Ocean.js 16 KB

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  1. console.warn( "THREE.Ocean: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /*
  3. three.js Ocean
  4. */
  5. THREE.Ocean = function ( renderer, camera, scene, options ) {
  6. // flag used to trigger parameter changes
  7. this.changed = true;
  8. this.initial = true;
  9. // Assign required parameters as object properties
  10. this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
  11. this.oceanCamera.position.z = 1;
  12. this.renderer = renderer;
  13. this.renderer.clearColor( 0xffffff );
  14. this.scene = new THREE.Scene();
  15. // Assign optional parameters as variables and object properties
  16. function optionalParameter( value, defaultValue ) {
  17. return value !== undefined ? value : defaultValue;
  18. }
  19. options = options || {};
  20. this.clearColor = optionalParameter( options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ] );
  21. this.geometryOrigin = optionalParameter( options.GEOMETRY_ORIGIN, [ - 1000.0, - 1000.0 ] );
  22. this.sunDirectionX = optionalParameter( options.SUN_DIRECTION[ 0 ], - 1.0 );
  23. this.sunDirectionY = optionalParameter( options.SUN_DIRECTION[ 1 ], 1.0 );
  24. this.sunDirectionZ = optionalParameter( options.SUN_DIRECTION[ 2 ], 1.0 );
  25. this.oceanColor = optionalParameter( options.OCEAN_COLOR, new THREE.Vector3( 0.004, 0.016, 0.047 ) );
  26. this.skyColor = optionalParameter( options.SKY_COLOR, new THREE.Vector3( 3.2, 9.6, 12.8 ) );
  27. this.exposure = optionalParameter( options.EXPOSURE, 0.35 );
  28. this.geometryResolution = optionalParameter( options.GEOMETRY_RESOLUTION, 32 );
  29. this.geometrySize = optionalParameter( options.GEOMETRY_SIZE, 2000 );
  30. this.resolution = optionalParameter( options.RESOLUTION, 64 );
  31. this.floatSize = optionalParameter( options.SIZE_OF_FLOAT, 4 );
  32. this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 );
  33. this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 );
  34. this.size = optionalParameter( options.INITIAL_SIZE, 250.0 );
  35. this.choppiness = optionalParameter( options.INITIAL_CHOPPINESS, 1.5 );
  36. //
  37. this.matrixNeedsUpdate = false;
  38. // Setup framebuffer pipeline
  39. var renderTargetType = optionalParameter( options.USE_HALF_FLOAT, false ) ? THREE.HalfFloatType : THREE.FloatType;
  40. var LinearClampParams = {
  41. minFilter: THREE.LinearFilter,
  42. magFilter: THREE.LinearFilter,
  43. wrapS: THREE.ClampToEdgeWrapping,
  44. wrapT: THREE.ClampToEdgeWrapping,
  45. format: THREE.RGBAFormat,
  46. stencilBuffer: false,
  47. depthBuffer: false,
  48. premultiplyAlpha: false,
  49. type: renderTargetType
  50. };
  51. var NearestClampParams = {
  52. minFilter: THREE.NearestFilter,
  53. magFilter: THREE.NearestFilter,
  54. wrapS: THREE.ClampToEdgeWrapping,
  55. wrapT: THREE.ClampToEdgeWrapping,
  56. format: THREE.RGBAFormat,
  57. stencilBuffer: false,
  58. depthBuffer: false,
  59. premultiplyAlpha: false,
  60. type: renderTargetType
  61. };
  62. var NearestRepeatParams = {
  63. minFilter: THREE.NearestFilter,
  64. magFilter: THREE.NearestFilter,
  65. wrapS: THREE.RepeatWrapping,
  66. wrapT: THREE.RepeatWrapping,
  67. format: THREE.RGBAFormat,
  68. stencilBuffer: false,
  69. depthBuffer: false,
  70. premultiplyAlpha: false,
  71. type: renderTargetType
  72. };
  73. this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestRepeatParams );
  74. this.spectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  75. this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  76. this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  77. this.pingTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  78. this.pongTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
  79. this.displacementMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
  80. this.normalMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
  81. // Define shaders and constant uniforms
  82. ////////////////////////////////////////
  83. // 0 - The vertex shader used in all of the simulation steps
  84. var fullscreeenVertexShader = THREE.OceanShaders[ "ocean_sim_vertex" ];
  85. // 1 - Horizontal wave vertices used for FFT
  86. var oceanHorizontalShader = THREE.OceanShaders[ "ocean_subtransform" ];
  87. var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
  88. this.materialOceanHorizontal = new THREE.ShaderMaterial( {
  89. uniforms: oceanHorizontalUniforms,
  90. vertexShader: fullscreeenVertexShader.vertexShader,
  91. fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
  92. } );
  93. this.materialOceanHorizontal.uniforms.u_transformSize = { value: this.resolution };
  94. this.materialOceanHorizontal.uniforms.u_subtransformSize = { value: null };
  95. this.materialOceanHorizontal.uniforms.u_input = { value: null };
  96. this.materialOceanHorizontal.depthTest = false;
  97. // 2 - Vertical wave vertices used for FFT
  98. var oceanVerticalShader = THREE.OceanShaders[ "ocean_subtransform" ];
  99. var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
  100. this.materialOceanVertical = new THREE.ShaderMaterial( {
