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THREE.Ocean = function ( renderer, camera, scene, options ) { | |
// flag used to trigger parameter changes | |
this.changed = true; | |
this.initial = true; | |
// Assign required parameters as object properties | |
this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone(); | |
this.oceanCamera.position.z = 1; | |
this.renderer = renderer; | |
this.renderer.clearColor( 0xffffff ); | |
this.scene = new THREE.Scene(); | |
// Assign optional parameters as variables and object properties | |
function optionalParameter( value, defaultValue ) { | |
return value !== undefined ? value : defaultValue; | |
} | |
options = options || {}; | |
this.clearColor = optionalParameter( options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ] ); | |
this.geometryOrigin = optionalParameter( options.GEOMETRY_ORIGIN, [ - 1000.0, - 1000.0 ] ); | |
this.sunDirectionX = optionalParameter( options.SUN_DIRECTION[ 0 ], - 1.0 ); | |
this.sunDirectionY = optionalParameter( options.SUN_DIRECTION[ 1 ], 1.0 ); | |
this.sunDirectionZ = optionalParameter( options.SUN_DIRECTION[ 2 ], 1.0 ); | |
this.oceanColor = optionalParameter( options.OCEAN_COLOR, new THREE.Vector3( 0.004, 0.016, 0.047 ) ); | |
this.skyColor = optionalParameter( options.SKY_COLOR, new THREE.Vector3( 3.2, 9.6, 12.8 ) ); | |
this.exposure = optionalParameter( options.EXPOSURE, 0.35 ); | |
this.geometryResolution = optionalParameter( options.GEOMETRY_RESOLUTION, 32 ); | |
this.geometrySize = optionalParameter( options.GEOMETRY_SIZE, 2000 ); | |
this.resolution = optionalParameter( options.RESOLUTION, 64 ); | |
this.floatSize = optionalParameter( options.SIZE_OF_FLOAT, 4 ); | |
this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 ); | |
this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 ); | |
this.size = optionalParameter( options.INITIAL_SIZE, 250.0 ); | |
this.choppiness = optionalParameter( options.INITIAL_CHOPPINESS, 1.5 ); | |
// | |
this.matrixNeedsUpdate = false; | |
// Setup framebuffer pipeline | |
var renderTargetType = optionalParameter( options.USE_HALF_FLOAT, false ) ? THREE.HalfFloatType : THREE.FloatType; | |
var LinearClampParams = { | |
minFilter: THREE.LinearFilter, | |
magFilter: THREE.LinearFilter, | |
wrapS: THREE.ClampToEdgeWrapping, | |
wrapT: THREE.ClampToEdgeWrapping, | |
format: THREE.RGBAFormat, | |
stencilBuffer: false, | |
depthBuffer: false, | |
premultiplyAlpha: false, | |
type: renderTargetType | |
}; | |
var NearestClampParams = { | |
minFilter: THREE.NearestFilter, | |
magFilter: THREE.NearestFilter, | |
wrapS: THREE.ClampToEdgeWrapping, | |
wrapT: THREE.ClampToEdgeWrapping, | |
format: THREE.RGBAFormat, | |
stencilBuffer: false, | |
depthBuffer: false, | |
premultiplyAlpha: false, | |
type: renderTargetType | |
}; | |
var NearestRepeatParams = { | |
minFilter: THREE.NearestFilter, | |
magFilter: THREE.NearestFilter, | |
wrapS: THREE.RepeatWrapping, | |
wrapT: THREE.RepeatWrapping, | |
format: THREE.RGBAFormat, | |
stencilBuffer: false, | |
depthBuffer: false, | |
premultiplyAlpha: false, | |
type: renderTargetType | |
}; | |
this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestRepeatParams ); | |
this.spectrumFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams ); | |
this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams ); | |
this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams ); | |
this.pingTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams ); | |
this.pongTransformFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams ); | |
this.displacementMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams ); | |
this.normalMapFramebuffer = new THREE.WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams ); | |
// Define shaders and constant uniforms | |
//////////////////////////////////////// | |
// 0 - The vertex shader used in all of the simulation steps | |
var fullscreeenVertexShader = THREE.ShaderLib[ "ocean_sim_vertex" ]; | |
// 1 - Horizontal wave vertices used for FFT | |
var oceanHorizontalShader = THREE.ShaderLib[ "ocean_subtransform" ]; | |
var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms ); | |
this.materialOceanHorizontal = new THREE.ShaderMaterial( { | |
uniforms: oceanHorizontalUniforms, | |
vertexShader: fullscreeenVertexShader.vertexShader, | |
fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader | |
} ); | |
this.materialOceanHorizontal.uniforms.u_transformSize = { value: this.resolution }; | |
this.materialOceanHorizontal.uniforms.u_subtransformSize = { value: null }; | |
this.materialOceanHorizontal.uniforms.u_input = { value: null }; | |
this.materialOceanHorizontal.depthTest = false; | |
// 2 - Vertical wave vertices used for FFT | |
var oceanVerticalShader = THREE.ShaderLib[ "ocean_subtransform" ]; | |
var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms ); | |
