mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
329 lines
15 KiB
JavaScript
Executable File
329 lines
15 KiB
JavaScript
Executable File
THREE.Ocean = function (renderer, camera, scene, options) {
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// flag used to trigger parameter changes
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this.changed = true;
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this.initial = true;
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// Assign required parameters as object properties
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this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
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this.oceanCamera.position.z = 1;
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this.renderer = renderer;
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this.renderer.clearColor( 0xffffff );
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this.scene = new THREE.Scene();
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// Enable necessary extensions
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this.renderer.context.getExtension('OES_texture_float');
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this.renderer.context.getExtension('OES_texture_float_linear');
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// Assign optional parameters as variables and object properties
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function optionalParameter(value, defaultValue) {
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return value !== undefined ? value : defaultValue;
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};
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options = options || {};
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this.clearColor = optionalParameter(options.CLEAR_COLOR, [ 1.0, 1.0, 1.0, 0.0 ]);
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this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [ -1000.0, -1000.0 ]);
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this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
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this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
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this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
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this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
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this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
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this.exposure = optionalParameter(options.EXPOSURE, 0.35);
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this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
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this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
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this.resolution = optionalParameter(options.RESOLUTION, 64);
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this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
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this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
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this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
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this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
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this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
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//
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this.matrixNeedsUpdate = false;
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// Setup framebuffer pipeline
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var renderTargetType = optionalParameter(options.USE_HALF_FLOAT, false) ? THREE.HalfFloatType : THREE.FloatType;
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var LinearClampParams = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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wrapS: THREE.ClampToEdgeWrapping,
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wrapT: THREE.ClampToEdgeWrapping,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false,
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premultiplyAlpha: false,
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type: renderTargetType
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};
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var NearestClampParams = {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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wrapS: THREE.ClampToEdgeWrapping,
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wrapT: THREE.ClampToEdgeWrapping,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false,
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premultiplyAlpha:false,
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type: renderTargetType
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};
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var NearestRepeatParams = {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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wrapS: THREE.RepeatWrapping,
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wrapT: THREE.RepeatWrapping,
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format: THREE.RGBAFormat,
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stencilBuffer: false,
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depthBuffer: false,
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premultiplyAlpha: false,
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type: renderTargetType
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};
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this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
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this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
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this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
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// Define shaders and constant uniforms
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////////////////////////////////////////
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// 0 - The vertex shader used in all of the simulation steps
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var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
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// 1 - Horizontal wave vertices used for FFT
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var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
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var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
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this.materialOceanHorizontal = new THREE.ShaderMaterial({
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uniforms: oceanHorizontalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
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});
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this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
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this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
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this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
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this.materialOceanHorizontal.depthTest = false;
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// 2 - Vertical wave vertices used for FFT
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var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
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var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
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this.materialOceanVertical = new THREE.ShaderMaterial({
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uniforms: oceanVerticalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader: oceanVerticalShader.fragmentShader
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});
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this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
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this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
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this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
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this.materialOceanVertical.depthTest = false;
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// 3 - Initial spectrum used to generate height map
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var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
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var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
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this.materialInitialSpectrum = new THREE.ShaderMaterial({
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uniforms: initialSpectrumUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader:initialSpectrumShader.fragmentShader
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});
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this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: new THREE.Vector2() };
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this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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this.materialInitialSpectrum.depthTest = false;
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// 4 - Phases used to animate heightmap
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var phaseShader = THREE.ShaderLib["ocean_phase"];
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var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
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this.materialPhase = new THREE.ShaderMaterial({
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uniforms: phaseUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader: phaseShader.fragmentShader
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});
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this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
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this.materialPhase.depthTest = false;
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// 5 - Shader used to update spectrum
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var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
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var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
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this.materialSpectrum = new THREE.ShaderMaterial({
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uniforms: spectrumUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader: spectrumShader.fragmentShader
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});
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this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
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this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
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this.materialSpectrum.depthTest = false;
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// 6 - Shader used to update spectrum normals
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var normalShader = THREE.ShaderLib["ocean_normals"];
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var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
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this.materialNormal = new THREE.ShaderMaterial({
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uniforms: normalUniforms,
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vertexShader: fullscreeenVertexShader.vertexShader,
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fragmentShader: normalShader.fragmentShader
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});
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this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
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this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
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this.materialNormal.depthTest = false;
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// 7 - Shader used to update normals
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var oceanShader = THREE.ShaderLib["ocean_main"];
