three.js - Raging-sea

  • We're going to create raging sea only by using shaders
  • Set up
<script setup>
  import * as THREE from 'three'
  import {OrbitControls} from 'three/addons/controls/OrbitControls.js'
  import * as dat from 'dat.gui'

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

  /**
   * mesh
  */
  const plane = new THREE.Mesh(
    new THREE.PlaneGeometry(2, 2, 128, 128),
    new THREE.MeshBasicMaterial({
      color: '#fff'
    })
  )
  plane.rotation.x = - Math.PI * 0.5
  scene.add(plane)

  /**
   * camera
  */
  const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.1,
    100
  )
  camera.position.set(1, 1, 1)

  /**
   * renderer
  */
  const renderer = new THREE.WebGLRenderer()
  renderer.setSize(window.innerWidth, window.innerHeight)
  document.body.appendChild(renderer.domElement)

  window.addEventListener('resize', () => {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()

    renderer.setSize(window.innerWidth, window.innerHeight)
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
  })

  /**
   * axesHelper
  */
  const axesHelper = new THREE.AxesHelper(5)
  scene.add(axesHelper)

  /**
   * controls
  */
  const controls = new OrbitControls(camera, renderer.domElement)
  controls.enableDamping = true

  /**
   * tick
  */
  const clock = new THREE.Clock()
  const tick = () => {
    const elapsedTime = clock.getElapsedTime()

    controls.update()

    requestAnimationFrame(tick)

    renderer.render(scene, camera)
  }
  tick()

  /**
   * gui
  */
  const gui = new dat.GUI()
</script>
Set up.png
  • Replace the mesh and replace the material with shaderMaterial
  import vertexShader from './raging-sea/vertex.glsl'
  import fragmentShader from './raging-sea/fragment.glsl'
  /**
   * water
  */
  const waterGeometry = new THREE.PlaneGeometry(2, 2, 512, 512)
  const waterMaterial = new THREE.ShaderMaterial({
    vertexShader,
    fragmentShader,
    side: THREE.DoubleSide
  })
  const water = new THREE.Mesh(waterGeometry, waterMaterial)
  water.rotation.x = - Math.PI * 0.5
  scene.add(water)
// vertex.glsl
void main () {
  // 模型矩阵 - mesh
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  // 视图矩阵 - camera
  vec4 viewPosition = viewMatrix * modelPosition;
  // 投影矩阵 - 坐标
  vec4 projectedPosition = projectionMatrix * viewPosition;

  gl_Position = projectedPosition;
}
// fragment.glsl
void main () {
  gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
}
shaderMaterial.png
  • Big waves
    • uBigWavesElevation 波浪的高度
    const waterMaterial = new THREE.ShaderMaterial({
      ...
      uniforms: {
        uBigWavesElevation: {value: 0.2},  // 高度
      },
      side: THREE.DoubleSide
    })
    
    gui.add(waterMaterial.uniforms.uBigWavesElevation, 'value')
      .min(0)
      .max(1)
      .step(0.001)
      .name('uBigWavesElevation')
    
    // vertex.glsl
    uniform float uBigWavesElevation;
    
    void main () {
      // 模型矩阵 - mesh
      vec4 modelPosition = modelMatrix * vec4(position, 1.0);
      float elevation = sin(modelPosition.x) * uBigWavesElevation;
      modelPosition.y += elevation;
    
      // 视图矩阵 - camera
      vec4 viewPosition = viewMatrix * modelPosition;
    
      // 投影矩阵 - 坐标
      vec4 projectedPosition = projectionMatrix * viewPosition;
    
      gl_Position = projectedPosition;
    }
    
    uBigWavesElevation.png
    • 当前我们只使用了x值在y轴上产生了波动,那么下一步想要实现在2个轴上同时波动(使用z值在y轴上波动)
    const waterMaterial = new THREE.ShaderMaterial({
      uniforms: {
        uBigWavesElevation: {value: 0.2},  // 高度
        uBigWavesFrequency: {value: new THREE.Vector2(4, 1.5)},  // 频率,折叠次数
      },
      side: THREE.DoubleSide
    })
    
