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742 lines
20 KiB
742 lines
20 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - gpgpu - water</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
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Move mouse to disturb water.<br>
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'W' key toggles wireframe.
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</div>
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<!-- This is the 'compute shader' for the water heightmap: -->
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<script id="heightmapFragmentShader" type="x-shader/x-fragment">
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#include <common>
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uniform vec2 mousePos;
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uniform float mouseSize;
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uniform float viscosityConstant;
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uniform float heightCompensation;
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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vec2 uv = gl_FragCoord.xy * cellSize;
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// heightmapValue.x == height from previous frame
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// heightmapValue.y == height from penultimate frame
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// heightmapValue.z, heightmapValue.w not used
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vec4 heightmapValue = texture2D( heightmap, uv );
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// Get neighbours
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vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
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vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
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vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
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vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
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// https://web.archive.org/web/20080618181901/http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
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float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - heightmapValue.y ) * viscosityConstant;
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// Mouse influence
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float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
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newHeight += ( cos( mousePhase ) + 1.0 ) * 0.28;
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heightmapValue.y = heightmapValue.x;
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heightmapValue.x = newHeight;
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gl_FragColor = heightmapValue;
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}
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</script>
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<!-- This is just a smoothing 'compute shader' for using manually: -->
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<script id="smoothFragmentShader" type="x-shader/x-fragment">
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uniform sampler2D smoothTexture;
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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vec2 uv = gl_FragCoord.xy * cellSize;
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// Computes the mean of texel and 4 neighbours
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vec4 textureValue = texture2D( smoothTexture, uv );
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textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
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textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
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textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
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textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
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textureValue /= 5.0;
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gl_FragColor = textureValue;
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}
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</script>
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<!-- This is a 'compute shader' to read the current level and normal of water at a point -->
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<!-- It is used with a variable of size 1x1 -->
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<script id="readWaterLevelFragmentShader" type="x-shader/x-fragment">
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uniform vec2 point1;
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uniform sampler2D levelTexture;
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// Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
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float shift_right( float v, float amt ) {
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v = floor( v ) + 0.5;
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return floor( v / exp2( amt ) );
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}
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float shift_left( float v, float amt ) {
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return floor( v * exp2( amt ) + 0.5 );
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}
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float mask_last( float v, float bits ) {
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return mod( v, shift_left( 1.0, bits ) );
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}
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float extract_bits( float num, float from, float to ) {
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from = floor( from + 0.5 ); to = floor( to + 0.5 );
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return mask_last( shift_right( num, from ), to - from );
