Gerstner water

This commit is contained in:
Adrien MALINGREY 2023-06-10 19:58:37 +02:00
parent 72d3afa812
commit 28b57c37d5
2 changed files with 595 additions and 376 deletions

View File

@ -17,6 +17,129 @@
}
}
</script>
<script id="vertexShader" type="x-shader/x-vertex">
uniform mat4 textureMatrix;
uniform float time;
varying vec4 mirrorCoord;
varying vec4 worldPosition;
#include <common>
#include <fog_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
uniform vec4 waveA;
uniform vec4 waveB;
uniform vec4 waveC;
vec3 GerstnerWave (vec4 wave, vec3 p) {
float steepness = wave.z;
float wavelength = wave.w;
float k = 2.0 * PI / wavelength;
float c = sqrt(9.8 / k);
vec2 d = normalize(wave.xy);
float f = k * (dot(d, p.xy) - c * time);
float a = steepness / k;
return vec3(
d.x * (a * cos(f)),
d.y * (a * cos(f)),
a * sin(f)
);
}
void main() {
mirrorCoord = modelMatrix * vec4( position, 1.0 );
worldPosition = mirrorCoord.xyzw;
mirrorCoord = textureMatrix * mirrorCoord;
vec3 p = position.xyz;
p += GerstnerWave(waveA, position.xyz);
p += GerstnerWave(waveB, position.xyz);
p += GerstnerWave(waveC, position.xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( p.x, p.y, p.z, 1.0);
#include <beginnormal_vertex>
#include <defaultnormal_vertex>
#include <logdepthbuf_vertex>
#include <fog_vertex>
#include <shadowmap_vertex>
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform sampler2D mirrorSampler;
uniform float alpha;
uniform float time;
uniform float size;
uniform float distortionScale;
uniform sampler2D normalSampler;
uniform vec3 sunColor;
uniform vec3 sunDirection;
uniform vec3 eye;
uniform vec3 waterColor;
varying vec4 mirrorCoord;
varying vec4 worldPosition;
vec4 getNoise( vec2 uv ) {
vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
vec4 noise = texture2D( normalSampler, uv0 ) +
texture2D( normalSampler, uv1 ) +
texture2D( normalSampler, uv2 ) +
texture2D( normalSampler, uv3 );
return noise * 0.5 - 1.0;
}
void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
float direction = max( 0.0, dot( eyeDirection, reflection ) );
specularColor += pow( direction, shiny ) * sunColor * spec;
diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
}
#include <common>
#include <packing>
#include <bsdfs>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
void main() {
#include <logdepthbuf_fragment>
vec4 noise = getNoise( worldPosition.xz * size );
vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
vec3 diffuseLight = vec3(0.0);
vec3 specularLight = vec3(0.0);
vec3 worldToEye = eye-worldPosition.xyz;
vec3 eyeDirection = normalize( worldToEye );
sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
float distance = length(worldToEye);
vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
float rf0 = 0.3;
float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
vec3 outgoingLight = albedo;
gl_FragColor = vec4( outgoingLight, alpha );
#include <tonemapping_fragment>
#include <fog_fragment>
}
</script>
</head>
<body>
<div id="container"></div>

588
main.js
View File

@ -1,14 +1,12 @@
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { Octree } from 'three/addons/math/Octree.js';
import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
import { Capsule } from 'three/addons/math/Capsule.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { Water } from 'three/addons/objects/Water.js';
import { Sky } from 'three/addons/objects/Sky.js';
