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 LinearClampParams = {
  39. minFilter: THREE.LinearFilter,
  40. magFilter: THREE.LinearFilter,
  41. wrapS: THREE.ClampToEdgeWrapping,
  42. wrapT: THREE.ClampToEdgeWrapping,
  43. format: THREE.RGBAFormat,
  44. stencilBuffer: false,
  45. depthBuffer: false,
  46. premultiplyAlpha: false,
  47. type: THREE.FloatType
  48. };
  49. var NearestClampParams = {
  50. minFilter: THREE.NearestFilter,
  51. magFilter: THREE.NearestFilter,
  52. wrapS: THREE.ClampToEdgeWrapping,
  53. wrapT: THREE.ClampToEdgeWrapping,
  54. format: THREE.RGBAFormat,
  55. stencilBuffer: false,
  56. depthBuffer: false,
  57. premultiplyAlpha:false,
  58. type: THREE.FloatType
  59. };
  60. var NearestRepeatParams = {
  61. minFilter: THREE.NearestFilter,
  62. magFilter: THREE.NearestFilter,
  63. wrapS: THREE.RepeatWrapping,
  64. wrapT: THREE.RepeatWrapping,
  65. format: THREE.RGBAFormat,
  66. stencilBuffer: false,
  67. depthBuffer: false,
  68. premultiplyAlpha: false,
  69. type: THREE.FloatType
  70. };
  71. this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
  72. this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  73. this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  74. this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  75. this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  76. this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
  77. this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  78. this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
  79. // Define shaders and constant uniforms
  80. ////////////////////////////////////////
  81. // 0 - The vertex shader used in all of the simulation steps
  82. var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
  83. // 1 - Horizontal wave vertices used for FFT
  84. var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
  85. var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
  86. this.materialOceanHorizontal = new THREE.ShaderMaterial({
  87. uniforms: oceanHorizontalUniforms,
  88. vertexShader: fullscreeenVertexShader.vertexShader,
  89. fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
  90. });
  91. this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
  92. this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
  93. this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
  94. this.materialOceanHorizontal.depthTest = false;
  95. // 2 - Vertical wave vertices used for FFT
  96. var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
  97. var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
  98. this.materialOceanVertical = new THREE.ShaderMaterial({
  99. uniforms: oceanVerticalUniforms,
  100. vertexShader: fullscreeenVertexShader.vertexShader,
  101. fragmentShader: oceanVerticalShader.fragmentShader
  102. });
  103. this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
  104. this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
  105. this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
  106. this.materialOceanVertical.depthTest = false;
  107. // 3 - Initial spectrum used to generate height map
  108. var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
  109. var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
  110. this.materialInitialSpectrum = new THREE.ShaderMaterial({
  111. uniforms: initialSpectrumUniforms,
  112. vertexShader: fullscreeenVertexShader.vertexShader,
  113. fragmentShader:initialSpectrumShader.fragmentShader
  114. });
  115. this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: new THREE.Vector2() };
  116. this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  117. this.materialInitialSpectrum.depthTest = false;
  118. // 4 - Phases used to animate heightmap
  119. var phaseShader = THREE.ShaderLib["ocean_phase"];
  120. var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
  121. this.materialPhase = new THREE.ShaderMaterial({
  122. uniforms: phaseUniforms,
  123. vertexShader: fullscreeenVertexShader.vertexShader,
  124. fragmentShader: phaseShader.fragmentShader
  125. });
  126. this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
  127. this.materialPhase.depthTest = false;
  128. // 5 - Shader used to update spectrum
  129. var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
  130. var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
  131. this.materialSpectrum = new THREE.ShaderMaterial({
  132. uniforms: spectrumUniforms,
  133. vertexShader: fullscreeenVertexShader.vertexShader,
  134. fragmentShader: spectrumShader.fragmentShader
  135. });
  136. this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
  137. this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
  138. this.materialSpectrum.depthTest = false;
  139. // 6 - Shader used to update spectrum normals
  140. var normalShader = THREE.ShaderLib["ocean_normals"];
  141. var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
  142. this.materialNormal = new THREE.ShaderMaterial({
  143. uniforms: normalUniforms,
  144. vertexShader: fullscreeenVertexShader.vertexShader,
  145. fragmentShader: normalShader.fragmentShader
  146. });
  147. this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
  148. this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
  149. this.materialNormal.depthTest = false;
  150. // 7 - Shader used to update normals
  151. var oceanShader = THREE.ShaderLib["ocean_main"];
  152. var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
  153. var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
  154. this.materialOcean = new THREE.ShaderMaterial({
  155. attributes: oceanAttributes,
  156. uniforms: oceanUniforms,
  157. vertexShader: oceanShader.vertexShader,
  158. fragmentShader: oceanShader.fragmentShader
  159. });
  160. // this.materialOcean.wireframe = true;
  161. this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
