webgl_gpgpu_water.html 20 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - gpgpu - water</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="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
  12. Move mouse to disturb water.<br>
  13. Press mouse button to orbit around. 'W' key toggles wireframe.
  14. </div>
  15. <!-- This is the 'compute shader' for the water heightmap: -->
  16. <script id="heightmapFragmentShader" type="x-shader/x-fragment">
  17. #include <common>
  18. uniform vec2 mousePos;
  19. uniform float mouseSize;
  20. uniform float viscosityConstant;
  21. uniform float heightCompensation;
  22. void main() {
  23. vec2 cellSize = 1.0 / resolution.xy;
  24. vec2 uv = gl_FragCoord.xy * cellSize;
  25. // heightmapValue.x == height from previous frame
  26. // heightmapValue.y == height from penultimate frame
  27. // heightmapValue.z, heightmapValue.w not used
  28. vec4 heightmapValue = texture2D( heightmap, uv );
  29. // Get neighbours
  30. vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
  31. vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
  32. vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
  33. vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
  34. // https://web.archive.org/web/20080618181901/http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
  35. float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - heightmapValue.y ) * viscosityConstant;
  36. // Mouse influence
  37. float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
  38. newHeight += ( cos( mousePhase ) + 1.0 ) * 0.28;
  39. heightmapValue.y = heightmapValue.x;
  40. heightmapValue.x = newHeight;
  41. gl_FragColor = heightmapValue;
  42. }
  43. </script>
  44. <!-- This is just a smoothing 'compute shader' for using manually: -->
  45. <script id="smoothFragmentShader" type="x-shader/x-fragment">
  46. uniform sampler2D smoothTexture;
  47. void main() {
  48. vec2 cellSize = 1.0 / resolution.xy;
  49. vec2 uv = gl_FragCoord.xy * cellSize;
  50. // Computes the mean of texel and 4 neighbours
  51. vec4 textureValue = texture2D( smoothTexture, uv );
  52. textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
  53. textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
  54. textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
  55. textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
  56. textureValue /= 5.0;
  57. gl_FragColor = textureValue;
  58. }
  59. </script>
  60. <!-- This is a 'compute shader' to read the current level and normal of water at a point -->
  61. <!-- It is used with a variable of size 1x1 -->
  62. <script id="readWaterLevelFragmentShader" type="x-shader/x-fragment">
  63. uniform vec2 point1;
  64. uniform sampler2D levelTexture;
  65. // Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
  66. float shift_right( float v, float amt ) {
  67. v = floor( v ) + 0.5;
  68. return floor( v / exp2( amt ) );
  69. }
  70. float shift_left( float v, float amt ) {
  71. return floor( v * exp2( amt ) + 0.5 );
  72. }
  73. float mask_last( float v, float bits ) {
  74. return mod( v, shift_left( 1.0, bits ) );
  75. }
  76. float extract_bits( float num, float from, float to ) {
  77. from = floor( from + 0.5 ); to = floor( to + 0.5 );
  78. return mask_last( shift_right( num, from ), to - from );
  79. }
  80. vec4 encode_float( float val ) {
  81. if ( val == 0.0 ) return vec4( 0, 0, 0, 0 );
  82. float sign = val > 0.0 ? 0.0 : 1.0;
  83. val = abs( val );
  84. float exponent = floor( log2( val ) );
  85. float biased_exponent = exponent + 127.0;
  86. float fraction = ( ( val / exp2( exponent ) ) - 1.0 ) * 8388608.0;
  87. float t = biased_exponent / 2.0;
  88. float last_bit_of_biased_exponent = fract( t ) * 2.0;
  89. float remaining_bits_of_biased_exponent = floor( t );
  90. float byte4 = extract_bits( fraction, 0.0, 8.0 ) / 255.0;
  91. float byte3 = extract_bits( fraction, 8.0, 16.0 ) / 255.0;
  92. float byte2 = ( last_bit_of_biased_exponent * 128.0 + extract_bits( fraction, 16.0, 23.0 ) ) / 255.0;