    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')
    
    // vertex.glsl
    uniform float uBigWavesElevation;
    uniform vec2 uBigWavesFrequency;  // 使用该变量时取得是x、y的值,但实际使用是发生在x、z轴上
    
    void main () {
      // 模型矩阵 - mesh
      vec4 modelPosition = modelMatrix * vec4(position, 1.0);
      float elevation = sin(modelPosition.x * uBigWavesFrequency.x) * 
                        sin(modelPosition.z * uBigWavesFrequency.y) *
                        uBigWavesElevation;
      modelPosition.y += elevation;
    
      // 视图矩阵 - camera
      vec4 viewPosition = viewMatrix * modelPosition;
    
      // 投影矩阵 - 坐标
      vec4 projectedPosition = projectionMatrix * viewPosition;
    
      gl_Position = projectedPosition;
    }
    
    uBigWavesFrequency.png
  • Animate, we use the elapsedTime
  const waterMaterial = new THREE.ShaderMaterial({
    uniforms: {
      uTime: {value: 0},
      
      uBigWavesElevation: {value: 0.2},  // 高度
      uBigWavesFrequency: {value: new THREE.Vector2(4, 1.5)},  // 频率,折叠次数
    },
    side: THREE.DoubleSide
  })
  /**
   * tick
  */
  const clock = new THREE.Clock()
  const tick = () => {
    const elapsedTime = clock.getElapsedTime()

    // update water
    waterMaterial.uniforms.uTime.value = elapsedTime

    controls.update()

    requestAnimationFrame(tick)

    renderer.render(scene, camera)
  }
  tick()
  // vertex.glsl
  uniform float uTime;
  ...

  void main () {
    // 模型矩阵 - mesh
    vec4 modelPosition = modelMatrix * vec4(position, 1.0);
    float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime) * 
                      sin(modelPosition.z * uBigWavesFrequency.y + uTime) *
                      uBigWavesElevation;
    modelPosition.y += elevation;
    ....
    ...
  } 
  • We can control the speed of the waves, we're going to use the same speed for both axes
  const waterMaterial = new THREE.ShaderMaterial({
    vertexShader,
    fragmentShader,
    uniforms: {
      uTime: {value: 0},

      uBigWavesElevation: {value: 0.2},  // 高度
      uBigWavesFrequency: {value: new THREE.Vector2(4, 1.5)},  // 频率,折叠次数
      uBigWaveSpeed: {value: 0.75},  // 速度
    },
    side: THREE.DoubleSide
  })
  gui.add(waterMaterial.uniforms.uBigWaveSpeed, 'value')
    .min(0)
    .max(4)
    .step(0.001)
    .name('uBigWaveSpeed')
// vertex.glsl
...
uniform float uBigWaveSpeed;

void main () {
  // 模型矩阵 - mesh
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed) * 
                    sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed) * 
                    uBigWavesElevation;
  modelPosition.y += elevation;

  // 视图矩阵 - camera
  vec4 viewPosition = viewMatrix * modelPosition;

  // 投影矩阵 - 坐标
  vec4 projectedPosition = projectionMatrix * viewPosition;

  gl_Position = projectedPosition;
}
  • Color
    • we're going to use a different color for the depth and for the surface
    • we want to be able to tweak the color, so we must to create debugObject
  /**
   * water
  */
  ...

  const debugObject = {}
  debugObject.depthColor = '#186691'
  debugObject.surfaceColor = '#9bd8ff'

  const waterMaterial = new THREE.ShaderMaterial({
    ...
    uniforms: {
      ...
      ...
      uDepthColor: {value: new THREE.Color(debugObject.depthColor)},
      uSurfaceColor: {value: new THREE.Color(debugObject.surfaceColor)},
    },
    side: THREE.DoubleSide
  })
  gui.addColor(debugObject, 'depthColor')
    .name('depthColor')
    .onChange(() => {
      waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor) // 同步更新uniform
    })
  gui.addColor(debugObject, 'surfaceColor')
    .name('surfaceColor')
    .onChange(() => {
      waterMaterial.uniforms.uSurfaceColor.value.set(debugObject.surfaceColor) // 同步更新uniform
    })
// fragment.glsl
uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;