  101. uniforms: oceanVerticalUniforms,
  102. vertexShader: fullscreeenVertexShader.vertexShader,
  103. fragmentShader: oceanVerticalShader.fragmentShader
  104. } );
  105. this.materialOceanVertical.uniforms.u_transformSize = { value: this.resolution };
  106. this.materialOceanVertical.uniforms.u_subtransformSize = { value: null };
  107. this.materialOceanVertical.uniforms.u_input = { value: null };
  108. this.materialOceanVertical.depthTest = false;
  109. // 3 - Initial spectrum used to generate height map
  110. var initialSpectrumShader = THREE.OceanShaders[ "ocean_initial_spectrum" ];
  111. var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
  112. this.materialInitialSpectrum = new THREE.ShaderMaterial( {
  113. uniforms: initialSpectrumUniforms,
  114. vertexShader: initialSpectrumShader.vertexShader,
  115. fragmentShader: initialSpectrumShader.fragmentShader
  116. } );
  117. this.materialInitialSpectrum.uniforms.u_wind = { value: new THREE.Vector2() };
  118. this.materialInitialSpectrum.uniforms.u_resolution = { value: this.resolution };
  119. this.materialInitialSpectrum.depthTest = false;
  120. // 4 - Phases used to animate heightmap
  121. var phaseShader = THREE.OceanShaders[ "ocean_phase" ];
  122. var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
  123. this.materialPhase = new THREE.ShaderMaterial( {
  124. uniforms: phaseUniforms,
  125. vertexShader: fullscreeenVertexShader.vertexShader,
  126. fragmentShader: phaseShader.fragmentShader
  127. } );
  128. this.materialPhase.uniforms.u_resolution = { value: this.resolution };
  129. this.materialPhase.depthTest = false;
  130. // 5 - Shader used to update spectrum
  131. var spectrumShader = THREE.OceanShaders[ "ocean_spectrum" ];
  132. var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
  133. this.materialSpectrum = new THREE.ShaderMaterial( {
  134. uniforms: spectrumUniforms,
  135. vertexShader: fullscreeenVertexShader.vertexShader,
  136. fragmentShader: spectrumShader.fragmentShader
  137. } );
  138. this.materialSpectrum.uniforms.u_initialSpectrum = { value: null };
  139. this.materialSpectrum.uniforms.u_resolution = { value: this.resolution };
  140. this.materialSpectrum.depthTest = false;
  141. // 6 - Shader used to update spectrum normals
  142. var normalShader = THREE.OceanShaders[ "ocean_normals" ];
  143. var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
  144. this.materialNormal = new THREE.ShaderMaterial( {
  145. uniforms: normalUniforms,
  146. vertexShader: fullscreeenVertexShader.vertexShader,
  147. fragmentShader: normalShader.fragmentShader
  148. } );
  149. this.materialNormal.uniforms.u_displacementMap = { value: null };
  150. this.materialNormal.uniforms.u_resolution = { value: this.resolution };
  151. this.materialNormal.depthTest = false;
  152. // 7 - Shader used to update normals
  153. var oceanShader = THREE.OceanShaders[ "ocean_main" ];
  154. var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
  155. this.materialOcean = new THREE.ShaderMaterial( {
  156. uniforms: oceanUniforms,
  157. vertexShader: oceanShader.vertexShader,
  158. fragmentShader: oceanShader.fragmentShader
  159. } );
  160. // this.materialOcean.wireframe = true;
  161. this.materialOcean.uniforms.u_geometrySize = { value: this.resolution };
  162. this.materialOcean.uniforms.u_displacementMap = { value: this.displacementMapFramebuffer.texture };
  163. this.materialOcean.uniforms.u_normalMap = { value: this.normalMapFramebuffer.texture };
  164. this.materialOcean.uniforms.u_oceanColor = { value: this.oceanColor };
  165. this.materialOcean.uniforms.u_skyColor = { value: this.skyColor };
  166. this.materialOcean.uniforms.u_sunDirection = { value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
  167. this.materialOcean.uniforms.u_exposure = { value: this.exposure };
  168. this.materialOcean.uniforms.u_size = { value: this.size };
  169. // Disable blending to prevent default premultiplied alpha values
  170. this.materialOceanHorizontal.blending = 0;
  171. this.materialOceanVertical.blending = 0;
  172. this.materialInitialSpectrum.blending = 0;
  173. this.materialPhase.blending = 0;
  174. this.materialSpectrum.blending = 0;
  175. this.materialNormal.blending = 0;
  176. this.materialOcean.blending = 0;
  177. // Create the simulation plane
  178. this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
  179. this.scene.add( this.screenQuad );
  180. // Initialise spectrum data
  181. this.generateSeedPhaseTexture();
  182. // Generate the ocean mesh
  183. this.generateMesh();
  184. };
  185. THREE.Ocean.prototype.generateMesh = function () {
  186. var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
  187. geometry.rotateX( - Math.PI / 2 );
  188. this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
  189. };
  190. THREE.Ocean.prototype.render = function () {
  191. var currentRenderTarget = this.renderer.getRenderTarget();
  192. this.scene.overrideMaterial = null;
  193. if ( this.changed )
  194. this.renderInitialSpectrum();
  195. this.renderWavePhase();
  196. this.renderSpectrum();
  197. this.renderSpectrumFFT();
