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);
}