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}
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vec4 encode_float( float val ) {
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if ( val == 0.0 ) return vec4( 0, 0, 0, 0 );
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float sign = val > 0.0 ? 0.0 : 1.0;
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val = abs( val );
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float exponent = floor( log2( val ) );
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float biased_exponent = exponent + 127.0;
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float fraction = ( ( val / exp2( exponent ) ) - 1.0 ) * 8388608.0;
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float t = biased_exponent / 2.0;
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float last_bit_of_biased_exponent = fract( t ) * 2.0;
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float remaining_bits_of_biased_exponent = floor( t );
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float byte4 = extract_bits( fraction, 0.0, 8.0 ) / 255.0;
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float byte3 = extract_bits( fraction, 8.0, 16.0 ) / 255.0;
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float byte2 = ( last_bit_of_biased_exponent * 128.0 + extract_bits( fraction, 16.0, 23.0 ) ) / 255.0;
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float byte1 = ( sign * 128.0 + remaining_bits_of_biased_exponent ) / 255.0;
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return vec4( byte4, byte3, byte2, byte1 );
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}
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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float waterLevel = texture2D( levelTexture, point1 ).x;
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vec2 normal = vec2(
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( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
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( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
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if ( gl_FragCoord.x < 1.5 ) {
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gl_FragColor = encode_float( waterLevel );
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} else if ( gl_FragCoord.x < 2.5 ) {
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gl_FragColor = encode_float( normal.x );
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} else if ( gl_FragCoord.x < 3.5 ) {
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gl_FragColor = encode_float( normal.y );
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} else {
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gl_FragColor = encode_float( 0.0 );
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}
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}
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</script>
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<!-- This is the water visualization shader, copied from the THREE.MeshPhongMaterial and modified: -->
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<script id="waterVertexShader" type="x-shader/x-vertex">
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uniform sampler2D heightmap;
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#define PHONG
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varying vec3 vViewPosition;
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#ifndef FLAT_SHADED
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varying vec3 vNormal;
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#endif
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#include <common>
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#include <uv_pars_vertex>
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#include <uv2_pars_vertex>
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#include <displacementmap_pars_vertex>
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#include <envmap_pars_vertex>
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#include <color_pars_vertex>
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#include <morphtarget_pars_vertex>
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#include <skinning_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
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#include <uv_vertex>
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#include <uv2_vertex>
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#include <color_vertex>
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// # include <beginnormal_vertex>
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// Compute normal from heightmap
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vec3 objectNormal = vec3(
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( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
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( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
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1.0 );
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//<beginnormal_vertex>
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#include <morphnormal_vertex>
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#include <skinbase_vertex>
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#include <skinnormal_vertex>
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#include <defaultnormal_vertex>
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#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
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vNormal = normalize( transformedNormal );
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#endif
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//# include <begin_vertex>
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float heightValue = texture2D( heightmap, uv ).x;
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vec3 transformed = vec3( position.x, position.y, heightValue );
