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earthquake_3d_viewer_front/three/examples/webgl_gpgpu_water.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - gpgpu - water</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
Click and Move mouse to disturb water.
</div>
<!-- This is just a smoothing 'compute shader' for using manually: -->
<script id="smoothFragmentShader" type="x-shader/x-fragment">
uniform sampler2D smoothTexture;
void main() {
vec2 cellSize = 1.0 / resolution.xy;
vec2 uv = gl_FragCoord.xy * cellSize;
// Computes the mean of texel and 4 neighbours
vec4 textureValue = texture2D( smoothTexture, uv );
textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
textureValue /= 5.0;
gl_FragColor = textureValue;
}
</script>
<!-- This is a 'compute shader' to read the current level and normal of water at a point -->
<!-- It is used with a variable of size 1x1 -->
<script id="readWaterLevelFragmentShader" type="x-shader/x-fragment">
uniform vec2 point1;
uniform sampler2D levelTexture;
// Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
float shift_right( float v, float amt ) {
v = floor( v ) + 0.5;
return floor( v / exp2( amt ) );
}
float shift_left( float v, float amt ) {
return floor( v * exp2( amt ) + 0.5 );
}
float mask_last( float v, float bits ) {
return mod( v, shift_left( 1.0, bits ) );
}
float extract_bits( float num, float from, float to ) {
from = floor( from + 0.5 ); to = floor( to + 0.5 );
return mask_last( shift_right( num, from ), to - from );
}
vec4 encode_float( float val ) {
if ( val == 0.0 ) return vec4( 0, 0, 0, 0 );
float sign = val > 0.0 ? 0.0 : 1.0;
val = abs( val );
float exponent = floor( log2( val ) );
float biased_exponent = exponent + 127.0;
float fraction = ( ( val / exp2( exponent ) ) - 1.0 ) * 8388608.0;
float t = biased_exponent / 2.0;
float last_bit_of_biased_exponent = fract( t ) * 2.0;
float remaining_bits_of_biased_exponent = floor( t );
float byte4 = extract_bits( fraction, 0.0, 8.0 ) / 255.0;
float byte3 = extract_bits( fraction, 8.0, 16.0 ) / 255.0;
float byte2 = ( last_bit_of_biased_exponent * 128.0 + extract_bits( fraction, 16.0, 23.0 ) ) / 255.0;
float byte1 = ( sign * 128.0 + remaining_bits_of_biased_exponent ) / 255.0;
return vec4( byte4, byte3, byte2, byte1 );
}
void main() {
vec2 cellSize = 1.0 / resolution.xy;
float waterLevel = texture2D( levelTexture, point1 ).x;
vec2 normal = vec2(
( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
if ( gl_FragCoord.x < 1.5 ) {
gl_FragColor = encode_float( waterLevel );
} else if ( gl_FragCoord.x < 2.5 ) {
gl_FragColor = encode_float( normal.x );
} else if ( gl_FragCoord.x < 3.5 ) {
gl_FragColor = encode_float( normal.y );
} else {
gl_FragColor = encode_float( 0.0 );
}
}
</script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
// Texture width for simulation
const WIDTH = 128;
// Water size in system units
const BOUNDS = 6;
const BOUNDS_HALF = BOUNDS * 0.5;
let tmpHeightmap = null;
const tmpQuat = new THREE.Quaternion();
const tmpQuatX = new THREE.Quaternion();
const tmpQuatZ = new THREE.Quaternion();
let duckModel = null;
let container, stats;
let camera, scene, renderer, controls;
let mousedown = false;
const mouseCoords = new THREE.Vector2();
const raycaster = new THREE.Raycaster();
let sun;
let waterMesh;
let poolBorder;
let meshRay;
let gpuCompute;
let heightmapVariable;
let smoothShader;
let readWaterLevelShader;
let readWaterLevelRenderTarget;
let readWaterLevelImage;
