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water.html
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water.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - gpgpu - water</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgl gpgpu water<br/>
Move mouse to disturb water.<br>
'W' key toggles wireframe.
</div>
<!-- This is the 'compute shader' for the water heightmap: -->
<script id="heightmapFragmentShader" type="x-shader/x-fragment">
#include <common>
uniform vec2 mousePos;
uniform float mouseSize;
uniform float viscosityConstant;
uniform float heightCompensation;
void main() {
vec2 cellSize = 1.0 / resolution.xy;
vec2 uv = gl_FragCoord.xy * cellSize;
// heightmapValue.x == height from previous frame
// heightmapValue.y == height from penultimate frame
// 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 ) );
// https://web.archive.org/web/20080618181901/http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
float newHeight = ( ( north.x + south.x + east.x + west.x ) * 0.5 - heightmapValue.y ) * viscosityConstant;
// Mouse influence
float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
newHeight += ( cos( mousePhase ) + 1.0 ) * 0.28;
heightmapValue.y = heightmapValue.x;
heightmapValue.x = newHeight;
gl_FragColor = heightmapValue;
}
</script>
<!-- This is just a smoothing 'compute shader' for using manually: -->
<script id="smoothFragmentShader" type="x-shader/x-fragment">
uniform sampler2D smoothTexture;
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( smoothTexture, uv );
textureValue += texture2D( smoothTexture, uv + vec2( 0.0, cellSize.y ) );
textureValue += texture2D( smoothTexture, uv + vec2( 0.0, - cellSize.y ) );
textureValue += texture2D( smoothTexture, uv + vec2( cellSize.x, 0.0 ) );
textureValue += texture2D( smoothTexture, uv + vec2( - cellSize.x, 0.0 ) );
textureValue /= 5.0;
gl_FragColor = textureValue;
}
</script>
<!-- This is a 'compute shader' to read the current level and normal of water at a point -->
<!-- It is used with a variable of size 1x1 -->
<script id="readWaterLevelFragmentShader" type="x-shader/x-fragment">
uniform vec2 point1;
uniform sampler2D levelTexture;
// Integer to float conversion from https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target
float shift_right( float v, float amt ) {
v = floor( v ) + 0.5;
return floor( v / exp2( amt ) );
}
float shift_left( float v, float amt ) {
return floor( v * exp2( amt ) + 0.5 );
}
float mask_last( float v, float bits ) {
return mod( v, shift_left( 1.0, bits ) );
}
float extract_bits( float num, float from, float to ) {
from = floor( from + 0.5 ); to = floor( to + 0.5 );
return mask_last( shift_right( num, from ), to - from );
}
vec4 encode_float( float val ) {
if ( val == 0.0 ) return vec4( 0, 0, 0, 0 );
float sign = val > 0.0 ? 0.0 : 1.0;
val = abs( val );
float exponent = floor( log2( val ) );
float biased_exponent = exponent + 127.0;
float fraction = ( ( val / exp2( exponent ) ) - 1.0 ) * 8388608.0;
float t = biased_exponent / 2.0;
float last_bit_of_biased_exponent = fract( t ) * 2.0;
float remaining_bits_of_biased_exponent = floor( t );
float byte4 = extract_bits( fraction, 0.0, 8.0 ) / 255.0;
float byte3 = extract_bits( fraction, 8.0, 16.0 ) / 255.0;
float byte2 = ( last_bit_of_biased_exponent * 128.0 + extract_bits( fraction, 16.0, 23.0 ) ) / 255.0;
float byte1 = ( sign * 128.0 + remaining_bits_of_biased_exponent ) / 255.0;
return vec4( byte4, byte3, byte2, byte1 );
}
void main() {
vec2 cellSize = 1.0 / resolution.xy;
float waterLevel = texture2D( levelTexture, point1 ).x;
vec2 normal = vec2(
( texture2D( levelTexture, point1 + vec2( - cellSize.x, 0 ) ).x - texture2D( levelTexture, point1 + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
( texture2D( levelTexture, point1 + vec2( 0, - cellSize.y ) ).x - texture2D( levelTexture, point1 + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS );
if ( gl_FragCoord.x < 1.5 ) {
gl_FragColor = encode_float( waterLevel );
} else if ( gl_FragCoord.x < 2.5 ) {
gl_FragColor = encode_float( normal.x );
} else if ( gl_FragCoord.x < 3.5 ) {
gl_FragColor = encode_float( normal.y );
} else {
