/* three.js Ocean */ 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.OceanShaders[ "ocean_sim_vertex" ]; // 1 - Horizontal wave vertices used for FFT var oceanHorizontalShader = THREE.OceanShaders[ "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.OceanShaders[ "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.OceanShaders[ "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.OceanShaders[ "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.OceanShaders[ "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.OceanShaders[ "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.OceanShaders[ "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; }; 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 ); };