@ -16,11 +14,20 @@ import MazeMesh from './MazeMesh.js';
const mazeLength = 23
const mazeWidth = 23
const latitude = THREE.MathUtils.degToRad(35)
const longitude = THREE.MathUtils.degToRad(25)
let showGUI = window.location.search.includes("debug")
let showStats = window.location.search.includes("stats")
const parameters = {
elevation: 90 * Math.random(),
azimuth: 180 * Math.random(),
};
const waves = {
A: { direction: 0, steepness: 0.05, wavelength: 3 },
B: { direction: 30, steepness: 0.10, wavelength: 6 },
C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
};
const showParam = window.location.search.includes("param")
const showStats = window.location.search.includes("stats")
const ambiance = new Audio("snd/ambiance.mp3")
ambiance.loop = true
@ -29,15 +36,24 @@ piano.loop = false
const loadMngr = new THREE.LoadingManager();
const loader = new THREE.TextureLoader(loadMngr);
const waterTexture = loader.load('img/waternormals.jpg');
const groundTexture = loader.load('img/pavement.jpg');
const wallTexture = loader.load('img/wall.jpg');
const woodTexture = loader.load('img/wood.jpg');
loadMngr.onLoad = () => {
animate();
};
const clock = new THREE.Clock();
//
const container = document.getElementById('container');
const renderer = new THREE.WebGLRenderer({
powerPreference: "high-performance",
antialias: true,
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild(renderer.domElement);
const scene = new THREE.Scene();
@ -48,38 +64,82 @@ camera.position.set( 0, 25, 0 );
const worldOctree = new Octree();
const raftOctree = new Octree();
const container = document.getElementById( 'container' );
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap ;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );
// Water
waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping;
const ocean = new Water(
new THREE.PlaneGeometry( 1000, 1000 ),
{
const waterGeometry = new THREE.PlaneGeometry(2048, 2048, 512, 512);
const ocean = new Water(waterGeometry, {
textureWidth: 512,
textureHeight: 512,
waterNormals : waterTexture,
waterNormals: loader.load(
'img/waternormals.jpg',
function (texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}
),
sunDirection: new THREE.Vector3(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 3.7,
fog: scene.fog !== undefined,
alpha : 0.7
}
);
ocean.rotation.x = - Math.PI * 0.5;
ocean.position.y = -.01
ocean.receiveShadow = true;
alpha: 0.9
});
ocean.rotation.x = - Math.PI / 2;
ocean.position.y = -0.2;
ocean.material.transparent = true;
ocean.material.onBeforeCompile = function (shader) {
shader.uniforms.size = { value: 6 }
shader.uniforms.waveA = {
value: [
Math.sin((waves.A.direction * Math.PI) / 180),
Math.cos((waves.A.direction * Math.PI) / 180),
waves.A.steepness,
waves.A.wavelength,
],
};
shader.uniforms.waveB = {
value: [
Math.sin((waves.B.direction * Math.PI) / 180),
Math.cos((waves.B.direction * Math.PI) / 180),
waves.B.steepness,
waves.B.wavelength,
],
};
shader.uniforms.waveC = {
value: [
Math.sin((waves.C.direction * Math.PI) / 180),
Math.cos((waves.C.direction * Math.PI) / 180),
waves.C.steepness,
waves.C.wavelength,
],
};
shader.vertexShader = document.getElementById('vertexShader').textContent;
shader.fragmentShader = document.getElementById('fragmentShader').textContent;
};
scene.add(ocean);
// Skybox
const sun = new THREE.Vector3();
const sky = new Sky();
sky.scale.setScalar(10000);
scene.add(sky);
const skyUniforms = sky.material.uniforms;