  198. this.renderNormalMap();
  199. this.scene.overrideMaterial = null;
  200. this.renderer.setRenderTarget( currentRenderTarget );
  201. };
  202. THREE.Ocean.prototype.generateSeedPhaseTexture = function () {
  203. // Setup the seed texture
  204. this.pingPhase = true;
  205. var phaseArray = new window.Float32Array( this.resolution * this.resolution * 4 );
  206. for ( var i = 0; i < this.resolution; i ++ ) {
  207. for ( var j = 0; j < this.resolution; j ++ ) {
  208. phaseArray[ i * this.resolution * 4 + j * 4 ] = Math.random() * 2.0 * Math.PI;
  209. phaseArray[ i * this.resolution * 4 + j * 4 + 1 ] = 0.0;
  210. phaseArray[ i * this.resolution * 4 + j * 4 + 2 ] = 0.0;
  211. phaseArray[ i * this.resolution * 4 + j * 4 + 3 ] = 0.0;
  212. }
  213. }
  214. this.pingPhaseTexture = new THREE.DataTexture( phaseArray, this.resolution, this.resolution, THREE.RGBAFormat );
  215. this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
  216. this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
  217. this.pingPhaseTexture.type = THREE.FloatType;
  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.setRenderTarget( this.initialSpectrumFramebuffer );
  224. this.renderer.clear();
  225. this.renderer.render( this.scene, this.oceanCamera );
  226. };
  227. THREE.Ocean.prototype.renderWavePhase = function () {
  228. this.scene.overrideMaterial = this.materialPhase;
  229. this.screenQuad.material = this.materialPhase;
  230. if ( this.initial ) {
  231. this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
  232. this.initial = false;
  233. } else {
  234. this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
  235. }
  236. this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
  237. this.materialPhase.uniforms.u_size.value = this.size;
  238. this.renderer.setRenderTarget( this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer );
  239. this.renderer.render( this.scene, this.oceanCamera );
  240. this.pingPhase = ! this.pingPhase;
  241. };
  242. THREE.Ocean.prototype.renderSpectrum = function () {
  243. this.scene.overrideMaterial = this.materialSpectrum;
  244. this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture;
  245. this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
  246. this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness;
  247. this.materialSpectrum.uniforms.u_size.value = this.size;
  248. this.renderer.setRenderTarget( this.spectrumFramebuffer );
  249. this.renderer.render( this.scene, this.oceanCamera );
  250. };
  251. THREE.Ocean.prototype.renderSpectrumFFT = function () {
  252. // GPU FFT using Stockham formulation
  253. var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2
  254. this.scene.overrideMaterial = this.materialOceanHorizontal;
  255. for ( var i = 0; i < iterations; i ++ ) {
  256. if ( i === 0 ) {
  257. this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture;
  258. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  259. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  260. this.renderer.render( this.scene, this.oceanCamera );
  261. } else if ( i % 2 === 1 ) {
  262. this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
  263. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  264. this.renderer.setRenderTarget( this.pongTransformFramebuffer );
  265. this.renderer.render( this.scene, this.oceanCamera );
  266. } else {
  267. this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
  268. this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  269. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  270. this.renderer.render( this.scene, this.oceanCamera );
  271. }
  272. }
  273. this.scene.overrideMaterial = this.materialOceanVertical;
  274. for ( var i = iterations; i < iterations * 2; i ++ ) {
  275. if ( i === iterations * 2 - 1 ) {
  276. this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture;
  277. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  278. this.renderer.setRenderTarget( this.displacementMapFramebuffer );
  279. this.renderer.render( this.scene, this.oceanCamera );
  280. } else if ( i % 2 === 1 ) {
  281. this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
  282. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  283. this.renderer.setRenderTarget( this.pongTransformFramebuffer );
  284. this.renderer.render( this.scene, this.oceanCamera );
  285. } else {
  286. this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
  287. this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
  288. this.renderer.setRenderTarget( this.pingTransformFramebuffer );
  289. this.renderer.render( this.scene, this.oceanCamera );
  290. }
  291. }
  292. };
  293. THREE.Ocean.prototype.renderNormalMap = function () {
  294. this.scene.overrideMaterial = this.materialNormal;
  295. if ( this.changed ) this.materialNormal.uniforms.u_size.value = this.size;
  296. this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer.texture;
  297. this.renderer.setRenderTarget( this.normalMapFramebuffer );
  298. this.renderer.clear();
  299. this.renderer.render( this.scene, this.oceanCamera );
  300. };