  162. this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
  163. this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
  164. this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
  165. this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
  166. this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
  167. this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
  168. // Disable blending to prevent default premultiplied alpha values
  169. this.materialOceanHorizontal.blending = 0;
  170. this.materialOceanVertical.blending = 0;
  171. this.materialInitialSpectrum.blending = 0;
  172. this.materialPhase.blending = 0;
  173. this.materialSpectrum.blending = 0;
  174. this.materialNormal.blending = 0;
  175. this.materialOcean.blending = 0;
  176. // Create the simulation plane
  177. this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
  178. this.scene.add(this.screenQuad);
  179. // Initialise spectrum data
  180. this.generateSeedPhaseTexture();
  181. // Generate the ocean mesh
  182. this.generateMesh();
  183. };
  184. THREE.Ocean.prototype.generateMesh = function () {
  185. var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
  186. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  187. this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
  188. };
  189. THREE.Ocean.prototype.render = function () {
  190. this.scene.overrideMaterial = null;
  191. if (this.changed)
  192. this.renderInitialSpectrum();
  193. this.renderWavePhase();
  194. this.renderSpectrum();
  195. this.renderSpectrumFFT();
  196. this.renderNormalMap();
  197. this.scene.overrideMaterial = null;
  198. };
  199. THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
  200. // Setup the seed texture
  201. this.pingPhase = true;
  202. var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
  203. for (var i = 0; i < this.resolution; i++) {
  204. for (var j = 0; j < this.resolution; j++) {
  205. phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
  206. phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
  207. phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
  208. phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
  209. }
  210. }
  211. this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
  212. this.pingPhaseTexture.minFilter = THREE.NearestFilter;
  213. this.pingPhaseTexture.magFilter = THREE.NearestFilter;
  214. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  215. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  216. this.pingPhaseTexture.type = THREE.FloatType;
  217. this.pingPhaseTexture.needsUpdate = true;
  218. };
  219. THREE.Ocean.prototype.renderInitialSpectrum = function () {
  220. this.scene.overrideMaterial = this.materialInitialSpectrum;
  221. this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
  222. this.materialInitialSpectrum.uniforms.u_size.value = this.size;
  223. this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
  224. };
  225. THREE.Ocean.prototype.renderWavePhase = function () {
  226. this.scene.overrideMaterial = this.materialPhase;
  227. this.screenQuad.material = this.materialPhase;
  228. if (this.initial) {
  229. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  230. this.initial = false;
  231. }else {
  232. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  233. }
  234. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  235. this.materialPhase.uniforms.u_size.value = this.size;
  236. this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
  237. this.pingPhase = !this.pingPhase;
  238. };
  239. THREE.Ocean.prototype.renderSpectrum = function () {
  240. this.scene.overrideMaterial = this.materialSpectrum;
  241. this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
  242. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
  243. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
  244. this.materialSpectrum.uniforms.u_size.value = this.size ;
  245. this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
  246. };
  247. THREE.Ocean.prototype.renderSpectrumFFT = function() {
  248. // GPU FFT using Stockham formulation
  249. var iterations = Math.log( this.resolution ) / Math.log(2); // log2
  250. this.scene.overrideMaterial = this.materialOceanHorizontal;
  251. for (var i = 0; i < iterations; i++) {
  252. if (i === 0) {
  253. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
  254. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  255. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  256. }
  257. else if (i % 2 === 1) {
  258. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
  259. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  260. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  261. }
  262. else {
  263. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
  264. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  265. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  266. }
  267. }
  268. this.scene.overrideMaterial = this.materialOceanVertical;
  269. for (var i = iterations; i < iterations*2; i++) {
  270. if (i === iterations * 2 - 1) {
  271. this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
  272. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  273. this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
  274. }
  275. else if (i % 2 === 1) {
  276. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
  277. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  278. this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
  279. }
  280. else {
  281. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
  282. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
  283. this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
  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;
  291. this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
  292. };