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<script src="https://tildarium.ru/js/liquid/three.min.js"></script>
<script src="https://tildarium.ru/js/liquid/Detector.js"></script>
<script src="https://tildarium.ru/js/liquid/OrbitControls.js"></script>
<script src="https://tildarium.ru/js/liquid/SimplexNoise.js"></script>
<script src="https://tildarium.ru/js/liquid/GPUComputationRenderer.js"></script>
<script>
window.elem = $(".tn-elem__1040649251557630020615");
</script>
<script id="heightmapFragmentShader" type="x-shader/x-fragment">
#include <common>
uniform vec2 mousePos;
uniform float mouseSize;
uniform float viscosityConstant;
#define deltaTime ( 1.0 / 60.0 )
#define GRAVITY_CONSTANT ( resolution.x * deltaTime * 3.0 )
void main() {
vec2 cellSize = 1.0 / resolution.xy;
vec2 uv = gl_FragCoord.xy * cellSize;
// heightmapValue.x == height
// heightmapValue.y == velocity
// 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 sump = north.x + south.x + east.x + west.x - 4.0 * heightmapValue.x;
float accel = sump * GRAVITY_CONSTANT;
// Dynamics
heightmapValue.y += accel;
heightmapValue.x += heightmapValue.y * deltaTime;
// Viscosity
heightmapValue.x += sump * viscosityConstant;
// Mouse influence
float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
heightmapValue.x += cos( mousePhase ) + 1.0;
gl_FragColor = heightmapValue;
}
</script>
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<script id="smoothFragmentShader" type="x-shader/x-fragment">
uniform sampler2D texture;
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( texture, uv );
textureValue += texture2D( texture, uv + vec2( 0.0, cellSize.y ) );
textureValue += texture2D( texture, uv + vec2( 0.0, - cellSize.y ) );
textureValue += texture2D( texture, uv + vec2( cellSize.x, 0.0 ) );
textureValue += texture2D( texture, uv + vec2( - cellSize.x, 0.0 ) );
textureValue /= 5.0;
gl_FragColor = textureValue;
}
</script>
<script id="waterVertexShader" type="x-shader/x-vertex">
uniform sampler2D heightmap;
#define PHONG
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
// # include <beginnormal_vertex>
// Compute normal from heightmap
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 );
//<beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
//# include <begin_vertex>
float heightValue = texture2D( heightmap, uv ).x;
vec3 transformed = vec3( position.x, position.y, heightValue );
//<begin_vertex>
#include <displacementmap_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
</script>
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<script id="waterVertexShader" type="x-shader/x-vertex">
uniform sampler2D heightmap;
#define PHONG
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
// # include <beginnormal_vertex>
// Compute normal from heightmap
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 );
//<beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
//# include <begin_vertex>
float heightValue = texture2D( heightmap, uv ).x;
vec3 transformed = vec3( position.x, position.y, heightValue );
//<begin_vertex>
#include <displacementmap_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var hash = document.location.hash.substr( 1 );
if ( hash ) hash = parseInt( hash, 0 );
// Texture width for simulation
var WIDTH = hash || 128;
var NUM_TEXELS = WIDTH * WIDTH;
// Water size in system units
var BOUNDS = 512;
var BOUNDS_HALF = BOUNDS * 0.5;
var container, stats;
var camera, scene, renderer, controls;
var mouseMoved = false;
var mouseCoords = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var waterMesh;
var meshRay;
var gpuCompute;
var heightmapVariable;
var waterUniforms;
var smoothShader;
var simplex = new SimplexNoise();
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// document.getElementById( 'waterSize' ).innerText = WIDTH + ' x ' + WIDTH;
//
// function change(n) {
// location.hash = n;
// location.reload();
// return false;
// }
// var options = '';
// for ( var i = 4; i < 10; i++ ) {
// var j = Math.pow( 2, i );
// options += '<a href="#" onclick="return change(' + j + ')">' + j + 'x' + j + '</a> ';
// }
// document.getElementById('options').innerHTML = options;
if ($(window).width() > 930) {
init();
animate();
}
function init() {
container = document.createElement( 'div' );
container.classList.add("water-container");
// document.body.appendChild( container );
window.elem.append(container);
// camera = new THREE.CubeCamera( 1, 100000, 128 );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 100, 3000 );
// camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.set( 0, 350, 0 );
scene = new THREE.Scene();
var sun = new THREE.DirectionalLight( 0xFFFFFF, 1 );
// var sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
sun.position.set( 300, 400, 175 );
scene.add( sun );
// var light = new THREE.AmbientLight( 0x00FF00 ); // soft white light
// scene.add( light );
var sun2 = new THREE.DirectionalLight( 0xAAAAAA, 0.6 );
sun2.position.set( -100, 350, -200 );
scene.add( sun2 );
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xAAAAAA );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// controls = new THREE.OrbitControls( camera, renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enabled = false;
// stats = new Stats();
// container.appendChild( stats.dom );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//Hier wireframes anschalten
