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