webgl_shaders_ocean.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - shaders - ocean</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="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl ocean
  13. </div>
  14. <script type="module">
  15. import {
  16. Color,
  17. CubeCamera,
  18. DirectionalLight,
  19. DoubleSide,
  20. Float32BufferAttribute,
  21. IcosahedronBufferGeometry,
  22. LinearMipMapLinearFilter,
  23. Mesh,
  24. MeshStandardMaterial,
  25. PerspectiveCamera,
  26. PlaneBufferGeometry,
  27. RepeatWrapping,
  28. Scene,
  29. TextureLoader,
  30. VertexColors,
  31. WebGLRenderer
  32. } from "../build/three.module.js";
  33. import Stats from './jsm/libs/stats.module.js';
  34. import { GUI } from './jsm/libs/dat.gui.module.js';
  35. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  36. import { Water } from './jsm/objects/Water.js';
  37. import { Sky } from './jsm/objects/Sky.js';
  38. var container, stats;
  39. var camera, scene, renderer, light;
  40. var controls, water, sphere;
  41. init();
  42. animate();
  43. function init() {
  44. container = document.getElementById( 'container' );
  45. //
  46. renderer = new WebGLRenderer();
  47. renderer.setPixelRatio( window.devicePixelRatio );
  48. renderer.setSize( window.innerWidth, window.innerHeight );
  49. container.appendChild( renderer.domElement );
  50. //
  51. scene = new Scene();
  52. //
  53. camera = new PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 1, 20000 );
  54. camera.position.set( 30, 30, 100 );
  55. //
  56. light = new DirectionalLight( 0xffffff, 0.8 );
  57. scene.add( light );
  58. // Water
  59. var waterGeometry = new PlaneBufferGeometry( 10000, 10000 );
  60. water = new Water(
  61. waterGeometry,
  62. {
  63. textureWidth: 512,
  64. textureHeight: 512,
  65. waterNormals: new TextureLoader().load( 'textures/waternormals.jpg', function ( texture ) {
  66. texture.wrapS = texture.wrapT = RepeatWrapping;
  67. } ),
  68. alpha: 1.0,
  69. sunDirection: light.position.clone().normalize(),
  70. sunColor: 0xffffff,
  71. waterColor: 0x001e0f,
  72. distortionScale: 3.7,
  73. fog: scene.fog !== undefined
  74. }
  75. );
  76. water.rotation.x = - Math.PI / 2;
  77. scene.add( water );
  78. // Skybox
  79. var sky = new Sky();
  80. var uniforms = sky.material.uniforms;
  81. uniforms[ 'turbidity' ].value = 10;
  82. uniforms[ 'rayleigh' ].value = 2;
  83. uniforms[ 'luminance' ].value = 1;
  84. uniforms[ 'mieCoefficient' ].value = 0.005;
  85. uniforms[ 'mieDirectionalG' ].value = 0.8;
  86. var parameters = {
  87. distance: 400,
  88. inclination: 0.49,
  89. azimuth: 0.205
  90. };
  91. var cubeCamera = new CubeCamera( 0.1, 1, 512 );
  92. cubeCamera.renderTarget.texture.generateMipmaps = true;
  93. cubeCamera.renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  94. scene.background = cubeCamera.renderTarget;
  95. function updateSun() {
  96. var theta = Math.PI * ( parameters.inclination - 0.5 );
  97. var phi = 2 * Math.PI * ( parameters.azimuth - 0.5 );
  98. light.position.x = parameters.distance * Math.cos( phi );
  99. light.position.y = parameters.distance * Math.sin( phi ) * Math.sin( theta );
  100. light.position.z = parameters.distance * Math.sin( phi ) * Math.cos( theta );
  101. sky.material.uniforms[ 'sunPosition' ].value = light.position.copy( light.position );
  102. water.material.uniforms[ 'sunDirection' ].value.copy( light.position ).normalize();
  103. cubeCamera.update( renderer, sky );
  104. }
  105. updateSun();
  106. //
  107. var geometry = new IcosahedronBufferGeometry( 20, 1 );
  108. var count = geometry.attributes.position.count;
  109. var colors = [];
  110. var color = new Color();
  111. for ( var i = 0; i < count; i += 3 ) {
  112. color.setHex( Math.random() * 0xffffff );
  113. colors.push( color.r, color.g, color.b );
  114. colors.push( color.r, color.g, color.b );
  115. colors.push( color.r, color.g, color.b );
  116. }
  117. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  118. var material = new MeshStandardMaterial( {
  119. vertexColors: VertexColors,
  120. roughness: 0.0,
  121. flatShading: true,
  122. envMap: cubeCamera.renderTarget.texture,
  123. side: DoubleSide
  124. } );
  125. sphere = new Mesh( geometry, material );
  126. scene.add( sphere );
  127. //
  128. controls = new OrbitControls( camera, renderer.domElement );
  129. controls.maxPolarAngle = Math.PI * 0.495;
  130. controls.target.set( 0, 10, 0 );
  131. controls.minDistance = 40.0;
  132. controls.maxDistance = 200.0;
  133. controls.update();
  134. //
  135. stats = new Stats();
  136. container.appendChild( stats.dom );
  137. // GUI
  138. var gui = new GUI();
  139. var folder = gui.addFolder( 'Sky' );
  140. folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
  141. folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );
  142. folder.open();
  143. var uniforms = water.material.uniforms;
  144. var folder = gui.addFolder( 'Water' );
  145. folder.add( uniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
  146. folder.add( uniforms.size, 'value', 0.1, 10, 0.1 ).name( 'size' );
  147. folder.add( uniforms.alpha, 'value', 0.9, 1, .001 ).name( 'alpha' );
  148. folder.open();
  149. //
  150. window.addEventListener( 'resize', onWindowResize, false );
  151. }
  152. function onWindowResize() {
  153. camera.aspect = window.innerWidth / window.innerHeight;
  154. camera.updateProjectionMatrix();
  155. renderer.setSize( window.innerWidth, window.innerHeight );
  156. }
  157. function animate() {
  158. requestAnimationFrame( animate );
  159. render();
  160. stats.update();
  161. }
  162. function render() {
  163. var time = performance.now() * 0.001;
  164. sphere.position.y = Math.sin( time ) * 20 + 5;
  165. sphere.rotation.x = time * 0.5;
  166. sphere.rotation.z = time * 0.51;
  167. water.material.uniforms[ 'time' ].value += 1.0 / 60.0;
  168. renderer.render( scene, camera );
  169. }
  170. </script>
  171. </body>
  172. </html>