gl_FragColor = encode_float( 0.0 );
}
}
</script>
<!-- This is the water visualization shader, copied from the THREE.MeshPhongMaterial and modified: -->
<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 <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
// Texture width for simulation
const WIDTH = 128;
// Water size in system units
const BOUNDS = 512;
const BOUNDS_HALF = BOUNDS * 0.5;
let container, stats;
let camera, scene, renderer;
let mouseMoved = false;
const mouseCoords = new THREE.Vector2();
const raycaster = new THREE.Raycaster();
let waterMesh;
let meshRay;
let gpuCompute;
let heightmapVariable;
let waterUniforms;
let smoothShader;
let readWaterLevelShader;
let readWaterLevelRenderTarget;
let readWaterLevelImage;
const waterNormal = new THREE.Vector3();
const NUM_SPHERES = 5;
const spheres = [];
let spheresEnabled = true;
const simplex = new SimplexNoise();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.set( 0, 200, 350 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
const sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
sun.position.set( 300, 400, 175 );
scene.add( sun );
const sun2 = new THREE.DirectionalLight( 0x40A040, 0.6 );
sun2.position.set( - 100, 350, - 200 );
scene.add( sun2 );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
container.style.touchAction = 'none';
container.addEventListener( 'pointermove', onPointerMove );
document.addEventListener( 'keydown', function ( event ) {
// W Pressed: Toggle wireframe
if ( event.keyCode === 87 ) {
waterMesh.material.wireframe = ! waterMesh.material.wireframe;
waterMesh.material.needsUpdate = true;
}
} );
window.addEventListener( 'resize', onWindowResize );
const gui = new GUI();
const effectController = {
mouseSize: 20.0,
viscosity: 0.98,
spheresEnabled: spheresEnabled
};
const valuesChanger = function () {
heightmapVariable.material.uniforms[ 'mouseSize' ].value = effectController.mouseSize;
heightmapVariable.material.uniforms[ 'viscosityConstant' ].value = effectController.viscosity;
spheresEnabled = effectController.spheresEnabled;
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
if ( spheres[ i ] ) {
spheres[ i ].visible = spheresEnabled;
}
}
};
gui.add( effectController, 'mouseSize', 1.0, 100.0, 1.0 ).onChange( valuesChanger );
gui.add( effectController, 'viscosity', 0.9, 0.999, 0.001 ).onChange( valuesChanger );
gui.add( effectController, 'spheresEnabled', 0, 1, 1 ).onChange( valuesChanger );
const buttonSmooth = {
smoothWater: function () {
smoothWater();
}
};
gui.add( buttonSmooth, 'smoothWater' );
initWater();
createSpheres();
valuesChanger();
}
function initWater() {
const materialColor = 0x0040C0;
const geometry = new THREE.PlaneGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
// material: make a THREE.ShaderMaterial clone of THREE.MeshPhongMaterial, with customized vertex shader
const 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 THREE.MeshPhongMaterial
material.color = new THREE.Color( materialColor );
material.specular = new THREE.Color( 0x111111 );
material.shininess = 50;
// 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;
// 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 );
// THREE.Mesh just for mouse raycasting
const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, 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 );
if ( renderer.capabilities.isWebGL2 === false ) {
gpuCompute.setDataType( THREE.HalfFloatType );
}
const 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: 0.98 };
heightmapVariable.material.uniforms[ 'heightCompensation' ] = { value: 0 };
heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
const 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, { smoothTexture: { value: null } } );
// Create compute shader to read water level
readWaterLevelShader = gpuCompute.createShaderMaterial( document.getElementById( 'readWaterLevelFragmentShader' ).textContent, {
point1: { value: new THREE.Vector2() },
levelTexture: { value: null }
} );
readWaterLevelShader.defines.WIDTH = WIDTH.toFixed( 1 );
readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed( 1 );