skyUniforms['turbidity'].value = 10;
skyUniforms['rayleigh'].value = 2;
skyUniforms['mieCoefficient'].value = 0.005;
skyUniforms['mieDirectionalG'].value = 0.8;
const pmremGenerator = new THREE.PMREMGenerator(renderer);
// Lights
const ambientLight = new THREE.AmbientLight(0x404040, 1); // soft white light
@ -99,119 +159,12 @@ sunLight.shadow.radius = 4;
sunLight.target = camera
scene.add(sunLight);
const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
scene.add( torchLight );
scene.add( torchLight.target );
// Skybox
const sun = new THREE.Vector3();
const sky = new Sky();
sky.scale.setScalar( 10000 );
scene.add( sky );
const skyUniforms = sky.material.uniforms;
skyUniforms[ 'turbidity' ].value = 10;
skyUniforms[ 'rayleigh' ].value = 2;
skyUniforms[ 'mieCoefficient' ].value = 0.005;
skyUniforms[ 'mieDirectionalG' ].value = 0.8;
const parameters = {
elevation: 70,
azimuth: 160
};
const pmremGenerator = new THREE.PMREMGenerator( renderer );
let renderTarget;
const today = new Date()
const startOfYear = new Date(today.getFullYear(), 0, 0);
const diff = today - startOfYear;
const oneDay = 1000 * 60 * 60 * 24;
const dayOfYear = Math.floor(diff / oneDay);
const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
const startHour = 24 * Math.random()
function updateSun() {
let elevation, azimuth
if ( showGUI ) {
elevation = THREE.MathUtils.degToRad( parameters.elevation );
azimuth = THREE.MathUtils.degToRad( parameters.azimuth );
} else {
const time = clock.elapsedTime ;
const hour = ( startHour + time / 1440 ) % 24
const hourAngle = Math.PI * (1-hour/12)
elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
azimuth = -Math.PI/2 + Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
}
const phi = Math.PI/2 - elevation
const theta = azimuth
sun.setFromSphericalCoords( 100, phi, theta );
sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
ocean.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
ambientLight.intensity = 0.5 + Math.max( elevation, 0 )/Math.PI;
if ( elevation >= 0 ) {
sunLight.visible = true
torchLight.visible = false
} else {
sunLight.visible = false
torchLight.visible = true
}
if ( renderTarget !== undefined ) renderTarget.dispose();
renderTarget = pmremGenerator.fromScene( sky );
scene.environment = renderTarget.texture;
}
updateSun();
const updateSunIntervalId = setInterval( updateSun, 100 );
// Ground
const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
groundTexture.repeat.set(mazeLength/2, mazeWidth/2)
const groundMaterial = new THREE.MeshPhongMaterial( {
map : groundTexture,
color : 0xFFFFFF,
emissive : 0,
specular : 0x000000,
shininess : 5,
bumpMap : groundTexture,
bumpScale : .02,
depthFunc : 3,
depthTest : true,
depthWrite: true
} )
const ground = new THREE.Mesh( groundGeometry, groundMaterial )
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
ground.matrixAutoUpdate = false
ground.updateMatrix();
scene.add(ground)
worldOctree.fromGraphNode( ground )
// Raft
const raftGeometry = new THREE.BoxGeometry(1.8, .1, .9, 1, 1, 8)
const woodTexture = loader.load('img/wood.jpg');
const raftMaterial = new THREE.MeshPhongMaterial({
map: woodTexture,
color: 0xFFFFFF,
@ -227,18 +180,16 @@ const raftMaterial = new THREE.MeshPhongMaterial( {
displacementScale: -0.08
})
const raft = new THREE.Mesh(raftGeometry, raftMaterial)
raft.position.set( .2, 0, -1 - mazeWidth/2 )
raft.position.set(.2, ocean.position.y, -1 - mazeWidth / 2)