this.materialOceanVertical = new THREE.ShaderMaterial( { | |
uniforms: oceanVerticalUniforms, | |
vertexShader: fullscreeenVertexShader.vertexShader, | |
fragmentShader: oceanVerticalShader.fragmentShader | |
} ); | |
this.materialOceanVertical.uniforms.u_transformSize = { value: this.resolution }; | |
this.materialOceanVertical.uniforms.u_subtransformSize = { value: null }; | |
this.materialOceanVertical.uniforms.u_input = { value: null }; | |
this.materialOceanVertical.depthTest = false; | |
// 3 - Initial spectrum used to generate height map | |
var initialSpectrumShader = THREE.ShaderLib[ "ocean_initial_spectrum" ]; | |
var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms ); | |
this.materialInitialSpectrum = new THREE.ShaderMaterial( { | |
uniforms: initialSpectrumUniforms, | |
vertexShader: initialSpectrumShader.vertexShader, | |
fragmentShader: initialSpectrumShader.fragmentShader | |
} ); | |
this.materialInitialSpectrum.uniforms.u_wind = { value: new THREE.Vector2() }; | |
this.materialInitialSpectrum.uniforms.u_resolution = { value: this.resolution }; | |
this.materialInitialSpectrum.depthTest = false; | |
// 4 - Phases used to animate heightmap | |
var phaseShader = THREE.ShaderLib[ "ocean_phase" ]; | |
var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms ); | |
this.materialPhase = new THREE.ShaderMaterial( { | |
uniforms: phaseUniforms, | |
vertexShader: fullscreeenVertexShader.vertexShader, | |
fragmentShader: phaseShader.fragmentShader | |
} ); | |
this.materialPhase.uniforms.u_resolution = { value: this.resolution }; | |
this.materialPhase.depthTest = false; | |
// 5 - Shader used to update spectrum | |
var spectrumShader = THREE.ShaderLib[ "ocean_spectrum" ]; | |
var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms ); | |
this.materialSpectrum = new THREE.ShaderMaterial( { | |
uniforms: spectrumUniforms, | |
vertexShader: fullscreeenVertexShader.vertexShader, | |
fragmentShader: spectrumShader.fragmentShader | |
} ); | |
this.materialSpectrum.uniforms.u_initialSpectrum = { value: null }; | |
this.materialSpectrum.uniforms.u_resolution = { value: this.resolution }; | |
this.materialSpectrum.depthTest = false; | |
// 6 - Shader used to update spectrum normals | |
var normalShader = THREE.ShaderLib[ "ocean_normals" ]; | |
var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms ); | |
this.materialNormal = new THREE.ShaderMaterial( { | |
uniforms: normalUniforms, | |
vertexShader: fullscreeenVertexShader.vertexShader, | |
fragmentShader: normalShader.fragmentShader | |
} ); | |
this.materialNormal.uniforms.u_displacementMap = { value: null }; | |
this.materialNormal.uniforms.u_resolution = { value: this.resolution }; | |
this.materialNormal.depthTest = false; | |
// 7 - Shader used to update normals | |
var oceanShader = THREE.ShaderLib[ "ocean_main" ]; | |
var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms ); | |
this.materialOcean = new THREE.ShaderMaterial( { | |
uniforms: oceanUniforms, | |
vertexShader: oceanShader.vertexShader, | |
fragmentShader: oceanShader.fragmentShader | |
} ); | |
// this.materialOcean.wireframe = true; | |
this.materialOcean.uniforms.u_geometrySize = { value: this.resolution }; | |
this.materialOcean.uniforms.u_displacementMap = { value: this.displacementMapFramebuffer.texture }; | |
this.materialOcean.uniforms.u_normalMap = { value: this.normalMapFramebuffer.texture }; | |
this.materialOcean.uniforms.u_oceanColor = { value: this.oceanColor }; | |
this.materialOcean.uniforms.u_skyColor = { value: this.skyColor }; | |
this.materialOcean.uniforms.u_sunDirection = { value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) }; | |
this.materialOcean.uniforms.u_exposure = { value: this.exposure }; | |
// Disable blending to prevent default premultiplied alpha values | |
this.materialOceanHorizontal.blending = 0; | |
this.materialOceanVertical.blending = 0; | |
this.materialInitialSpectrum.blending = 0; | |
this.materialPhase.blending = 0; | |
this.materialSpectrum.blending = 0; | |
this.materialNormal.blending = 0; | |
this.materialOcean.blending = 0; | |
// Create the simulation plane | |
this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) ); | |
this.scene.add( this.screenQuad ); | |
// Initialise spectrum data | |
this.generateSeedPhaseTexture(); | |
// Generate the ocean mesh | |
this.generateMesh(); | |
}; | |
THREE.Ocean.prototype.generateMesh = function () { | |
var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution ); | |
geometry.rotateX( - Math.PI / 2 ); | |
this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean ); | |
}; | |
THREE.Ocean.prototype.render = function () { | |
var currentRenderTarget = this.renderer.getRenderTarget(); | |
this.scene.overrideMaterial = null; | |
if ( this.changed ) | |
this.renderInitialSpectrum(); | |
this.renderWavePhase(); | |