  93. float byte1 = ( sign * 128.0 + remaining_bits_of_biased_exponent ) / 255.0;
  94. return vec4( byte4, byte3, byte2, byte1 );
  95. }
  96. void main() {
  97. vec2 cellSize = 1.0 / resolution.xy;
  98. float waterLevel = texture2D( levelTexture, point1 ).x;
  99. vec2 normal = vec2(
  100. ( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
  101. ( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
  102. if ( gl_FragCoord.x < 1.5 ) {
  103. gl_FragColor = encode_float( waterLevel );
  104. } else if ( gl_FragCoord.x < 2.5 ) {
  105. gl_FragColor = encode_float( normal.x );
  106. } else if ( gl_FragCoord.x < 3.5 ) {
  107. gl_FragColor = encode_float( normal.y );
  108. } else {
  109. gl_FragColor = encode_float( 0.0 );
  110. }
  111. }
  112. </script>
  113. <!-- This is the water visualization shader, copied from the THREE.MeshPhongMaterial and modified: -->
  114. <script id="waterVertexShader" type="x-shader/x-vertex">
  115. uniform sampler2D heightmap;
  116. #define PHONG
  117. varying vec3 vViewPosition;
  118. #ifndef FLAT_SHADED
  119. varying vec3 vNormal;
  120. #endif
  121. #include <common>
  122. #include <uv_pars_vertex>
  123. #include <uv2_pars_vertex>
  124. #include <displacementmap_pars_vertex>
  125. #include <envmap_pars_vertex>
  126. #include <color_pars_vertex>
  127. #include <morphtarget_pars_vertex>
  128. #include <skinning_pars_vertex>
  129. #include <shadowmap_pars_vertex>
  130. #include <logdepthbuf_pars_vertex>
  131. #include <clipping_planes_pars_vertex>
  132. void main() {
  133. vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
  134. #include <uv_vertex>
  135. #include <uv2_vertex>
  136. #include <color_vertex>
  137. // # include <beginnormal_vertex>
  138. // Compute normal from heightmap
  139. vec3 objectNormal = vec3(
  140. ( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
  141. ( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
  142. 1.0 );
  143. //<beginnormal_vertex>
  144. #include <morphnormal_vertex>
  145. #include <skinbase_vertex>
  146. #include <skinnormal_vertex>
  147. #include <defaultnormal_vertex>
  148. #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
  149. vNormal = normalize( transformedNormal );
  150. #endif
  151. //# include <begin_vertex>
  152. float heightValue = texture2D( heightmap, uv ).x;
  153. vec3 transformed = vec3( position.x, position.y, heightValue );
  154. //<begin_vertex>
  155. #include <morphtarget_vertex>
  156. #include <skinning_vertex>
  157. #include <displacementmap_vertex>
  158. #include <project_vertex>
  159. #include <logdepthbuf_vertex>
  160. #include <clipping_planes_vertex>
  161. vViewPosition = - mvPosition.xyz;
  162. #include <worldpos_vertex>
  163. #include <envmap_vertex>
  164. #include <shadowmap_vertex>
  165. }
  166. </script>
  167. <script type="module">
  168. import * as THREE from '../build/three.module.js';
  169. import Stats from './jsm/libs/stats.module.js';
  170. import { GUI } from './jsm/libs/dat.gui.module.js';
  171. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  172. import { GPUComputationRenderer } from './jsm/misc/GPUComputationRenderer.js';
  173. import { SimplexNoise } from './jsm/math/SimplexNoise.js';
  174. // Texture width for simulation
  175. var WIDTH = 128;
  176. // Water size in system units
  177. var BOUNDS = 512;
  178. var BOUNDS_HALF = BOUNDS * 0.5;
  179. var container, stats;
  180. var camera, scene, renderer;
  181. var mouseMoved = false;
  182. var mouseCoords = new THREE.Vector2();
  183. var raycaster = new THREE.Raycaster();
  184. var waterMesh;
  185. var meshRay;
  186. var gpuCompute;
  187. var heightmapVariable;
  188. var waterUniforms;
  189. var smoothShader;
  190. var readWaterLevelShader;
  191. var readWaterLevelRenderTarget;
  192. var readWaterLevelImage;
  193. var waterNormal = new THREE.Vector3();
  194. var NUM_SPHERES = 5;
  195. var spheres = [];
  196. var spheresEnabled = true;
  197. var simplex = new SimplexNoise();
  198. init();
  199. animate();