raft.rotation.y = 1.4
raft.rotation.order = 'ZXY';
raft.castShadow = true;
scene.add(raft)
worldOctree.fromGraphNode(raft)
raftOctree.fromGraphNode(raft)
camera.lookAt( raft.position.x, raft.position.y, raft.position.z );
scene.add(raft)
// Maze
const wallTexture = loader.load('img/wall.jpg');
const wallMaterial = new THREE.MeshPhongMaterial({
map: wallTexture,
color: 0xFCF8E5,
@ -252,6 +203,8 @@ const wallMaterial = new THREE.MeshPhongMaterial( {
depthWrite: true
})
// Maze
const maze = new MazeMesh(mazeLength, mazeWidth, wallMaterial);
maze.castShadow = true;
maze.receiveShadow = true;
@ -269,55 +222,201 @@ for ( let i=0; i<maze.count; i++ ) {
worldOctree.fromGraphNode(clone)
}
// debug
// Ground
let stats, octreeHelper, gui
if ( showGUI ) {
const pavementTexture = loader.load(
'img/pavement.jpg',
texture => {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping
texture.repeat.set(mazeLength / 2, mazeWidth / 2)
}
);
const groundGeometry = new THREE.BoxGeometry(mazeLength, mazeWidth, 1)
const groundMaterial = new THREE.MeshPhongMaterial({
map: pavementTexture,
color: 0xFFFFFF,
emissive: 0,
specular: 0x000000,
shininess: 5,
bumpMap: pavementTexture,
bumpScale: .02,
depthFunc: 3,
depthTest: true,
depthWrite: true
})
const sideGroundTexture = wallTexture.clone()
sideGroundTexture.wrapS = sideGroundTexture.wrapT = THREE.RepeatWrapping
sideGroundTexture.repeat.set(mazeLength, 1)
const sideGroundMaterial = new THREE.MeshPhongMaterial({
map: sideGroundTexture,
color: 0xFCF8E5,
emissive: 0,
specular: 0x505050,
shininess: 4,
bumpMap: sideGroundTexture,
bumpScale: .01,
depthFunc: 3,
depthTest: true,
depthWrite: true
})
const ground = new THREE.Mesh(
groundGeometry,
[
sideGroundMaterial,
sideGroundMaterial,
sideGroundMaterial,
sideGroundMaterial,
groundMaterial,
groundMaterial,
]
)
ground.rotation.x = - Math.PI / 2;
ground.position.y = -0.5
ground.receiveShadow = true;
ground.matrixAutoUpdate = false
ground.updateMatrix();
scene.add(ground)
gui = new GUI( { width: 200 } );
const groundCollisioner = new THREE.Mesh(
new THREE.PlaneGeometry(mazeLength, mazeWidth)
)
groundCollisioner.rotation.x = - Math.PI / 2;
worldOctree.fromGraphNode(groundCollisioner)
//
const stats = new Stats();
if (showStats) container.appendChild(stats.dom);
// GUI
if (showParam) {
const gui = new GUI();
octreeHelper = new OctreeHelper( worldOctree );
octreeHelper.visible = false;
scene.add( octreeHelper );
const lightHelper = new THREE.DirectionalLightHelper(sunLight, .5)
lightHelper.position.copy(maze.start)
lightHelper.visible = false;
scene.add( lightHelper );
var cameraHelper = new THREE.CameraHelper(sunLight.shadow.camera);
cameraHelper.visible = false;
scene.add(cameraHelper)
const octreeHelper = new OctreeHelper(worldOctree);
octreeHelper.visible = false;
scene.add(octreeHelper);
const showHelper = gui.add({ helpers: false }, "helpers")
showHelper.onChange(function (value) {
octreeHelper.visible = value;
lightHelper.visible = value;
cameraHelper.visible = value;
octreeHelper.visible = value;
});
const folderSky = gui.addFolder('Sky');
folderSky.add( parameters, 'elevation', -90, 90, 0.1 ).onChange( updateSun );
folderSky.add(parameters, 'elevation', 0, 90, 0.1).onChange(updateSun);
folderSky.add(parameters, 'azimuth', - 180, 180, 0.1).onChange(updateSun);
folderSky.open();
const waterUniforms = ocean.material.uniforms;
const folderWater = gui.addFolder('Water');
