webgl_shaders_ocean.html 6.0 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. <style>
  8. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 0px; width: 100%;
  18. text-align:center;
  19. padding: 5px;
  20. }
  21. </style>
  22. </head>
  23. <body>
  24. <div id="container"></div>
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl ocean
  27. </div>
  28. <script src="../build/three.js"></script>
  29. <script src="js/controls/OrbitControls.js"></script>
  30. <script src="js/objects/Water.js"></script>
  31. <script src="js/objects/Sky.js"></script>
  32. <script src="js/WebGL.js"></script>
  33. <script src="js/libs/stats.min.js"></script>
  34. <script src="js/libs/dat.gui.min.js"></script>
  35. <script>
  36. if ( WEBGL.isWebGLAvailable() === false ) {
  37. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  38. }
  39. var container, stats;
  40. var camera, scene, renderer, light;
  41. var controls, water, sphere;
  42. init();
  43. animate();
  44. function init() {
  45. container = document.getElementById( 'container' );
  46. //
  47. renderer = new THREE.WebGLRenderer();
  48. renderer.setPixelRatio( window.devicePixelRatio );
  49. renderer.setSize( window.innerWidth, window.innerHeight );
  50. container.appendChild( renderer.domElement );
  51. //
  52. scene = new THREE.Scene();
  53. //
  54. camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 1, 20000 );
  55. camera.position.set( 30, 30, 100 );
  56. //
  57. light = new THREE.DirectionalLight( 0xffffff, 0.8 );
  58. scene.add( light );
  59. // Water
  60. var waterGeometry = new THREE.PlaneBufferGeometry( 10000, 10000 );
  61. water = new THREE.Water(
  62. waterGeometry,
  63. {
  64. textureWidth: 512,
  65. textureHeight: 512,
  66. waterNormals: new THREE.TextureLoader().load( 'textures/waternormals.jpg', function ( texture ) {
  67. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  68. } ),
  69. alpha: 1.0,
  70. sunDirection: light.position.clone().normalize(),
  71. sunColor: 0xffffff,
  72. waterColor: 0x001e0f,
  73. distortionScale: 3.7,
  74. fog: scene.fog !== undefined
  75. }
  76. );
  77. water.rotation.x = - Math.PI / 2;
  78. scene.add( water );
  79. // Skybox
  80. var sky = new THREE.Sky();
  81. sky.scale.setScalar( 10000 );
  82. scene.add( sky );
  83. var uniforms = sky.material.uniforms;
  84. uniforms.turbidity.value = 10;
  85. uniforms.rayleigh.value = 2;
  86. uniforms.luminance.value = 1;
  87. uniforms.mieCoefficient.value = 0.005;
  88. uniforms.mieDirectionalG.value = 0.8;
  89. var parameters = {
  90. distance: 400,
  91. inclination: 0.49,
  92. azimuth: 0.205
  93. };
  94. var cubeCamera = new THREE.CubeCamera( 1, 20000, 256 );
  95. cubeCamera.renderTarget.texture.generateMipmaps = true;
  96. cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
  97. function updateSun() {
  98. var theta = Math.PI * ( parameters.inclination - 0.5 );
  99. var phi = 2 * Math.PI * ( parameters.azimuth - 0.5 );
  100. light.position.x = parameters.distance * Math.cos( phi );
  101. light.position.y = parameters.distance * Math.sin( phi ) * Math.sin( theta );
  102. light.position.z = parameters.distance * Math.sin( phi ) * Math.cos( theta );
  103. sky.material.uniforms.sunPosition.value = light.position.copy( light.position );
  104. water.material.uniforms.sunDirection.value.copy( light.position ).normalize();
  105. cubeCamera.update( renderer, scene );
  106. }
  107. updateSun();
  108. //
  109. var geometry = new THREE.IcosahedronBufferGeometry( 20, 1 );
  110. var count = geometry.attributes.position.count;
  111. var colors = [];
  112. var color = new THREE.Color();
  113. for ( var i = 0; i < count; i += 3 ) {
  114. color.setHex( Math.random() * 0xffffff );
  115. colors.push( color.r, color.g, color.b );
  116. colors.push( color.r, color.g, color.b );
  117. colors.push( color.r, color.g, color.b );
  118. }
  119. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  120. var material = new THREE.MeshStandardMaterial( {
  121. vertexColors: THREE.VertexColors,
  122. roughness: 0.0,
  123. flatShading: true,
  124. envMap: cubeCamera.renderTarget.texture,
  125. side: THREE.DoubleSide
  126. } );
  127. sphere = new THREE.Mesh( geometry, material );
  128. scene.add( sphere );
  129. //
  130. controls = new THREE.OrbitControls( camera, renderer.domElement );
  131. controls.maxPolarAngle = Math.PI * 0.495;
  132. controls.target.set( 0, 10, 0 );
  133. controls.minDistance = 40.0;
  134. controls.maxDistance = 200.0;
  135. camera.lookAt( controls.target );
  136. //
  137. stats = new Stats();
  138. container.appendChild( stats.dom );
  139. // GUI
  140. var gui = new dat.GUI();
  141. var folder = gui.addFolder( 'Sky' );
  142. folder.add( parameters, 'inclination', 0, 0.5, 0.0001 ).onChange( updateSun );
  143. folder.add( parameters, 'azimuth', 0, 1, 0.0001 ).onChange( updateSun );
  144. folder.open();
  145. var uniforms = water.material.uniforms;
  146. var folder = gui.addFolder( 'Water' );
  147. folder.add( uniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
  148. folder.add( uniforms.size, 'value', 0.1, 10, 0.1 ).name( 'size' );
  149. folder.add( uniforms.alpha, 'value', 0.9, 1, .001 ).name( 'alpha' );
  150. folder.open();
  151. //
  152. window.addEventListener( 'resize', onWindowResize, false );
  153. }
  154. function onWindowResize() {
  155. camera.aspect = window.innerWidth / window.innerHeight;
  156. camera.updateProjectionMatrix();
  157. renderer.setSize( window.innerWidth, window.innerHeight );
  158. }
  159. function animate() {
  160. requestAnimationFrame( animate );
  161. render();
  162. stats.update();
  163. }
  164. function render() {
  165. var time = performance.now() * 0.001;
  166. sphere.position.y = Math.sin( time ) * 20 + 5;
  167. sphere.rotation.x = time * 0.5;
  168. sphere.rotation.z = time * 0.51;
  169. water.material.uniforms.time.value += 1.0 / 60.0;
  170. renderer.render( scene, camera );
  171. }
  172. </script>
  173. </body>
  174. </html>