  200. function init() {
  201. container = document.createElement( 'div' );
  202. document.body.appendChild( container );
  203. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
  204. camera.position.set( 0, 200, 350 );
  205. scene = new THREE.Scene();
  206. var sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
  207. sun.position.set( 300, 400, 175 );
  208. scene.add( sun );
  209. var sun2 = new THREE.DirectionalLight( 0x40A040, 0.6 );
  210. sun2.position.set( - 100, 350, - 200 );
  211. scene.add( sun2 );
  212. renderer = new THREE.WebGLRenderer();
  213. renderer.setPixelRatio( window.devicePixelRatio );
  214. renderer.setSize( window.innerWidth, window.innerHeight );
  215. container.appendChild( renderer.domElement );
  216. var controls = new OrbitControls( camera, renderer.domElement );
  217. controls.minDistance = 100;
  218. controls.maxDistance = 1000;
  219. stats = new Stats();
  220. container.appendChild( stats.dom );
  221. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  222. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  223. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  224. document.addEventListener( 'keydown', function ( event ) {
  225. // W Pressed: Toggle wireframe
  226. if ( event.keyCode === 87 ) {
  227. waterMesh.material.wireframe = ! waterMesh.material.wireframe;
  228. waterMesh.material.needsUpdate = true;
  229. }
  230. }, false );
  231. window.addEventListener( 'resize', onWindowResize, false );
  232. var gui = new GUI();
  233. var effectController = {
  234. mouseSize: 20.0,
  235. viscosity: 0.98,
  236. spheresEnabled: spheresEnabled
  237. };
  238. var valuesChanger = function () {
  239. heightmapVariable.material.uniforms[ "mouseSize" ].value = effectController.mouseSize;
  240. heightmapVariable.material.uniforms[ "viscosityConstant" ].value = effectController.viscosity;
  241. spheresEnabled = effectController.spheresEnabled;
  242. for ( var i = 0; i < NUM_SPHERES; i ++ ) {
  243. if ( spheres[ i ] ) {
  244. spheres[ i ].visible = spheresEnabled;
  245. }
  246. }
  247. };
  248. gui.add( effectController, "mouseSize", 1.0, 100.0, 1.0 ).onChange( valuesChanger );
  249. gui.add( effectController, "viscosity", 0.9, 0.999, 0.001 ).onChange( valuesChanger );
  250. gui.add( effectController, "spheresEnabled", 0, 1, 1 ).onChange( valuesChanger );
  251. var buttonSmooth = {
  252. smoothWater: function () {
  253. smoothWater();
  254. }
  255. };
  256. gui.add( buttonSmooth, 'smoothWater' );
  257. initWater();
  258. createSpheres();
  259. valuesChanger();
  260. }
  261. function initWater() {
  262. var materialColor = 0x0040C0;
  263. var geometry = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
  264. // material: make a THREE.ShaderMaterial clone of THREE.MeshPhongMaterial, with customized vertex shader
  265. var material = new THREE.ShaderMaterial( {
  266. uniforms: THREE.UniformsUtils.merge( [
  267. THREE.ShaderLib[ 'phong' ].uniforms,
  268. {
  269. "heightmap": { value: null }
  270. }
  271. ] ),
  272. vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
  273. fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
  274. } );
  275. material.lights = true;
  276. // Material attributes from THREE.MeshPhongMaterial
  277. material.color = new THREE.Color( materialColor );
  278. material.specular = new THREE.Color( 0x111111 );
  279. material.shininess = 50;
  280. // Sets the uniforms with the material values
  281. material.uniforms[ "diffuse" ].value = material.color;
  282. material.uniforms[ "specular" ].value = material.specular;
  283. material.uniforms[ "shininess" ].value = Math.max( material.shininess, 1e-4 );
  284. material.uniforms[ "opacity" ].value = material.opacity;
  285. // Defines
  286. material.defines.WIDTH = WIDTH.toFixed( 1 );
  287. material.defines.BOUNDS = BOUNDS.toFixed( 1 );
  288. waterUniforms = material.uniforms;
  289. waterMesh = new THREE.Mesh( geometry, material );
  290. waterMesh.rotation.x = - Math.PI / 2;
  291. waterMesh.matrixAutoUpdate = false;