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//<begin_vertex>
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#include <morphtarget_vertex>
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#include <skinning_vertex>
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#include <displacementmap_vertex>
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#include <project_vertex>
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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vViewPosition = - mvPosition.xyz;
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#include <worldpos_vertex>
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#include <envmap_vertex>
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#include <shadowmap_vertex>
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}
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</script>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
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import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
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// Texture width for simulation
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const WIDTH = 128;
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// Water size in system units
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const BOUNDS = 512;
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const BOUNDS_HALF = BOUNDS * 0.5;
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let container, stats;
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let camera, scene, renderer;
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let mouseMoved = false;
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const mouseCoords = new THREE.Vector2();
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const raycaster = new THREE.Raycaster();
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let waterMesh;
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let meshRay;
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let gpuCompute;
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let heightmapVariable;
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let waterUniforms;
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let smoothShader;
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let readWaterLevelShader;
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let readWaterLevelRenderTarget;
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let readWaterLevelImage;
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const waterNormal = new THREE.Vector3();
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const NUM_SPHERES = 5;
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const spheres = [];
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let spheresEnabled = true;
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const simplex = new SimplexNoise();
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.set( 0, 200, 350 );
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camera.lookAt( 0, 0, 0 );
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scene = new THREE.Scene();
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const sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
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sun.position.set( 300, 400, 175 );
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scene.add( sun );
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const sun2 = new THREE.DirectionalLight( 0x40A040, 0.6 );
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sun2.position.set( - 100, 350, - 200 );
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scene.add( sun2 );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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container.style.touchAction = 'none';
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container.addEventListener( 'pointermove', onPointerMove );
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document.addEventListener( 'keydown', function ( event ) {
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// W Pressed: Toggle wireframe
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if ( event.keyCode === 87 ) {
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waterMesh.material.wireframe = ! waterMesh.material.wireframe;
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waterMesh.material.needsUpdate = true;
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}
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} );
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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const effectController = {
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mouseSize: 20.0,
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viscosity: 0.98,
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spheresEnabled: spheresEnabled
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};
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const valuesChanger = function () {
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heightmapVariable.material.uniforms[ 'mouseSize' ].value = effectController.mouseSize;
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heightmapVariable.material.uniforms[ 'viscosityConstant' ].value = effectController.viscosity;
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spheresEnabled = effectController.spheresEnabled;
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for ( let i = 0; i < NUM_SPHERES; i ++ ) {
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if ( spheres[ i ] ) {
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spheres[ i ].visible = spheresEnabled;
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}
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}
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};
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gui.add( effectController, 'mouseSize', 1.0, 100.0, 1.0 ).onChange( valuesChanger );
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gui.add( effectController, 'viscosity', 0.9, 0.999, 0.001 ).onChange( valuesChanger );