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var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
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var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
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this.materialOcean = new THREE.ShaderMaterial({
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attributes: oceanAttributes,
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uniforms: oceanUniforms,
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vertexShader: oceanShader.vertexShader,
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fragmentShader: oceanShader.fragmentShader
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});
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// this.materialOcean.wireframe = true;
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this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
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this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
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this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer };
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this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor };
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this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
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this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
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this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
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// Disable blending to prevent default premultiplied alpha values
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this.materialOceanHorizontal.blending = 0;
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this.materialOceanVertical.blending = 0;
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this.materialInitialSpectrum.blending = 0;
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this.materialPhase.blending = 0;
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this.materialSpectrum.blending = 0;
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this.materialNormal.blending = 0;
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this.materialOcean.blending = 0;
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// Create the simulation plane
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this.screenQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ) );
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this.scene.add(this.screenQuad);
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// Initialise spectrum data
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this.generateSeedPhaseTexture();
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// Generate the ocean mesh
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this.generateMesh();
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};
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THREE.Ocean.prototype.generateMesh = function () {
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var geometry = new THREE.PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
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geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
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this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
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};
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THREE.Ocean.prototype.render = function () {
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this.scene.overrideMaterial = null;
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if (this.changed)
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this.renderInitialSpectrum();
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this.renderWavePhase();
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this.renderSpectrum();
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this.renderSpectrumFFT();
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this.renderNormalMap();
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this.scene.overrideMaterial = null;
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};
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THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
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// Setup the seed texture
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this.pingPhase = true;
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var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
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for (var i = 0; i < this.resolution; i ++) {
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for (var j = 0; j < this.resolution; j ++) {
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phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
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phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
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phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
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phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
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}
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}
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this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
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this.pingPhaseTexture.minFilter = THREE.NearestFilter;
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this.pingPhaseTexture.magFilter = THREE.NearestFilter;
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this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
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this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
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this.pingPhaseTexture.type = THREE.FloatType;
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this.pingPhaseTexture.needsUpdate = true;
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};
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THREE.Ocean.prototype.renderInitialSpectrum = function () {
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this.scene.overrideMaterial = this.materialInitialSpectrum;
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this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
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this.materialInitialSpectrum.uniforms.u_size.value = this.size;
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this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
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};
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THREE.Ocean.prototype.renderWavePhase = function () {
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this.scene.overrideMaterial = this.materialPhase;
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this.screenQuad.material = this.materialPhase;
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if (this.initial) {
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this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
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this.initial = false;
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}else {
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this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
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}
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this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
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this.materialPhase.uniforms.u_size.value = this.size;
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this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
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this.pingPhase = !this.pingPhase;
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};
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THREE.Ocean.prototype.renderSpectrum = function () {
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this.scene.overrideMaterial = this.materialSpectrum;
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this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
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this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
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this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
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this.materialSpectrum.uniforms.u_size.value = this.size ;
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this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
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};
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THREE.Ocean.prototype.renderSpectrumFFT = function() {
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// GPU FFT using Stockham formulation
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var iterations = Math.log( this.resolution ) / Math.log(2); // log2
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this.scene.overrideMaterial = this.materialOceanHorizontal;
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for (var i = 0; i < iterations; i ++) {
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if (i === 0) {
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this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
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this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
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}
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else if (i % 2 === 1) {
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this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
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this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
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}
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else {
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this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
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this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
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}
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}
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this.scene.overrideMaterial = this.materialOceanVertical;
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for (var i = iterations; i < iterations * 2; i ++) {
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if (i === iterations * 2 - 1) {
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this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
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this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
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}
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else if (i % 2 === 1) {
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this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
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this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
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}
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else {
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this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
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this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
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this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
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}
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}
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};
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THREE.Ocean.prototype.renderNormalMap = function () {
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this.scene.overrideMaterial = this.materialNormal;
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if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
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this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
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this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
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};
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