renderer.render( this.scene, this.oceanCamera, this.pongTransformFramebuffer );
  257. } else {
  258. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
  259. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  260. this.renderer.render( this.scene, this.oceanCamera, this.pingTransformFramebuffer );
  261. }
  262. }
  263. this.scene.overrideMaterial = this.materialOceanVertical;
  264. for ( var i = iterations; i < iterations * 2; i ++ ) {
  265. if ( i === iterations * 2 - 1 ) {
  266. this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
  267. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  268. this.renderer.render( this.scene, this.oceanCamera, this.displacementMapFramebuffer );
  269. } else if ( i % 2 === 1 ) {
  270. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
  271. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  272. this.renderer.render( this.scene, this.oceanCamera, this.pongTransformFramebuffer );
  273. } else {
  274. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
  275. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  276. this.renderer.render( this.scene, this.oceanCamera, this.pingTransformFramebuffer );
  277. }
  278. }
  279. };
  280. THREE.Ocean.prototype.renderNormalMap = function () {
  281. this.scene.overrideMaterial = this.materialNormal;
  282. if ( this.changed ) this.materialNormal.uniforms.u_size.value = this.size;
  283. this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
  284. this.renderer.render( this.scene, this.oceanCamera, this.normalMapFramebuffer, true );
  285. };