  292. waterMesh.updateMatrix();
  293. scene.add( waterMesh );
  294. // THREE.Mesh just for mouse raycasting
  295. var geometryRay = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, 1, 1 );
  296. meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, visible: false } ) );
  297. meshRay.rotation.x = - Math.PI / 2;
  298. meshRay.matrixAutoUpdate = false;
  299. meshRay.updateMatrix();
  300. scene.add( meshRay );
  301. // Creates the gpu computation class and sets it up
  302. gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
  303. var heightmap0 = gpuCompute.createTexture();
  304. fillTexture( heightmap0 );
  305. heightmapVariable = gpuCompute.addVariable( "heightmap", document.getElementById( 'heightmapFragmentShader' ).textContent, heightmap0 );
  306. gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
  307. heightmapVariable.material.uniforms[ "mousePos" ] = { value: new THREE.Vector2( 10000, 10000 ) };
  308. heightmapVariable.material.uniforms[ "mouseSize" ] = { value: 20.0 };
  309. heightmapVariable.material.uniforms[ "viscosityConstant" ] = { value: 0.98 };
  310. heightmapVariable.material.uniforms[ "heightCompensation" ] = { value: 0 };
  311. heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
  312. var error = gpuCompute.init();
  313. if ( error !== null ) {
  314. console.error( error );
  315. }
  316. // Create compute shader to smooth the water surface and velocity
  317. smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { smoothTexture: { value: null } } );
  318. // Create compute shader to read water level
  319. readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
  320. point1: { value: new THREE.Vector2() },
  321. levelTexture: { value: null }
  322. } );
  323. readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
  324. readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
  325. // Create a 4x1 pixel image and a render target (Uint8, 4 channels, 1 byte per channel) to read water height and orientation
  326. readWaterLevelImage = new Uint8Array( 4 * 1 * 4 );
  327. readWaterLevelRenderTarget = new THREE.WebGLRenderTarget( 4, 1, {
  328. wrapS: THREE.ClampToEdgeWrapping,
  329. wrapT: THREE.ClampToEdgeWrapping,
  330. minFilter: THREE.NearestFilter,
  331. magFilter: THREE.NearestFilter,
  332. format: THREE.RGBAFormat,
  333. type: THREE.UnsignedByteType,
  334. stencilBuffer: false,
  335. depthBuffer: false
  336. } );
  337. }
  338. function fillTexture( texture ) {
  339. var waterMaxHeight = 10;
  340. function noise( x, y ) {
  341. var multR = waterMaxHeight;
  342. var mult = 0.025;
  343. var r = 0;
  344. for ( var i = 0; i < 15; i ++ ) {
  345. r += multR * simplex.noise( x * mult, y * mult );
  346. multR *= 0.53 + 0.025 * i;
  347. mult *= 1.25;
  348. }
  349. return r;
  350. }
  351. var pixels = texture.image.data;
  352. var p = 0;
  353. for ( var j = 0; j < WIDTH; j ++ ) {
  354. for ( var i = 0; i < WIDTH; i ++ ) {
  355. var x = i * 128 / WIDTH;
  356. var y = j * 128 / WIDTH;
  357. pixels[ p + 0 ] = noise( x, y );
  358. pixels[ p + 1 ] = pixels[ p + 0 ];
  359. pixels[ p + 2 ] = 0;
  360. pixels[ p + 3 ] = 1;
  361. p += 4;
  362. }
  363. }
  364. }
  365. function smoothWater() {
  366. var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
  367. var alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
  368. for ( var i = 0; i < 10; i ++ ) {
  369. smoothShader.uniforms[ "smoothTexture" ].value = currentRenderTarget.texture;
  370. gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
  371. smoothShader.uniforms[ "smoothTexture" ].value = alternateRenderTarget.texture;
  372. gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
  373. }
  374. }
  375. function createSpheres() {
  376. var sphereTemplate = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 24, 12 ), new THREE.MeshPhongMaterial( { color: 0xFFFF00 } ) );
  377. for ( var i = 0; i < NUM_SPHERES; i ++ ) {
  378. var sphere = sphereTemplate;
  379. if ( i < NUM_SPHERES - 1 ) {
  380. sphere = sphereTemplate.clone();