// document.addEventListener( 'keydown', function( event ) {
//
// // W Pressed: Toggle wireframe
// if ( event.keyCode === 87 ) {
//
// waterMesh.material.wireframe = ! waterMesh.material.wireframe;
// waterMesh.material.needsUpdate = true;
//
// }
//
// } , false );
window.addEventListener( 'resize', onWindowResize, false );
// var gui = new dat.GUI();
var effectController = {
mouseSize: 20.0,
viscosity: 0.03
// viscosity: 0.03
};
var valuesChanger = function() {
heightmapVariable.material.uniforms.mouseSize.value = effectController.mouseSize;
heightmapVariable.material.uniforms.viscosityConstant.value = effectController.viscosity;
};
// gui.add( effectController, "mouseSize", 1.0, 100.0, 1.0 ).onChange( valuesChanger );
// gui.add( effectController, "viscosity", 0.0, 0.1, 0.001 ).onChange( valuesChanger );
// var buttonSmooth = {
// smoothWater: function() {
// smoothWater();
// }
// };
// gui.add( buttonSmooth, 'smoothWater' );
initWater();
valuesChanger();
}
function initWater() {
var materialColor = 0x161a1e;
var geometry = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH -1 );
// material: make a ShaderMaterial clone of MeshPhongMaterial, with customized vertex shader
var material = new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.merge( [
THREE.ShaderLib[ 'phong' ].uniforms,
{
heightmap: { value: null }
}
] ),
vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]
} );
material.lights = true;
// Material attributes from MeshPhongMaterial
material.color = new THREE.Color( materialColor );
material.specular = new THREE.Color( 0xFFFFFF); //BLICKS
material.shininess = 5000;
// Sets the uniforms with the material values
material.uniforms.diffuse.value = material.color;
material.uniforms.specular.value = material.specular;
material.uniforms.shininess.value = Math.max( material.shininess, 1e-4 );
material.uniforms.opacity.value = material.opacity;
// material.uniforms.opacity.value = material.opacity;
// Defines
material.defines.WIDTH = WIDTH.toFixed( 1 );
material.defines.BOUNDS = BOUNDS.toFixed( 1 );
waterUniforms = material.uniforms;
waterMesh = new THREE.Mesh( geometry, material );
waterMesh.rotation.x = - Math.PI / 2;
waterMesh.matrixAutoUpdate = false;
waterMesh.updateMatrix();
scene.add( waterMesh );
// Mesh just for mouse raycasting
var geometryRay = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, 1, 1 );
meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xAAAAAA, 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 );
var heightmap0 = gpuCompute.createTexture();
fillTexture( heightmap0 );
heightmapVariable = gpuCompute.addVariable( "heightmap", document.getElementById( 'heightmapFragmentShader' ).textContent, heightmap0 );
gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
heightmapVariable.material.uniforms.mousePos = { value: new THREE.Vector2( 10000, 10000 ) };
heightmapVariable.material.uniforms.mouseSize = { value: 20.0 };
heightmapVariable.material.uniforms.viscosityConstant = { value: 0.03 };
heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
var 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, { texture: { value: null } } );
}
function fillTexture( texture ) {
var waterMaxHeight = 3;
// var waterMaxHeight = 10;
function noise( x, y, z ) {
var multR = waterMaxHeight;
var mult = 0.02;
// var mult = 0.025;
var r = 0;
for ( var i = 0; i < 15; i++ ) {
r += multR * simplex.noise3d( x * mult, y * mult, z * mult );
multR *= 0.53 + 0.025 * i;
mult *= 1.25;
}
return r;
}
var pixels = texture.image.data;
var p = 0;
for ( var j = 0; j < WIDTH; j++ ) {
for ( var i = 0; i < WIDTH; i++ ) {
var x = i * 128 / WIDTH;
var y = j * 128 / WIDTH;
pixels[ p + 0 ] = noise( x, y, 123.4 );
pixels[ p + 1 ] = 0;
pixels[ p + 2 ] = 0;
pixels[ p + 3 ] = 1;
p += 4;
}
}
}
function smoothWater() {
var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
var alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
for ( var i = 0; i < 10; i++ ) {
smoothShader.uniforms.texture.value = currentRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
smoothShader.uniforms.texture.value = alternateRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
}
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function setMouseCoords( x, y ) {
mouseCoords.set( ( x / renderer.domElement.clientWidth ) * 2 - 1, - ( y / renderer.domElement.clientHeight ) * 2 + 1 );
mouseMoved = true;
}
function onDocumentMouseMove( event ) {
setMouseCoords( event.clientX, event.clientY );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
// event.preventDefault();
setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
}
}
function animate() {
requestAnimationFrame( animate );
render();
// stats.update();
}
function render() {
// Set uniforms: mouse interaction
var uniforms = heightmapVariable.material.uniforms;
if ( mouseMoved ) {
this.raycaster.setFromCamera( mouseCoords, camera );
var intersects = this.raycaster.intersectObject( meshRay );
if ( intersects.length > 0 ) {
var point = intersects[ 0 ].point;
uniforms.mousePos.value.set( point.x, point.z );
}
else {
uniforms.mousePos.value.set( 10000, 10000 );
}
mouseMoved = false;
}
else {
uniforms.mousePos.value.set( 10000, 10000 );
}
// Do the gpu computation
gpuCompute.compute();
// Get compute output in custom uniform
waterUniforms.heightmap.value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
// Render
renderer.render( scene, camera );
}
</script>