const waterNormal = new THREE.Vector3();
const NUM_DUCK = 12;
const ducks = [];
let ducksEnabled = true;
const simplex = new SimplexNoise();
let frame = 0;
const effectController = {
mouseSize: 0.2,
mouseDeep: 0.01,
viscosity: 0.93,
speed: 5,
ducksEnabled: ducksEnabled,
wireframe: false,
shadow: false,
};
init();
async function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 2.00, 4 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
sun = new THREE.DirectionalLight( 0xFFFFFF, 4.0 );
sun.position.set( - 1, 2.6, 1.4 );
scene.add( sun );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.5;
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, container );
stats = new Stats();
container.appendChild( stats.dom );
container.style.touchAction = 'none';
container.addEventListener( 'pointermove', onPointerMove );
container.addEventListener( 'pointerdown', onPointerDown );
container.addEventListener( 'pointerup', onPointerUp );
window.addEventListener( 'resize', onWindowResize );
const rgbeLoader = new RGBELoader().setPath( './textures/equirectangular/' );
const glbloader = new GLTFLoader().setPath( 'models/gltf/' );
glbloader.setDRACOLoader( new DRACOLoader().setDecoderPath( 'jsm/libs/draco/gltf/' ) );
const [ env, model ] = await Promise.all( [ rgbeLoader.loadAsync( 'blouberg_sunrise_2_1k.hdr' ), glbloader.loadAsync( 'duck.glb' ) ] );
env.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = env;
scene.background = env;
scene.backgroundBlurriness = 0.3;
scene.environmentIntensity = 1.25;
duckModel = model.scene.children[ 0 ];
duckModel.receiveShadow = true;
duckModel.castShadow = true;
const gui = new GUI();
gui.domElement.style.right = '0px';
const valuesChanger = function () {
heightmapVariable.material.uniforms[ 'mouseSize' ].value = effectController.mouseSize;
heightmapVariable.material.uniforms[ 'deep' ].value = effectController.mouseDeep;
heightmapVariable.material.uniforms[ 'viscosity' ].value = effectController.viscosity;
ducksEnabled = effectController.ducksEnabled;
let i = NUM_DUCK;
while ( i -- ) {
if ( ducks[ i ] ) ducks[ i ].visible = ducksEnabled;
}
};
gui.add( effectController, 'mouseSize', 0.1, 1.0, 0.1 ).onChange( valuesChanger );
gui.add( effectController, 'mouseDeep', 0.01, 1.0, 0.01 ).onChange( valuesChanger );
gui.add( effectController, 'viscosity', 0.9, 0.999, 0.001 ).onChange( valuesChanger );
gui.add( effectController, 'speed', 1, 6, 1 );
gui.add( effectController, 'ducksEnabled' ).onChange( valuesChanger );
gui.add( effectController, 'wireframe' ).onChange( ( v )=>{
waterMesh.material.wireframe = v;
poolBorder.material.wireframe = v;
} );
gui.add( effectController, 'shadow' ).onChange( addShadow );
//const buttonSmooth = { smoothWater: function () {smoothWater();} };
//gui.add( buttonSmooth, 'smoothWater' );
initWater();
createducks();
valuesChanger();
renderer.setAnimationLoop( animate );
}
function initWater() {
const geometry = new THREE.PlaneGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
const material = new WaterMaterial( {
color: 0x9bd2ec,
metalness: 0.9,
roughness: 0,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide
} );
waterMesh = new THREE.Mesh( geometry, material );
waterMesh.rotation.x = - Math.PI * 0.5;
waterMesh.matrixAutoUpdate = false;
waterMesh.updateMatrix();
waterMesh.receiveShadow = true;
waterMesh.castShadow = true;
scene.add( waterMesh );
// pool border
const borderGeom = new THREE.TorusGeometry( 4.2, 0.1, 12, 4 );