folderWater.add( waterUniforms.distortionScale, 'value', 0, 8, 0.1 ).name( 'distortionScale' );
folderWater
.add(waterUniforms.distortionScale, 'value', 0, 8, 0.1)
.name('distortionScale');
folderWater.add(waterUniforms.size, 'value', 0.1, 10, 0.1).name('size');
folderWater.add(ocean.material, 'wireframe');
folderWater.open();
}
const waveAFolder = gui.addFolder('Wave A');
waveAFolder
.add(waves.A, 'direction', 0, 359)
.name('Direction')
.onChange((v) => {
if ( showStats ) {
const x = (v * Math.PI) / 180;
ocean.material.uniforms.waveA.value[0] = Math.sin(x);
ocean.material.uniforms.waveA.value[1] = Math.cos(x);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
});
waveAFolder
.add(waves.A, 'steepness', 0, 1, 0.01)
.name('Steepness')
.onChange((v) => {
ocean.material.uniforms.waveA.value[2] = v;
});
waveAFolder
.add(waves.A, 'wavelength', 1, 100)
.name('Wavelength')
.onChange((v) => {
ocean.material.uniforms.waveA.value[3] = v;
});
waveAFolder.open();
const waveBFolder = gui.addFolder('Wave B');
waveBFolder
.add(waves.B, 'direction', 0, 359)
.name('Direction')
.onChange((v) => {
const x = (v * Math.PI) / 180;
ocean.material.uniforms.waveB.value[0] = Math.sin(x);
ocean.material.uniforms.waveB.value[1] = Math.cos(x);
});
waveBFolder
.add(waves.B, 'steepness', 0, 1, 0.01)
.name('Steepness')
.onChange((v) => {
ocean.material.uniforms.waveB.value[2] = v;
});
waveBFolder
.add(waves.B, 'wavelength', 1, 100)
.name('Wavelength')
.onChange((v) => {
ocean.material.uniforms.waveB.value[3] = v;
});
waveBFolder.open();
const waveCFolder = gui.addFolder('Wave C');
waveCFolder
.add(waves.C, 'direction', 0, 359)
.name('Direction')
.onChange((v) => {
const x = (v * Math.PI) / 180;
ocean.material.uniforms.waveC.value[0] = Math.sin(x);
ocean.material.uniforms.waveC.value[1] = Math.cos(x);
});
waveCFolder
.add(waves.C, 'steepness', 0, 1, 0.01)
.name('Steepness')
.onChange((v) => {
ocean.material.uniforms.waveC.value[2] = v;
});
waveCFolder
.add(waves.C, 'wavelength', 1, 100)
.name('Wavelength')
.onChange((v) => {
ocean.material.uniforms.waveC.value[3] = v;
});
waveCFolder.open();
}
//
const clock = new THREE.Clock();
// Controls
const GRAVITY = 30;
@ -379,17 +478,6 @@ document.body.addEventListener( 'mousemove', ( event ) => {
});
window.addEventListener( 'resize', onWindowResize );
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function playerCollisions() {
if (!escaped && raftOctree.capsuleIntersect(playerCollider)) {
@ -428,13 +516,11 @@ function gameEnd() {
addEventListener("animationend", (event) => {
clearInterval( updateSunIntervalId );
document.exitPointerLock();
container.style.cursor = "default";
});
function updatePlayer(deltaTime) {
let damping = Math.exp(- 4 * deltaTime) - 1;
@ -537,58 +623,87 @@ function teleportPlayerIfOob() {
}
const waves = {
A: {
direction: 0,
steepness: 0.015,
wavelength: 10,
},
B: {
direction: 30,
steepness: 0.015,
wavelength: 5,
},
C: {
direction: 60,
steepness: 0.015,
wavelength: 3,
},
}
function getWaveInfo(x, z, time) {
const pos = new THREE.Vector3()
const tangent = new THREE.Vector3(1, 0, 0)
const binormal = new THREE.Vector3(0, 0, 1)
Object.keys(waves).forEach(function (wave) {
const w = waves[wave]
const k = (Math.PI * 2) / w.wavelength
const c = Math.sqrt(9.8 / k)
const pos = new THREE.Vector3();
const tangent = new THREE.Vector3(1, 0, 0);
const binormal = new THREE.Vector3(0, 0, 1);
Object.keys(waves).forEach((wave) => {