// Create a 4x1 pixel image and a render target (Uint8, 4 channels, 1 byte per channel) to read water height and orientation
readWaterLevelImage = new Uint8Array( 4 * 1 * 4 );
readWaterLevelRenderTarget = new THREE.WebGLRenderTarget( 4, 1, {
wrapS: THREE.ClampToEdgeWrapping,
wrapT: THREE.ClampToEdgeWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.UnsignedByteType,
depthBuffer: false
} );
}
function fillTexture( texture ) {
const waterMaxHeight = 10;
function noise( x, y ) {
let multR = waterMaxHeight;
let mult = 0.025;
let r = 0;
for ( let i = 0; i < 15; i ++ ) {
r += multR * simplex.noise( x * mult, y * mult );
multR *= 0.53 + 0.025 * i;
mult *= 1.25;
}
return r;
}
const pixels = texture.image.data;
let p = 0;
for ( let j = 0; j < WIDTH; j ++ ) {
for ( let i = 0; i < WIDTH; i ++ ) {
const x = i * 128 / WIDTH;
const y = j * 128 / WIDTH;
pixels[ p + 0 ] = noise( x, y );
pixels[ p + 1 ] = pixels[ p + 0 ];
pixels[ p + 2 ] = 0;
pixels[ p + 3 ] = 1;
p += 4;
}
}
}
function smoothWater() {
const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
const alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
for ( let i = 0; i < 10; i ++ ) {
smoothShader.uniforms[ 'smoothTexture' ].value = currentRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
smoothShader.uniforms[ 'smoothTexture' ].value = alternateRenderTarget.texture;
gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
}
}
function createSpheres() {
const sphereTemplate = new THREE.Mesh( new THREE.SphereGeometry( 4, 24, 12 ), new THREE.MeshPhongMaterial( { color: 0xFFFF00 } ) );
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
let sphere = sphereTemplate;
if ( i < NUM_SPHERES - 1 ) {
sphere = sphereTemplate.clone();
}
sphere.position.x = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
sphere.position.z = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
sphere.userData.velocity = new THREE.Vector3();
scene.add( sphere );
spheres[ i ] = sphere;
}
}
function sphereDynamics() {
const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
readWaterLevelShader.uniforms[ 'levelTexture' ].value = currentRenderTarget.texture;
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
const sphere = spheres[ i ];
if ( sphere ) {
// Read water level and orientation
const u = 0.5 * sphere.position.x / BOUNDS_HALF + 0.5;
const v = 1 - ( 0.5 * sphere.position.z / BOUNDS_HALF + 0.5 );
readWaterLevelShader.uniforms[ 'point1' ].value.set( u, v );
gpuCompute.doRenderTarget( readWaterLevelShader, readWaterLevelRenderTarget );
renderer.readRenderTargetPixels( readWaterLevelRenderTarget, 0, 0, 4, 1, readWaterLevelImage );
const pixels = new Float32Array( readWaterLevelImage.buffer );
// Get orientation
waterNormal.set( pixels[ 1 ], 0, - pixels[ 2 ] );
const pos = sphere.position;
// Set height
pos.y = pixels[ 0 ];
// Move sphere
waterNormal.multiplyScalar( 0.1 );
sphere.userData.velocity.add( waterNormal );
sphere.userData.velocity.multiplyScalar( 0.998 );
pos.add( sphere.userData.velocity );
if ( pos.x < - BOUNDS_HALF ) {
pos.x = - BOUNDS_HALF + 0.001;
sphere.userData.velocity.x *= - 0.3;
} else if ( pos.x > BOUNDS_HALF ) {
pos.x = BOUNDS_HALF - 0.001;
sphere.userData.velocity.x *= - 0.3;
}
if ( pos.z < - BOUNDS_HALF ) {
pos.z = - BOUNDS_HALF + 0.001;
sphere.userData.velocity.z *= - 0.3;
} else if ( pos.z > BOUNDS_HALF ) {
pos.z = BOUNDS_HALF - 0.001;
sphere.userData.velocity.z *= - 0.3;
}
}
}
}
function onWindowResize() {
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 onPointerMove( event ) {
if ( event.isPrimary === false ) return;
setMouseCoords( event.clientX, event.clientY );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
// Set uniforms: mouse interaction
const uniforms = heightmapVariable.material.uniforms;
if ( mouseMoved ) {
raycaster.setFromCamera( mouseCoords, camera );
const intersects = raycaster.intersectObject( meshRay );
if ( intersects.length > 0 ) {
const 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();
if ( spheresEnabled ) {
sphereDynamics();
}
// Get compute output in custom uniform
waterUniforms[ 'heightmap' ].value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;
// Render
renderer.render( scene, camera );
}
</script>
</body>
</html>