borderGeom.rotateX( Math.PI * 0.5 );
borderGeom.rotateY( Math.PI * 0.25 );
poolBorder = new THREE.Mesh( borderGeom, new THREE.MeshStandardMaterial( { color: 0x908877, roughness: 0.2 } ) );
scene.add( poolBorder );
borderGeom.receiveShadow = true;
borderGeom.castShadow = true;
// 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 );
const heightmap0 = gpuCompute.createTexture();
fillTexture( heightmap0 );
heightmapVariable = gpuCompute.addVariable( 'heightmap', shaderChange.heightmap_frag, heightmap0 );
gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
heightmapVariable.material.uniforms[ 'mousePos' ] = { value: new THREE.Vector2( 10000, 10000 ) };
heightmapVariable.material.uniforms[ 'mouseSize' ] = { value: 0.2 };
heightmapVariable.material.uniforms[ 'viscosity' ] = { value: 0.93 };
heightmapVariable.material.uniforms[ 'deep' ] = { value: 0.01 };
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 = 0.1;
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 addShadow( v ) {
renderer.shadowMap.enabled = v;
sun.castShadow = v;
if ( v ) {
renderer.shadowMap.type = THREE.VSMShadowMap;
const shadow = sun.shadow;
shadow.mapSize.width = shadow.mapSize.height = 2048;
shadow.radius = 2;
shadow.bias = - 0.0005;
const shadowCam = shadow.camera, s = 5;
shadowCam.near = 0.1;
shadowCam.far = 6;
shadowCam.right = shadowCam.top = s;
shadowCam.left = shadowCam.bottom = - s;
} else {
if ( sun.shadow ) sun.shadow.dispose();
}
// debug shadow
//scene.add( new THREE.CameraHelper(shadowCam) );
}
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 createducks() {
for ( let i = 0; i < NUM_DUCK; i ++ ) {
let sphere = duckModel;
if ( i < NUM_DUCK - 1 ) {
sphere = duckModel.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 );
ducks[ i ] = sphere;
}
}
function duckDynamics() {
readWaterLevelShader.uniforms[ 'levelTexture' ].value = tmpHeightmap;
for ( let i = 0; i < NUM_DUCK; i ++ ) {
const sphere = ducks[ 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;
const startPos = pos.clone();
// Set height
pos.y = pixels[ 0 ];
// Move sphere
waterNormal.multiplyScalar( 0.01 );
sphere.userData.velocity.add( waterNormal );
sphere.userData.velocity.multiplyScalar( 0.998 );
pos.add( sphere.userData.velocity );
const decal = 0.001;
const limit = BOUNDS_HALF - 0.2;
if ( pos.x < - limit ) {
pos.x = - limit + decal;
sphere.userData.velocity.x *= - 0.3;
} else if ( pos.x > limit ) {
pos.x = limit - decal;
sphere.userData.velocity.x *= - 0.3;
}
if ( pos.z < - limit ) {
pos.z = - limit + decal;
sphere.userData.velocity.z *= - 0.3;
} else if ( pos.z > limit ) {
pos.z = limit - decal;
sphere.userData.velocity.z *= - 0.3;
}
// duck orientation test
const startNormal = new THREE.Vector3( pixels[ 1 ], 1, - pixels[ 2 ] ).normalize();
const dir = startPos.sub( pos );
dir.y = 0;
dir.normalize();
const yAxis = new THREE.Vector3( 0, 1, 0 );
const zAxis = new THREE.Vector3( 0, 0, - 1 );
tmpQuatX.setFromUnitVectors( zAxis, dir );
tmpQuatZ.setFromUnitVectors( yAxis, startNormal );
tmpQuat.multiplyQuaternions( tmpQuatZ, tmpQuatX );
sphere.quaternion.slerp( tmpQuat, 0.017 );
}
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onPointerDown() {
mousedown = true;
}
function onPointerUp() {
mousedown = false;
controls.enabled = true;
}
function onPointerMove( event ) {
const dom = renderer.domElement;
mouseCoords.set( ( event.clientX / dom.clientWidth ) * 2 - 1, - ( event.clientY / dom.clientHeight ) * 2 + 1 );
}
function raycast() {
