Gerstner water
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72d3afa812
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123
index.html
123
index.html
@ -17,6 +17,129 @@
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}
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}
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</script>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform mat4 textureMatrix;
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uniform float time;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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#include <common>
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#include <fog_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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uniform vec4 waveA;
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uniform vec4 waveB;
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uniform vec4 waveC;
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vec3 GerstnerWave (vec4 wave, vec3 p) {
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float steepness = wave.z;
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float wavelength = wave.w;
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float k = 2.0 * PI / wavelength;
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float c = sqrt(9.8 / k);
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vec2 d = normalize(wave.xy);
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float f = k * (dot(d, p.xy) - c * time);
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float a = steepness / k;
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return vec3(
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d.x * (a * cos(f)),
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d.y * (a * cos(f)),
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a * sin(f)
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);
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}
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void main() {
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mirrorCoord = modelMatrix * vec4( position, 1.0 );
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worldPosition = mirrorCoord.xyzw;
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mirrorCoord = textureMatrix * mirrorCoord;
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vec3 p = position.xyz;
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p += GerstnerWave(waveA, position.xyz);
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p += GerstnerWave(waveB, position.xyz);
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p += GerstnerWave(waveC, position.xyz);
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gl_Position = projectionMatrix * modelViewMatrix * vec4( p.x, p.y, p.z, 1.0);
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#include <beginnormal_vertex>
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#include <defaultnormal_vertex>
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#include <logdepthbuf_vertex>
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#include <fog_vertex>
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#include <shadowmap_vertex>
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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uniform sampler2D mirrorSampler;
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uniform float alpha;
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uniform float time;
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uniform float size;
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uniform float distortionScale;
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uniform sampler2D normalSampler;
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uniform vec3 sunColor;
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uniform vec3 sunDirection;
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uniform vec3 eye;
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uniform vec3 waterColor;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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vec4 getNoise( vec2 uv ) {
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vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
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vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
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vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
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vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
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vec4 noise = texture2D( normalSampler, uv0 ) +
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texture2D( normalSampler, uv1 ) +
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texture2D( normalSampler, uv2 ) +
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texture2D( normalSampler, uv3 );
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return noise * 0.5 - 1.0;
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}
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void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
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vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
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float direction = max( 0.0, dot( eyeDirection, reflection ) );
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specularColor += pow( direction, shiny ) * sunColor * spec;
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diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
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}
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#include <common>
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#include <packing>
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#include <bsdfs>
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#include <fog_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <lights_pars_begin>
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#include <shadowmap_pars_fragment>
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#include <shadowmask_pars_fragment>
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void main() {
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#include <logdepthbuf_fragment>
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vec4 noise = getNoise( worldPosition.xz * size );
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vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
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vec3 diffuseLight = vec3(0.0);
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vec3 specularLight = vec3(0.0);
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vec3 worldToEye = eye-worldPosition.xyz;
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vec3 eyeDirection = normalize( worldToEye );
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sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
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float distance = length(worldToEye);
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vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
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vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
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float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
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float rf0 = 0.3;
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float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
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vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
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vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
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vec3 outgoingLight = albedo;
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gl_FragColor = vec4( outgoingLight, alpha );
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#include <tonemapping_fragment>
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#include <fog_fragment>
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}
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</script>
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</head>
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<body>
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<div id="container"></div>
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588
main.js
588
main.js
@ -1,14 +1,12 @@
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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 { Octree } from 'three/addons/math/Octree.js';
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import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
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import { Capsule } from 'three/addons/math/Capsule.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { Water } from 'three/addons/objects/Water.js';
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import { Sky } from 'three/addons/objects/Sky.js';
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@ -16,11 +14,20 @@ import MazeMesh from './MazeMesh.js';
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const mazeLength = 23
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const mazeWidth = 23
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const latitude = THREE.MathUtils.degToRad(35)
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const longitude = THREE.MathUtils.degToRad(25)
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let showGUI = window.location.search.includes("debug")
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let showStats = window.location.search.includes("stats")
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const parameters = {
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elevation: 90 * Math.random(),
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azimuth: 180 * Math.random(),
