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Three.js 汹涌的海(六)

Updated:  at  11:44 AM

汹涌的海 raging sea

直接通过代码来进行学习,速度更快

js入口

import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import * as dat from 'lil-gui'
import vertex from './shaders/vertex.glsl';
import fragment from './shaders/fragment.glsl';
/**
 * Base
 */
// Debug
const gui = new dat.GUI({ width: 340 })
const debugObject = {}
// Colors
debugObject.depthColor = '#186691'
debugObject.surfaceColor = '#9bd8ff'

// Canvas
const canvas = document.querySelector('canvas.webgl')

// Scene
const scene = new THREE.Scene()

/**
 * Water
 */
// Geometry
const waterGeometry = new THREE.PlaneGeometry(2, 2, 512, 512)

// Material
const waterMaterial = new THREE.ShaderMaterial({
    vertexShader: vertex,
    fragmentShader: fragment,
    uniforms: {
        uBigWavesElevation: { value: 0.2 },
        uBigWavesFrequency: { value: new THREE.Vector2(4.0, 5.0) },
        uTime: { value: 0 },
        uBigWavesSpeed: { value: 0.35 },
        uDepthColor: { value: new THREE.Color(debugObject.depthColor) },
        uSurfaceColor: { value: new THREE.Color(debugObject.surfaceColor) },
        uColorOffset: { value: 0.08 },
        uColorMultiplier: { value: 5 },
        uSmallWavesElevation: { value: 0.15 },
        uSmallWavesFrequency: { value: 3 },
        uSmallWavesSpeed: { value: 0.2 },
        uSmallIterations: { value: 4 },
    }
})

gui.add(waterMaterial.uniforms.uBigWavesElevation, 'value').min(0).max(1).step(0.001).name('uBigWavesElevation')
gui.add(waterMaterial.uniforms.uBigWavesFrequency.value, 'x').min(0).max(10).step(0.001).name('uBigWavesFrequencyX')
gui.add(waterMaterial.uniforms.uBigWavesFrequency.value, 'y').min(0).max(10).step(0.001).name('uBigWavesFrequencyY')
gui.add(waterMaterial.uniforms.uBigWavesSpeed, 'value').min(0).max(10).step(0.001).name('uBigWavesSpeed')
gui.addColor(debugObject, 'depthColor').onChange(() => {
    waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor);
})
gui.addColor(debugObject, 'surfaceColor').onChange(() => {
    waterMaterial.uniforms.uSurfaceColor.value.set(debugObject.surfaceColor);
})
gui.add(waterMaterial.uniforms.uColorOffset, 'value').min(0).max(1).step(0.001).name('uColorOffset')
gui.add(waterMaterial.uniforms.uColorMultiplier, 'value').min(0).max(10).step(0.001).name('uColorMultiplier')
gui.add(waterMaterial.uniforms.uSmallWavesElevation, 'value').min(0).max(1).step(0.001).name('uSmallWavesElevation')
gui.add(waterMaterial.uniforms.uSmallWavesFrequency, 'value').min(0).max(30).step(0.001).name('uSmallWavesFrequency')
gui.add(waterMaterial.uniforms.uSmallWavesSpeed, 'value').min(0).max(4).step(0.001).name('uSmallWavesSpeed')
gui.add(waterMaterial.uniforms.uSmallIterations, 'value').min(0).max(5).step(1).name('uSmallIterations')

// Mesh
const water = new THREE.Mesh(waterGeometry, waterMaterial)
water.rotation.x = - Math.PI * 0.5
scene.add(water)

/**
 * Sizes
 */
const sizes = {
    width: window.innerWidth,
    height: window.innerHeight
}

window.addEventListener('resize', () => {
    // Update sizes
    sizes.width = window.innerWidth
    sizes.height = window.innerHeight

    // Update camera
    camera.aspect = sizes.width / sizes.height
    camera.updateProjectionMatrix()

    // Update renderer
    renderer.setSize(sizes.width, sizes.height)
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})

/**
 * Camera
 */
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
camera.position.set(1, 1, 1)
scene.add(camera)

// Controls
const controls = new OrbitControls(camera, canvas)
controls.enableDamping = true

/**
 * Renderer
 */
const renderer = new THREE.WebGLRenderer({
    canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))

/**
 * Animate
 */
const clock = new THREE.Clock()

const tick = () => {
    const elapsedTime = clock.getElapsedTime()

    waterMaterial.uniforms.uTime.value = elapsedTime
    // Update controls
    controls.update()

    // Render
    renderer.render(scene, camera)

    // Call tick again on the next frame
    window.requestAnimationFrame(tick)
}

tick()

vertex.glsl

uniform float uBigWavesElevation;
uniform vec2 uBigWavesFrequency;
uniform float uTime;
uniform float uBigWavesSpeed;
uniform float uSmallWavesElevation;
uniform float uSmallWavesFrequency;
uniform float uSmallWavesSpeed;
uniform float uSmallIterations;

varying float vElevation;

// Classic Perlin 3D Noise 
// by Stefan Gustavson
vec4 permute(vec4 x) {
    return mod(((x * 34.0) + 1.0) * x, 289.0);
}
vec4 taylorInvSqrt(vec4 r) {
    return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
    return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}

float cnoise(vec3 P) {
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 / 7.0;
    vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 / 7.0;
    vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
    vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
    vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
    vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
    vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
    vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
    vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
    vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
    return 2.2 * n_xyz;
}

void main() {
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);
    float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) * sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) * uBigWavesElevation;

    for(float i = 1.0; i < uSmallIterations; i++) {
        elevation -= abs(cnoise(vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed)) * uSmallWavesElevation / i);
    }

    modelPosition.y += elevation;
    vec4 viewPosition = viewMatrix * modelPosition;
    vec4 projectedPosition = projectionMatrix * viewPosition;
    vElevation = elevation;
    gl_Position = projectedPosition;
}

fragment.glsl

uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;
uniform float uColorOffset;
uniform float uColorMultiplier;

varying float vElevation;

void main() {
    // 根据模型点的高低来控制颜色的景深
    float mixStrenth = (vElevation + uColorOffset) * uColorMultiplier;
    vec3 color = mix(uDepthColor, uSurfaceColor, mixStrenth);
    gl_FragColor = vec4(color, 1.0);
}


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