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gui.add( effectController, 'spheresEnabled', 0, 1, 1 ).onChange( valuesChanger );
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const buttonSmooth = {
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smoothWater: function () {
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smoothWater();
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}
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};
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gui.add( buttonSmooth, 'smoothWater' );
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initWater();
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createSpheres();
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valuesChanger();
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}
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function initWater() {
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const materialColor = 0x0040C0;
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const geometry = new THREE.PlaneGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
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// material: make a THREE.ShaderMaterial clone of THREE.MeshPhongMaterial, with customized vertex shader
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const material = new THREE.ShaderMaterial( {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.ShaderLib[ 'phong' ].uniforms,
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{
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'heightmap': { value: null }
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}
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] ),
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vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
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fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
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} );
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material.lights = true;
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// Material attributes from THREE.MeshPhongMaterial
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material.color = new THREE.Color( materialColor );
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material.specular = new THREE.Color( 0x111111 );
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material.shininess = 50;
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// Sets the uniforms with the material values
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material.uniforms[ 'diffuse' ].value = material.color;
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material.uniforms[ 'specular' ].value = material.specular;
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material.uniforms[ 'shininess' ].value = Math.max( material.shininess, 1e-4 );
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material.uniforms[ 'opacity' ].value = material.opacity;
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// Defines
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material.defines.WIDTH = WIDTH.toFixed( 1 );
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material.defines.BOUNDS = BOUNDS.toFixed( 1 );
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waterUniforms = material.uniforms;
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waterMesh = new THREE.Mesh( geometry, material );
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||
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waterMesh.rotation.x = - Math.PI / 2;
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waterMesh.matrixAutoUpdate = false;
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waterMesh.updateMatrix();
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scene.add( waterMesh );
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||
|
// THREE.Mesh just for mouse raycasting
|
||
|
const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
|
||
|
meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, visible: false } ) );
|
||
|
meshRay.rotation.x = - Math.PI / 2;
|
||
|
meshRay.matrixAutoUpdate = false;
|
||
|
meshRay.updateMatrix();
|
||
|
scene.add( meshRay );
|
||
|
|
||
|
|
||
|
// Creates the gpu computation class and sets it up
|
||
|
|
||
|
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
|
||
|
|
||
|
if ( renderer.capabilities.isWebGL2 === false ) {
|
||
|
|
||
|
gpuCompute.setDataType( THREE.HalfFloatType );
|
||
|
|
||
|
}
|
||
|
|
||
|
const heightmap0 = gpuCompute.createTexture();
|
||
|
|
||
|
fillTexture( heightmap0 );
|
||
|
|
||
|
heightmapVariable = gpuCompute.addVariable( 'heightmap', document.getElementById( 'heightmapFragmentShader' ).textContent, heightmap0 );
|
||
|
|
||
|
gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
|
||
|
|
||
|
heightmapVariable.material.uniforms[ 'mousePos' ] = { value: new THREE.Vector2( 10000, 10000 ) };
|
||
|
heightmapVariable.material.uniforms[ 'mouseSize' ] = { value: 20.0 };
|
||
|
heightmapVariable.material.uniforms[ 'viscosityConstant' ] = { value: 0.98 };
|
||
|
heightmapVariable.material.uniforms[ 'heightCompensation' ] = { value: 0 };
|
||
|
heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
|
||
|
|
||
|
const error = gpuCompute.init();
|
||
|
if ( error !== null ) {
|
||
|
|
||
|
console.error( error );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Create compute shader to smooth the water surface and velocity
|
||
|
smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { smoothTexture: { value: null } } );
|
||
|
|
||
|
// Create compute shader to read water level
|
||
|
readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
|
||
|
point1: { value: new THREE.Vector2() },
|
||
|
levelTexture: { value: null }
|
||
|
} );
|
||
|
readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
|
||
|
readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
|
||
|
|
||
|
// Create a 4x1 pixel image and a render target (Uint8, 4 channels, 1 byte per channel) to read water height and orientation
|
||
|
readWaterLevelImage = new Uint8Array( 4 * 1 * 4 );
|
||
|
|
||
|
readWaterLevelRenderTarget = new THREE.WebGLRenderTarget( 4, 1, {