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};
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const waves = {
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A: { direction: 0, steepness: 0.05, wavelength: 3 },
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B: { direction: 30, steepness: 0.10, wavelength: 6 },
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C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
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};
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const showParam = window.location.search.includes("param")
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const showStats = window.location.search.includes("stats")
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const ambiance = new Audio("snd/ambiance.mp3")
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ambiance.loop = true
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@ -29,15 +36,24 @@ piano.loop = false
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const loadMngr = new THREE.LoadingManager();
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const loader = new THREE.TextureLoader(loadMngr);
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const waterTexture = loader.load('img/waternormals.jpg');
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const groundTexture = loader.load('img/pavement.jpg');
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const wallTexture = loader.load('img/wall.jpg');
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const woodTexture = loader.load('img/wood.jpg');
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loadMngr.onLoad = () => {
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animate();
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};
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const clock = new THREE.Clock();
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//
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const container = document.getElementById('container');
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const renderer = new THREE.WebGLRenderer({
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powerPreference: "high-performance",
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antialias: true,
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});
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFShadowMap;
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container.appendChild(renderer.domElement);
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const scene = new THREE.Scene();
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@ -48,38 +64,82 @@ camera.position.set( 0, 25, 0 );
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const worldOctree = new Octree();
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const raftOctree = new Octree();
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const container = document.getElementById( 'container' );
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const renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFShadowMap ;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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container.appendChild( renderer.domElement );
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// Water
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waterTexture.wrapS = waterTexture.wrapT = THREE.RepeatWrapping;
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const ocean = new Water(
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new THREE.PlaneGeometry( 1000, 1000 ),
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{
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const waterGeometry = new THREE.PlaneGeometry(2048, 2048, 512, 512);
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const ocean = new Water(waterGeometry, {
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textureWidth: 512,
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textureHeight: 512,
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waterNormals : waterTexture,
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waterNormals: loader.load(
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'img/waternormals.jpg',
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function (texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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}
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),
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sunDirection: new THREE.Vector3(),
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sunColor: 0xffffff,
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waterColor: 0x001e0f,
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distortionScale: 3.7,
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fog: scene.fog !== undefined,
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alpha : 0.7
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}
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);
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ocean.rotation.x = - Math.PI * 0.5;
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ocean.position.y = -.01
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ocean.receiveShadow = true;
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alpha: 0.9
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});
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ocean.rotation.x = - Math.PI / 2;
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ocean.position.y = -0.2;
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ocean.material.transparent = true;
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ocean.material.onBeforeCompile = function (shader) {
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shader.uniforms.size = { value: 6 }
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shader.uniforms.waveA = {
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value: [
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Math.sin((waves.A.direction * Math.PI) / 180),
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Math.cos((waves.A.direction * Math.PI) / 180),
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waves.A.steepness,
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waves.A.wavelength,
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],
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};
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shader.uniforms.waveB = {
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value: [
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Math.sin((waves.B.direction * Math.PI) / 180),
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Math.cos((waves.B.direction * Math.PI) / 180),
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waves.B.steepness,
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waves.B.wavelength,
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],
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};
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shader.uniforms.waveC = {
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value: [
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Math.sin((waves.C.direction * Math.PI) / 180),
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Math.cos((waves.C.direction * Math.PI) / 180),
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waves.C.steepness,
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waves.C.wavelength,
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],
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};
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shader.vertexShader = document.getElementById('vertexShader').textContent;
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shader.fragmentShader = document.getElementById('fragmentShader').textContent;
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};
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scene.add(ocean);
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// Skybox
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const sun = new THREE.Vector3();
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const sky = new Sky();
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sky.scale.setScalar(10000);
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scene.add(sky);
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const skyUniforms = sky.material.uniforms;
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skyUniforms['turbidity'].value = 10;
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skyUniforms['rayleigh'].value = 2;
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skyUniforms['mieCoefficient'].value = 0.005;
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skyUniforms['mieDirectionalG'].value = 0.8;
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const pmremGenerator = new THREE.PMREMGenerator(renderer);
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// Lights
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const ambientLight = new THREE.AmbientLight(0x404040, 1); // soft white light
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@ -99,119 +159,12 @@ sunLight.shadow.radius = 4;
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sunLight.target = camera
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scene.add(sunLight);
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const torchLight = new THREE.SpotLight(0xffffe8, 1, mazeLength/2, .45, 1)
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scene.add( torchLight );
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scene.add( torchLight.target );
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// Skybox
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const sun = new THREE.Vector3();
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const sky = new Sky();
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sky.scale.setScalar( 10000 );
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scene.add( sky );