void main () {
  gl_FragColor = vec4(uDepthColor, 1.0);
  // gl_FragColor = vec4(uSurfaceColor, 1.0);
}
color.png
  • we're going to create a mix between the uDepthColor with the uSurfaceColor according to the wave elevation, but the vElevation goes from - 0.2 to + 0.2, so we add uColorOffset and uColorMultiplier
  const waterMaterial = new THREE.ShaderMaterial({
    vertexShader,
    fragmentShader,
    uniforms: {
      ...
      ...
      uDepthColor: {value: new THREE.Color(debugObject.depthColor)},
      uSurfaceColor: {value: new THREE.Color(debugObject.surfaceColor)},
      uColorOffset: {value: 0.08},  // 颜色偏移量
      uColorMultiplier: {value: 5},
    },
    side: THREE.DoubleSide
  })
  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)
    .name('uColorMultiplier')
// vertex.glsl
...
...
varying float vElevation;

void main () {
  ...
  float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed) * 
                    sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed) * 
                    uBigWavesElevation;
  ...
  ...
  // Varyings
  vElevation = elevation;
}
  • create a mixStrength variable and use it in the mix()
// fragment.glsl
uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;
uniform float uColorOffset;
uniform float uColorMultiplier;

varying float vElevation;

void main () {
  float mixStrength = (vElevation + uColorOffset) * uColorMultiplier;
  // mix() 
  // 前2个参数,类型必须相同
  // 第三个值为0,则是第一种颜色
  // 第三个值为1,则是第二种颜色
  // 第三个值在0和1之间,即参数和颜色的结合
  // vElevation 根据前面vertex的计算,该值的范围是[-0.2, 0.2]
  vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);  // 根据起伏高度混合颜色
  gl_FragColor = vec4(color, 1.0);
}
mixColor.png
  • Small waves
    • we're going to use a 3D perlin noise to make the waves change in time, add it before your main function
    • 在当前波浪的线条上再添加小波浪
    • 使波浪呈现波峰、波谷,呈现混乱、不规律
  const waterMaterial = new THREE.ShaderMaterial({
    vertexShader,
    fragmentShader,
    uniforms: {
      uTime: {value: 0},

      uBigWavesElevation: {value: 0.2},  // 高度
      uBigWavesFrequency: {value: new THREE.Vector2(4, 1.5)},  // 频率,折叠次数
      uBigWaveSpeed: {value: 0.75},  // 速度

      uSmallWavesElevation: {value: 0.15},
      uSmallWavesFrequency: {value: 3},
      uSmallWavesSpeed: {value: 0.2},
      uSmallIterations: {value: 4.0},

      uDepthColor: {value: new THREE.Color(debugObject.depthColor)},
      uSurfaceColor: {value: new THREE.Color(debugObject.surfaceColor)},
      uColorOffset: {value: 0.08},  // 颜色偏移量
      uColorMultiplier: {value: 5},
    },
    side: THREE.DoubleSide
  })
  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')
// vertex.glsl
uniform float uTime;
uniform float uBigWavesElevation;
uniform vec2 uBigWavesFrequency;  // 使用该变量时取得是x、y的值,但实际使用是发生在x、z轴上
uniform float uBigWaveSpeed;

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 () {
  // 模型矩阵 - mesh
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWaveSpeed) * 
                    sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWaveSpeed) * 
                    uBigWavesElevation;
  for (float i = 1.0; i <= uSmallIterations; i++) {
    elevation -= abs(cnoise(vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed)) * uBigWavesElevation / i);
  }
  modelPosition.y += elevation;

  // 视图矩阵 - camera
  vec4 viewPosition = viewMatrix * modelPosition;

  // 投影矩阵 - 坐标
  vec4 projectedPosition = projectionMatrix * viewPosition;

  gl_Position = projectedPosition;

  // Varyings
  vElevation = elevation;
}
waves.png
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