const w = waves[wave];
const k = (Math.PI * 2) / w.wavelength;
const c = Math.sqrt(9.8 / k);
const d = new THREE.Vector2(
Math.sin((w.direction * Math.PI) / 180),
- Math.cos((w.direction * Math.PI) / 180)
)
const f = k * (d.dot(new THREE.Vector2(x, z)) - c * time)
const a = w.steepness / k
pos.x += d.y * (a * Math.cos(f))
pos.y += a * Math.sin(f)
pos.z += d.x * (a * Math.cos(f))
tangent.x += -d.x * d.x * (w.steepness * Math.sin(f))
tangent.y += d.x * (w.steepness * Math.cos(f))
tangent.z += -d.x * d.y * (w.steepness * Math.sin(f))
binormal.x += -d.x * d.y * (w.steepness * Math.sin(f))
binormal.y += d.y * (w.steepness * Math.cos(f))
binormal.z += -d.y * d.y * (w.steepness * Math.sin(f))
})
const normal = binormal.cross(tangent).normalize()
return {
position: pos,
normal: normal,
}
);
const f = k * (d.dot(new THREE.Vector2(x, z)) - c * time);
const a = w.steepness / k;
pos.x += d.y * (a * Math.cos(f));
pos.y += a * Math.sin(f);
pos.z += d.x * (a * Math.cos(f));
tangent.x += - d.x * d.x * (w.steepness * Math.sin(f));
tangent.y += d.x * (w.steepness * Math.cos(f));
tangent.z += - d.x * d.y * (w.steepness * Math.sin(f));
binormal.x += - d.x * d.y * (w.steepness * Math.sin(f));
binormal.y += d.y * (w.steepness * Math.cos(f));
binormal.z += - d.y * d.y * (w.steepness * Math.sin(f));
});
const normal = binormal.cross(tangent).normalize();
return { position: pos, normal: normal };
}
function updateRaft(delta) {
const t = ocean.material.uniforms['time'].value;
const waveInfo = getWaveInfo(raft.position.x, raft.position.z, t);
raft.position.y = ocean.position.y + waveInfo.position.y;
const quat = new THREE.Quaternion().setFromEuler(
new THREE.Euler().setFromVector3(waveInfo.normal)
);
raft.quaternion.rotateTowards(quat, delta * 0.5);
}
function updateSun() {
const phi = THREE.MathUtils.degToRad(90 - parameters.elevation);
const theta = THREE.MathUtils.degToRad(parameters.azimuth);
sun.setFromSphericalCoords(100, phi, theta);
sky.material.uniforms['sunPosition'].value.copy(sun);
ocean.material.uniforms['sunDirection'].value.copy(sun).normalize();
ambientLight.intensity = 0.5 + Math.sin(Math.max(THREE.MathUtils.degToRad(parameters.elevation), 0));
scene.environment = pmremGenerator.fromScene(sky).texture;
}
window.addEventListener('resize', onWindowResize);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
const delta = Math.min(0.05, clock.getDelta())
const deltaTime = delta / STEPS_PER_FRAME;
@ -605,35 +720,16 @@ function animate() {
}
const time = clock.elapsedTime;
ocean.material.uniforms[ 'time' ].value += 1.0 / 100.0;
const waveInfo = getWaveInfo(raft.position.x, raft.position.z, time)
raft.position.y = waveInfo.position.y
const quat = new THREE.Quaternion().setFromEuler(
new THREE.Euler(waveInfo.normal.x, waveInfo.normal.y, waveInfo.normal.z)
)
raft.quaternion.rotateTowards(quat, delta * 0.5)
if ( sunLight.visible ) {
if (camera.position.y > 3.5)
camera.lookAt(raft.position.x, raft.position.y, raft.position.z);
sunLight.position.copy(sun).add(camera.position)
}
if ( torchLight.visible ) {
torchLight.position.copy(camera.position)
torchLight.position.y -= .2
const targetDirection = camera.getWorldDirection(camera.up).add(camera.position)
torchLight.target.position.copy(targetDirection)
}
ocean.material.uniforms['time'].value += delta;
updateRaft(delta);
renderer.render(scene, camera);
if (showStats) stats.update();
requestAnimationFrame( animate );
}