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const skyUniforms = sky.material.uniforms;
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skyUniforms[ 'turbidity' ].value = 10;
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skyUniforms[ 'rayleigh' ].value = 2;
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skyUniforms[ 'mieCoefficient' ].value = 0.005;
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skyUniforms[ 'mieDirectionalG' ].value = 0.8;
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const parameters = {
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elevation: 70,
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azimuth: 160
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};
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const pmremGenerator = new THREE.PMREMGenerator( renderer );
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let renderTarget;
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const today = new Date()
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const startOfYear = new Date(today.getFullYear(), 0, 0);
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const diff = today - startOfYear;
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const oneDay = 1000 * 60 * 60 * 24;
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const dayOfYear = Math.floor(diff / oneDay);
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const declination = 0.40928 * Math.sin(2*Math.PI*(dayOfYear+284)/365)
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const startHour = 24 * Math.random()
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function updateSun() {
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let elevation, azimuth
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if ( showGUI ) {
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elevation = THREE.MathUtils.degToRad( parameters.elevation );
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azimuth = THREE.MathUtils.degToRad( parameters.azimuth );
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} else {
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const time = clock.elapsedTime ;
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const hour = ( startHour + time / 1440 ) % 24
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const hourAngle = Math.PI * (1-hour/12)
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elevation = Math.asin( Math.sin(declination)*Math.sin(latitude) + Math.cos(declination)*Math.cos(latitude)*Math.cos(hourAngle) )
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azimuth = -Math.PI/2 + Math.asin( Math.cos(declination)*Math.sin(hourAngle)/Math.cos(elevation) )
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}
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const phi = Math.PI/2 - elevation
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const theta = azimuth
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sun.setFromSphericalCoords( 100, phi, theta );
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sky.material.uniforms[ 'sunPosition' ].value.copy( sun );
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ocean.material.uniforms[ 'sunDirection' ].value.copy( sun ).normalize();
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ambientLight.intensity = 0.5 + Math.max( elevation, 0 )/Math.PI;
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if ( elevation >= 0 ) {
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sunLight.visible = true
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torchLight.visible = false
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} else {
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sunLight.visible = false
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torchLight.visible = true
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}
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if ( renderTarget !== undefined ) renderTarget.dispose();
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renderTarget = pmremGenerator.fromScene( sky );
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scene.environment = renderTarget.texture;
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}
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updateSun();
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const updateSunIntervalId = setInterval( updateSun, 100 );
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
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groundTexture.repeat.set(mazeLength/2, mazeWidth/2)
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const groundMaterial = new THREE.MeshPhongMaterial( {
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map : groundTexture,
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color : 0xFFFFFF,
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emissive : 0,
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specular : 0x000000,
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shininess : 5,
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bumpMap : groundTexture,
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bumpScale : .02,
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depthFunc : 3,
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depthTest : true,
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depthWrite: true
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} )
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const ground = new THREE.Mesh( groundGeometry, groundMaterial )
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ground.rotation.x = - Math.PI / 2;
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ground.receiveShadow = true;
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ground.matrixAutoUpdate = false
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ground.updateMatrix();
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scene.add(ground)
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worldOctree.fromGraphNode( ground )
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// Raft
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const raftGeometry = new THREE.BoxGeometry(1.8, .1, .9, 1, 1, 8)
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const woodTexture = loader.load('img/wood.jpg');
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const raftMaterial = new THREE.MeshPhongMaterial({
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map: woodTexture,
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color: 0xFFFFFF,
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@ -227,18 +180,16 @@ const raftMaterial = new THREE.MeshPhongMaterial( {
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displacementScale: -0.08
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})
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const raft = new THREE.Mesh(raftGeometry, raftMaterial)
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raft.position.set( .2, 0, -1 - mazeWidth/2 )
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raft.position.set(.2, ocean.position.y, -1 - mazeWidth / 2)
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raft.rotation.y = 1.4
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raft.rotation.order = 'ZXY';
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raft.castShadow = true;
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scene.add(raft)
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worldOctree.fromGraphNode(raft)
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raftOctree.fromGraphNode(raft)
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camera.lookAt( raft.position.x, raft.position.y, raft.position.z );
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scene.add(raft)
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// Maze
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const wallTexture = loader.load('img/wall.jpg');
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const wallMaterial = new THREE.MeshPhongMaterial({
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map: wallTexture,
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color: 0xFCF8E5,
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@ -252,6 +203,8 @@ const wallMaterial = new THREE.MeshPhongMaterial( {
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depthWrite: true
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})
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// Maze
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const maze = new MazeMesh(mazeLength, mazeWidth, wallMaterial);
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maze.castShadow = true;
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maze.receiveShadow = true;
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@ -269,55 +222,201 @@ for ( let i=0; i<maze.count; i++ ) {
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worldOctree.fromGraphNode(clone)
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}
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// debug
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// Ground
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|
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let stats, octreeHelper, gui
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if ( showGUI ) {
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const pavementTexture = loader.load(
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'img/pavement.jpg',
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texture => {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping
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texture.repeat.set(mazeLength / 2, mazeWidth / 2)
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}
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);
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const groundGeometry = new THREE.BoxGeometry(mazeLength, mazeWidth, 1)
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||||
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 );
|
||||
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user