this.renderSpectrum(); | |
this.renderSpectrumFFT(); | |
this.renderNormalMap(); | |
this.scene.overrideMaterial = null; | |
this.renderer.setRenderTarget( currentRenderTarget ); | |
}; | |
THREE.Ocean.prototype.generateSeedPhaseTexture = function () { | |
// Setup the seed texture | |
this.pingPhase = true; | |
var phaseArray = new window.Float32Array( this.resolution * this.resolution * 4 ); | |
for ( var i = 0; i < this.resolution; i ++ ) { | |
for ( var j = 0; j < this.resolution; j ++ ) { | |
phaseArray[ i * this.resolution * 4 + j * 4 ] = Math.random() * 2.0 * Math.PI; | |
phaseArray[ i * this.resolution * 4 + j * 4 + 1 ] = 0.0; | |
phaseArray[ i * this.resolution * 4 + j * 4 + 2 ] = 0.0; | |
phaseArray[ i * this.resolution * 4 + j * 4 + 3 ] = 0.0; | |
} | |
} | |
this.pingPhaseTexture = new THREE.DataTexture( phaseArray, this.resolution, this.resolution, THREE.RGBAFormat ); | |
this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping; | |
this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping; | |
this.pingPhaseTexture.type = THREE.FloatType; | |
this.pingPhaseTexture.needsUpdate = true; | |
}; | |
THREE.Ocean.prototype.renderInitialSpectrum = function () { | |
this.scene.overrideMaterial = this.materialInitialSpectrum; | |
this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY ); | |
this.materialInitialSpectrum.uniforms.u_size.value = this.size; | |
this.renderer.setRenderTarget( this.initialSpectrumFramebuffer ); | |
this.renderer.clear(); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
}; | |
THREE.Ocean.prototype.renderWavePhase = function () { | |
this.scene.overrideMaterial = this.materialPhase; | |
this.screenQuad.material = this.materialPhase; | |
if ( this.initial ) { | |
this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture; | |
this.initial = false; | |
} else { | |
this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture; | |
} | |
this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime; | |
this.materialPhase.uniforms.u_size.value = this.size; | |
this.renderer.setRenderTarget( this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
this.pingPhase = ! this.pingPhase; | |
}; | |
THREE.Ocean.prototype.renderSpectrum = function () { | |
this.scene.overrideMaterial = this.materialSpectrum; | |
this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture; | |
this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture; | |
this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness; | |
this.materialSpectrum.uniforms.u_size.value = this.size; | |
this.renderer.setRenderTarget( this.spectrumFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
}; | |
THREE.Ocean.prototype.renderSpectrumFFT = function () { | |
// GPU FFT using Stockham formulation | |
var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2 | |
this.scene.overrideMaterial = this.materialOceanHorizontal; | |
for ( var i = 0; i < iterations; i ++ ) { | |
if ( i === 0 ) { | |
this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture; | |
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.pingTransformFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} else if ( i % 2 === 1 ) { | |
this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture; | |
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.pongTransformFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} else { | |
this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture; | |
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.pingTransformFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} | |
} | |
this.scene.overrideMaterial = this.materialOceanVertical; | |
for ( var i = iterations; i < iterations * 2; i ++ ) { | |
if ( i === iterations * 2 - 1 ) { | |
this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture; | |
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.displacementMapFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} else if ( i % 2 === 1 ) { | |
this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture; | |
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.pongTransformFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} else { | |
this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture; | |
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 ); | |
this.renderer.setRenderTarget( this.pingTransformFramebuffer ); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
} | |
} | |
}; | |
THREE.Ocean.prototype.renderNormalMap = function () { | |
this.scene.overrideMaterial = this.materialNormal; | |
if ( this.changed ) this.materialNormal.uniforms.u_size.value = this.size; | |
this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer.texture; | |
this.renderer.setRenderTarget( this.normalMapFramebuffer ); | |
this.renderer.clear(); | |
this.renderer.render( this.scene, this.oceanCamera ); | |
}; | |