// Set uniforms: mouse interaction
const uniforms = heightmapVariable.material.uniforms;
if ( mousedown ) {
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 );
if ( controls.enabled ) controls.enabled = false;
} else {
uniforms[ 'mousePos' ].value.set( 10000, 10000 );
}
} else {
uniforms[ 'mousePos' ].value.set( 10000, 10000 );
}
}
function animate() {
render();
stats.update();
}
function render() {
raycast();
frame ++;
if ( frame >= 7 - effectController.speed ) {
// Do the gpu computation
gpuCompute.compute();
tmpHeightmap = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
if ( ducksEnabled ) duckDynamics();
// Get compute output in custom uniform
if ( waterMesh ) waterMesh.material.heightmap = tmpHeightmap;
frame = 0;
}
// Render
renderer.render( scene, camera );
}
//----------------------
class WaterMaterial extends THREE.MeshStandardMaterial {
constructor( parameters ) {
super();
this.defines = {
'STANDARD': '',
'USE_UV': '',
'WIDTH': WIDTH.toFixed( 1 ),
'BOUNDS': BOUNDS.toFixed( 1 ),
};
this.extra = {};
this.addParameter( 'heightmap', null );
this.setValues( parameters );
}
addParameter( name, value ) {
this.extra[ name ] = value;
Object.defineProperty( this, name, {
get: () => ( this.extra[ name ] ),
set: ( v ) => {
this.extra[ name ] = v;
if ( this.userData.shader ) this.userData.shader.uniforms[ name ].value = this.extra[ name ];
}
} );
}
onBeforeCompile( shader ) {
for ( const name in this.extra ) {
shader.uniforms[ name ] = { value: this.extra[ name ] };
}
shader.vertexShader = shader.vertexShader.replace( '#include <common>', shaderChange.common );
//shader.vertexShader = 'uniform sampler2D heightmap;\n' + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace( '#include <beginnormal_vertex>', shaderChange.beginnormal_vertex );
shader.vertexShader = shader.vertexShader.replace( '#include <begin_vertex>', shaderChange.begin_vertex );
this.userData.shader = shader;
}
}
const shaderChange = {
heightmap_frag: /* glsl */`
#include <common>
uniform vec2 mousePos;
uniform float mouseSize;
uniform float viscosity;
uniform float deep;
void main() {
vec2 cellSize = 1.0 / resolution.xy;
vec2 uv = gl_FragCoord.xy * cellSize;
// heightmapValue.x == height from previous frame
// heightmapValue.y == height from penultimate frame
// heightmapValue.z, heightmapValue.w not used
vec4 heightmapValue = texture2D( heightmap, uv );
// Get neighbours
vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
//float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - heightmapValue.y ) * viscosity;
float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - (heightmapValue.y) ) * viscosity;
// Mouse influence
float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
//newHeight += ( cos( mousePhase ) + 1.0 ) * 0.28 * 10.0;
newHeight -= ( cos( mousePhase ) + 1.0 ) * deep;
heightmapValue.y = heightmapValue.x;
heightmapValue.x = newHeight;
gl_FragColor = heightmapValue;
}
`,
// FOR MATERIAL
common: /* glsl */`
#include <common>
uniform sampler2D heightmap;
`,
beginnormal_vertex: /* glsl */`
vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
vec3 objectNormal = vec3(
( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
1.0 );
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
#endif
`,
begin_vertex: /* glsl */`
float heightValue = texture2D( heightmap, uv ).x;
vec3 transformed = vec3( position.x, position.y, heightValue );
#ifdef USE_ALPHAHASH
vPosition = vec3( position );
#endif
`,
};
</script>
</body>
</html>