javascript - 有没有可能让这个 'Water Shader Animation'不是球形的?

标签 javascript animation web three.js glsl

http://codepen.io/Khangeldy/pen/gPJoxJ

JS

// init camera, scene, renderer
var scene, camera, renderer;
scene = new THREE.Scene();
var fov = 75,
        aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(fov, aspect, 0.1, 1000);
camera.position.z = 100;
camera.lookAt(scene.position);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xc4c4c4);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var clock = new THREE.Clock();

var tuniform = {
    iGlobalTime: {
        type: 'f',
        value: 0.1
    },
    iResolution: {
        type: 'v2',
        value: new THREE.Vector2()
    },
    iMouse: {
        type: 'v4',
        value: new THREE.Vector2()
    }
};

// Mouse position in - 1 to 1
renderer.domElement.addEventListener('mousedown', function(e) {
    var canvas = renderer.domElement;
    var rect = canvas.getBoundingClientRect();
    tuniform.iMouse.value.x = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
    tuniform.iMouse.value.y = (e.clientY - rect.top) / window.innerHeight * -2 + 1; 
});
renderer.domElement.addEventListener('mouseup', function(e) {
    var canvas = renderer.domElement;
    var rect = canvas.getBoundingClientRect();
    tuniform.iMouse.value.z = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
    tuniform.iMouse.value.w = (e.clientY - rect.top) / window.innerHeight * -2 + 1;
});
// resize canvas function
window.addEventListener('resize',function() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
});

tuniform.iResolution.value.x = window.innerWidth;
tuniform.iResolution.value.y = window.innerHeight;
// Create Plane
var material = new THREE.ShaderMaterial({
    uniforms: tuniform,
    vertexShader: document.getElementById('vertex-shader').textContent,
    fragmentShader: document.getElementById('fragment-shader').textContent
});
var mesh = new THREE.Mesh(
    new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight, 40), material
);
scene.add(mesh);

// draw animation
function render(time) {
    tuniform.iGlobalTime.value += clock.getDelta();
    requestAnimationFrame(render);
    renderer.render(scene, camera);
}
render();

我想知道是否可以编辑这个动画,所以地平线是平坦的(所以它看起来不像水球,而是像海洋的地平线?)除此之外,是否有可能让相机“静止”?谢谢

最佳答案

是的,这是可能的。

您所要做的就是试验变量。

// init camera, scene, renderer
var scene, camera, renderer;
scene = new THREE.Scene();
var fov = 75,
		aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(fov, aspect, 0.1, 1000);
camera.position.z = 100;
camera.lookAt(scene.position);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xc4c4c4);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var clock = new THREE.Clock();

var tuniform = {
	time: {
		type: 'f',
		value: 0.1
	},
	resolution: {
		type: 'v2',
		value: new THREE.Vector2()
	},
	mouse: {
		type: 'v4',
		value: new THREE.Vector2()
	}
};

// Mouse position in - 1 to 1
renderer.domElement.addEventListener('mousedown', function(e) {
	var canvas = renderer.domElement;
	var rect = canvas.getBoundingClientRect();
	tuniform.mouse.value.x = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
	tuniform.mouse.value.y = (e.clientY - rect.top) / window.innerHeight * -2 + 1; 
});
renderer.domElement.addEventListener('mouseup', function(e) {
	var canvas = renderer.domElement;
	var rect = canvas.getBoundingClientRect();
	tuniform.mouse.value.z = (e.clientX - rect.left) / window.innerWidth * 2 - 1;
	tuniform.mouse.value.w = (e.clientY - rect.top) / window.innerHeight * -2 + 1;
});
// resize canvas function
window.addEventListener('resize',function() {
	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();
	renderer.setSize(window.innerWidth, window.innerHeight);
});

tuniform.resolution.value.x = window.innerWidth;
tuniform.resolution.value.y = window.innerHeight;
// Create Plane
var material = new THREE.ShaderMaterial({
	uniforms: tuniform,
	vertexShader: document.getElementById('vertex-shader').textContent,
	fragmentShader: document.getElementById('fragment-shader').textContent
});
var mesh = new THREE.Mesh(
	new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight, 40), material
);
scene.add(mesh);

// draw animation
function render(time) {
	tuniform.time.value += clock.getDelta();
	requestAnimationFrame(render);
	renderer.render(scene, camera);
}
render();
body {
	overflow: hidden;
	margin: 0;
	height: 100%;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>

<!-- THIS is OPENGL Shading language scripts -->
<script id="vertex-shader" type="no-js">
		void main()	{
			gl_Position = vec4( position, 1.0 );
		}
</script>

<script id="fragment-shader" type="no-js">
#ifdef GL_ES
precision mediump float;
#endif

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
varying vec2 surfacePosition;

const int NUM_STEPS = 8;
const float PI      = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM   = 0.1 / resolution.x;

// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 2.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
const float SKY_INTENSITY = 1.0;