  381. }
  382. sphere.position.x = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
  383. sphere.position.z = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
  384. sphere.userData.velocity = new THREE.Vector3();
  385. scene.add( sphere );
  386. spheres[ i ] = sphere;
  387. }
  388. }
  389. function sphereDynamics() {
  390. var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
  391. readWaterLevelShader.uniforms[ "levelTexture" ].value = currentRenderTarget.texture;
  392. for ( var i = 0; i < NUM_SPHERES; i ++ ) {
  393. var sphere = spheres[ i ];
  394. if ( sphere ) {
  395. // Read water level and orientation
  396. var u = 0.5 * sphere.position.x / BOUNDS_HALF + 0.5;
  397. var v = 1 - ( 0.5 * sphere.position.z / BOUNDS_HALF + 0.5 );
  398. readWaterLevelShader.uniforms[ "point1" ].value.set( u, v );
  399. gpuCompute.doRenderTarget( readWaterLevelShader, readWaterLevelRenderTarget );
  400. renderer.readRenderTargetPixels( readWaterLevelRenderTarget, 0, 0, 4, 1, readWaterLevelImage );
  401. var pixels = new Float32Array( readWaterLevelImage.buffer );
  402. // Get orientation
  403. waterNormal.set( pixels[ 1 ], 0, - pixels[ 2 ] );
  404. var pos = sphere.position;
  405. // Set height
  406. pos.y = pixels[ 0 ];
  407. // Move sphere
  408. waterNormal.multiplyScalar( 0.1 );
  409. sphere.userData.velocity.add( waterNormal );
  410. sphere.userData.velocity.multiplyScalar( 0.998 );
  411. pos.add( sphere.userData.velocity );
  412. if ( pos.x < - BOUNDS_HALF ) {
  413. pos.x = - BOUNDS_HALF + 0.001;
  414. sphere.userData.velocity.x *= - 0.3;
  415. } else if ( pos.x > BOUNDS_HALF ) {
  416. pos.x = BOUNDS_HALF - 0.001;
  417. sphere.userData.velocity.x *= - 0.3;
  418. }
  419. if ( pos.z < - BOUNDS_HALF ) {
  420. pos.z = - BOUNDS_HALF + 0.001;
  421. sphere.userData.velocity.z *= - 0.3;
  422. } else if ( pos.z > BOUNDS_HALF ) {
  423. pos.z = BOUNDS_HALF - 0.001;
  424. sphere.userData.velocity.z *= - 0.3;
  425. }
  426. }
  427. }
  428. }
  429. function onWindowResize() {
  430. camera.aspect = window.innerWidth / window.innerHeight;
  431. camera.updateProjectionMatrix();
  432. renderer.setSize( window.innerWidth, window.innerHeight );
  433. }
  434. function setMouseCoords( x, y ) {
  435. mouseCoords.set( ( x / renderer.domElement.clientWidth ) * 2 - 1, - ( y / renderer.domElement.clientHeight ) * 2 + 1 );
  436. mouseMoved = true;
  437. }
  438. function onDocumentMouseMove( event ) {
  439. setMouseCoords( event.clientX, event.clientY );
  440. }
  441. function onDocumentTouchStart( event ) {
  442. if ( event.touches.length === 1 ) {
  443. event.preventDefault();
  444. setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  445. }
  446. }
  447. function onDocumentTouchMove( event ) {
  448. if ( event.touches.length === 1 ) {
  449. event.preventDefault();
  450. setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
  451. }
  452. }
  453. function animate() {
  454. requestAnimationFrame( animate );
  455. render();
  456. stats.update();
  457. }
  458. function render() {
  459. // Set uniforms: mouse interaction
  460. var uniforms = heightmapVariable.material.uniforms;
  461. if ( mouseMoved ) {
  462. raycaster.setFromCamera( mouseCoords, camera );
  463. var intersects = raycaster.intersectObject( meshRay );
  464. if ( intersects.length > 0 ) {
  465. var point = intersects[ 0 ].point;
  466. uniforms[ "mousePos" ].value.set( point.x, point.z );
  467. } else {
  468. uniforms[ "mousePos" ].value.set( 10000, 10000 );
  469. }
  470. mouseMoved = false;
  471. } else {
  472. uniforms[ "mousePos" ].value.set( 10000, 10000 );
  473. }
  474. // Do the gpu computation
  475. gpuCompute.compute();
  476. if ( spheresEnabled ) {
  477. sphereDynamics();
  478. }
  479. // Get compute output in custom uniform
  480. waterUniforms[ "heightmap" ].value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
  481. // Render
  482. renderer.render( scene, camera );
  483. }
  484. </script>
  485. </body>
  486. </html>