|
||
|
wrapS: THREE.ClampToEdgeWrapping,
|
||
|
wrapT: THREE.ClampToEdgeWrapping,
|
||
|
minFilter: THREE.NearestFilter,
|
||
|
magFilter: THREE.NearestFilter,
|
||
|
format: THREE.RGBAFormat,
|
||
|
type: THREE.UnsignedByteType,
|
||
|
depthBuffer: false
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
function fillTexture( texture ) {
|
||
|
|
||
|
const waterMaxHeight = 10;
|
||
|
|
||
|
function noise( x, y ) {
|
||
|
|
||
|
let multR = waterMaxHeight;
|
||
|
let mult = 0.025;
|
||
|
let r = 0;
|
||
|
for ( let i = 0; i < 15; i ++ ) {
|
||
|
|
||
|
r += multR * simplex.noise( x * mult, y * mult );
|
||
|
multR *= 0.53 + 0.025 * i;
|
||
|
mult *= 1.25;
|
||
|
|
||
|
}
|
||
|
|
||
|
return r;
|
||
|
|
||
|
}
|
||
|
|
||
|
const pixels = texture.image.data;
|
||
|
|
||
|
let p = 0;
|
||
|
for ( let j = 0; j < WIDTH; j ++ ) {
|
||
|
|
||
|
for ( let i = 0; i < WIDTH; i ++ ) {
|
||
|
|
||
|
const x = i * 128 / WIDTH;
|
||
|
const y = j * 128 / WIDTH;
|
||
|
|
||
|
pixels[ p + 0 ] = noise( x, y );
|
||
|
pixels[ p + 1 ] = pixels[ p + 0 ];
|
||
|
pixels[ p + 2 ] = 0;
|
||
|
pixels[ p + 3 ] = 1;
|
||
|
|
||
|
p += 4;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function smoothWater() {
|
||
|
|
||
|
const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
|
||
|
const alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
|
||
|
|
||
|
for ( let i = 0; i < 10; i ++ ) {
|
||
|
|
||
|
smoothShader.uniforms[ 'smoothTexture' ].value = currentRenderTarget.texture;
|
||
|
gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
|
||
|
|
||
|
smoothShader.uniforms[ 'smoothTexture' ].value = alternateRenderTarget.texture;
|
||
|
gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function createSpheres() {
|
||
|
|
||
|
const sphereTemplate = new THREE.Mesh( new THREE.SphereGeometry( 4, 24, 12 ), new THREE.MeshPhongMaterial( { color: 0xFFFF00 } ) );
|
||
|
|
||
|
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
|
||
|
|
||
|
let sphere = sphereTemplate;
|
||
|
if ( i < NUM_SPHERES - 1 ) {
|
||
|
|
||
|
sphere = sphereTemplate.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
sphere.position.x = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
|
||
|
sphere.position.z = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
|
||
|
|
||
|
sphere.userData.velocity = new THREE.Vector3();
|
||
|
|
||
|
scene.add( sphere );
|
||
|
|
||
|
spheres[ i ] = sphere;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function sphereDynamics() {
|
||
|
|
||
|
const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
|
||
|
|
||
|
readWaterLevelShader.uniforms[ 'levelTexture' ].value = currentRenderTarget.texture;
|
||
|
|
||
|
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
|
||
|
|
||
|
const sphere = spheres[ i ];
|
||
|
|
||
|
if ( sphere ) {
|
||
|
|
||
|
// Read water level and orientation
|
||
|
const u = 0.5 * sphere.position.x / BOUNDS_HALF + 0.5;
|
||
|
const v = 1 - ( 0.5 * sphere.position.z / BOUNDS_HALF + 0.5 );
|
||
|
readWaterLevelShader.uniforms[ 'point1' ].value.set( u, v );
|
||
|
gpuCompute.doRenderTarget( readWaterLevelShader, readWaterLevelRenderTarget );
|
||
|
|
||
|
renderer.readRenderTargetPixels( readWaterLevelRenderTarget, 0, 0, 4, 1, readWaterLevelImage );
|
||
|
const pixels = new Float32Array( readWaterLevelImage.buffer );
|
||
|
|
||
|
// Get orientation
|
||
|
waterNormal.set( pixels[ 1 ], 0, - pixels[ 2 ] );
|
||
|
|
||
|
const pos = sphere.position;
|
||
|
|
||
|
// Set height
|
||
|
pos.y = pixels[ 0 ];
|
||
|
|
||
|
// Move sphere
|
||
|
waterNormal.multiplyScalar( 0.1 );
|
||
|
sphere.userData.velocity.add( waterNormal );
|
||
|
sphere.userData.velocity.multiplyScalar( 0.998 );
|
||
|
pos.add( sphere.userData.velocity );
|
||
|
|
||
|
if ( pos.x < - BOUNDS_HALF ) {
|
||
|
|
||
|
pos.x = - BOUNDS_HALF + 0.001;
|
||
|
sphere.userData.velocity.x *= - 0.3;
|
||
|
|
||
|
} else if ( pos.x > BOUNDS_HALF ) {
|
||
|
|
||
|
pos.x = BOUNDS_HALF - 0.001;
|
||
|
sphere.userData.velocity.x *= - 0.3;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( pos.z < - BOUNDS_HALF ) {
|
||
|
|
||
|
pos.z = - BOUNDS_HALF + 0.001;
|
||
|
sphere.userData.velocity.z *= - 0.3;
|
||
|
|
||
|
} else if ( pos.z > BOUNDS_HALF ) {
|
||
|
|
||
|
pos.z = BOUNDS_HALF - 0.001;
|
||
|
sphere.userData.velocity.z *= - 0.3;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function onWindowResize() {
|
||
|
|
||
|
camera.aspect = window.innerWidth / window.innerHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
}
|
||
|
|
||
|
function setMouseCoords( x, y ) {
|
||
|
|
||
|
mouseCoords.set( ( x / renderer.domElement.clientWidth ) * 2 - 1, - ( y / renderer.domElement.clientHeight ) * 2 + 1 );
|
||
|
mouseMoved = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
function onPointerMove( event ) {
|
||
|
|
||
|
if ( event.isPrimary === false ) return;
|
||
|
|
||
|
setMouseCoords( event.clientX, event.clientY );
|
||
|
|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
requestAnimationFrame( animate );
|
||
|
|
||
|
render();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
// Set uniforms: mouse interaction
|
||
|
const uniforms = heightmapVariable.material.uniforms;
|
||
|
if ( mouseMoved ) {
|
||
|
|
||
|
raycaster.setFromCamera( mouseCoords, camera );
|
||
|
|
||
|
const intersects = raycaster.intersectObject( meshRay );
|
||
|
|
||
|
if ( intersects.length > 0 ) {
|
||
|
|
||
|
const point = intersects[ 0 ].point;
|
||
|
uniforms[ 'mousePos' ].value.set( point.x, point.z );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
uniforms[ 'mousePos' ].value.set( 10000, 10000 );
|
||
|
|
||
|
}
|
||
|
|
||
|
mouseMoved = false;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
uniforms[ 'mousePos' ].value.set( 10000, 10000 );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Do the gpu computation
|
||
|
gpuCompute.compute();
|
||
|
|
||
|
if ( spheresEnabled ) {
|
||
|
|
||
|
sphereDynamics();
|
||
|
|
||
|
}
|
||
|
|
||
|
// Get compute output in custom uniform
|
||
|
waterUniforms[ 'heightmap' ].value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
|
||
|
|
||
|
// Render
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|