#define SEA_TIME time * SEA_SPEED

// math
mat4 fromEuler(vec3 ang) {
  vec2 a1 = vec2(sin(ang.x),cos(ang.x));
    vec2 a2 = vec2(sin(ang.y),cos(ang.y));
    vec2 a3 = vec2(sin(ang.z),cos(ang.z));
    mat4 m;
    m[0] = vec4(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x,0.0);
	m[1] = vec4(-a2.y*a1.x,a1.y*a2.y,a2.x,0.0);
	m[2] = vec4(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y,0.0);
	m[3] = vec4(0.0,0.0,0.0,1.0);
	return m;
}
vec3 rotate(vec3 v, mat4 m) {
    return vec3(dot(v,m[0].xyz),dot(v,m[1].xyz),dot(v,m[2].xyz));
}
float hash( vec2 p ) {
    float h = dot(p,vec2(127.1,311.7));	
    return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
    vec2 i = floor( p );
    vec2 f = fract( p );	
    vec2 u = f*f*(3.0-2.0*f);
    return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), 
                     hash( i + vec2(1.0,0.0) ), u.x),
                mix( hash( i + vec2(0.0,1.0) ), 
                     hash( i + vec2(1.0,1.0) ), u.x), u.y);
}


// lighting
float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); }
float specular(vec3 n,vec3 l,vec3 e,float s) {    
    float nrm = (s + 8.0) / (3.1415 * 8.0);
    return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}

// sky
vec3 sky_color(vec3 e) {
    e.y = max(e.y,0.0);
    vec3 ret;
    ret.x = pow(1.0-e.y,2.0);
    ret.y = 1.0-e.y;
    ret.z = 0.6+(1.0-e.y)*0.4;
    return ret * SKY_INTENSITY;
}

// sea
float sea_octave(vec2 uv, float choppy) {
    uv += noise(uv);        
    vec2 wv = 1.0-abs(sin(uv));
    vec2 swv = abs(cos(uv));    
    wv = mix(wv,swv,wv);
    return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}

float map(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    mat2 m = mat2(1.6,1.2,-1.2,1.6);
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_GEOMETRY; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}
float map_detailed(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    mat2 m = mat2(1.6,1.2,-1.2,1.6);
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_FRAGMENT; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

vec3 sea_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) {  
    float fresnel_o = 1.0 - max(dot(n,-eye),0.0);
    float fresnel = pow(fresnel_o,3.0) * 0.65;
        
    // reflection
    vec3 refl = sky_color(reflect(eye,n));
    
    // color
    vec3 ret = SEA_BASE;    
    ret = mix(ret,refl,fresnel);
    
    // wave peaks    
    float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
    ret += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
    
    return ret;
}

// tracing
vec3 getNormal(vec3 p, float eps) {
    vec3 n;
    n.y = map_detailed(p);    
    n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
    n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
    n.y = eps;
    return normalize(n);
}
float hftracing(vec3 ori, vec3 dir, out vec3 p) {  
    float tm = 0.0;
    float tx = 1000.0;    
    float hx = map(ori + dir * tx);
    if(hx > 0.0) return tx;   
    float hm = map(ori + dir * tm);    
    float tmid = 0.0;
    for(int i = 0; i < NUM_STEPS; i++) {
        tmid = mix(tm,tx, hm/(hm-hx));                   
        p = ori + dir * tmid;                   
    	float hmid = map(p);
	if(hmid < 0.0) {
            tx = tmid;
            hx = hmid;
        } else {
            tm = tmid;
            hm = hmid;
        }
    }
    return tmid;
}

// main
void main(void) 
{
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  uv = 1.0 - uv * 2.0;
  uv.x *= resolution.x / resolution.y;   
  //uv = (surfacePosition+vec2(0., .5))*17. + 5E-3*(pow(length(surfacePosition+vec2(0. ,0.5)), -2.));
  uv.y *= -1.;
  //uv.y += -2.;
        
  // ray
  vec3 ang = vec3(0.0,0.003, pow(time, 0.6));
  ang = vec3(0.0,clamp(2.0-mouse.y*0.01,-0.3,PI),mouse.x*0.01);
  
  vec3 ori = vec3(0.0,3.5,time*.05);
  vec3 dir = normalize(vec3(uv.xy,-2.0));
  dir.z -= length(uv) * 0.15;
  //dir = rotate(normalize(dir),ang);
  
  // tracing
  vec3 p;
  float dens = hftracing(ori,dir,p);
  vec3 dist = p - ori;
  vec3 n = getNormal(p, dot(dist,dist)*EPSILON_NRM);
  
  // color
  vec3 color = sea_color(p,n,dir,dist);
  vec3 light = normalize(vec3(0.0,1.0,0.8));  
  color += vec3(diffuse(n,light,80.0) * SEA_WATER_COLOR) * 0.12; 
  color += vec3(specular(n,light,dir,60.0));  
  
  // post
  color = mix(sky_color(dir),color,pow(smoothstep(0.0,-0.05,dir.y),0.3)); 
  color = pow(color,vec3(0.75));
  gl_FragColor = vec4(color,1.0);
}
</script>


外部演示

https://jsfiddle.net/nanilab/uz6yo2w3/

关于javascript - 有没有可能让这个 'Water Shader Animation'不是球形的?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37435665/

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