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webgl_gpgpu_water

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { GPUComputationRenderer } from "three/examples/jsm/misc/GPUComputationRenderer.js";
import { SimplexNoise } from "three/examples/jsm/math/SimplexNoise.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_gpgpu_water",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "-"
      },
      {
        tag: "text",
        content: "webgl gpgpu water"
      }
    ],
    [
      {
        tag: "text",
        content: "Move mouse to disturb water."
      },
      {
        tag: "text",
        content: "'W' key toggles wireframe."
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const WIDTH = 128;
    const BOUNDS = 512;
    const BOUNDS_HALF = BOUNDS * 0.5;
    let 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();
    function init() {
      camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 3e3);
      camera.position.set(0, 200, 350);
      camera.lookAt(0, 0, 0);
      scene = new THREE.Scene();
      const sun = new THREE.DirectionalLight(16777215, 3);
      sun.position.set(300, 400, 175);
      scene.add(sun);
      const sun2 = new THREE.DirectionalLight(4235328, 2);
      sun2.position.set(-100, 350, -200);
      scene.add(sun2);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      stats = new Stats(renderer);
      canvas.addEventListener("pointermove", onPointerMove);
      window.addEventListener("resize", onWindowResize);
      const gui = new GUI();
      const effectController = {
        mouseSize: 20,
        viscosity: 0.98,
        spheresEnabled,
        wireframe: false
      };
      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, 100, 1).onChange(valuesChanger);
      gui.add(effectController, "viscosity", 0.9, 0.999, 1e-3).onChange(valuesChanger);
      gui.add(effectController, "spheresEnabled").onChange(valuesChanger);
      gui.add(effectController, "wireframe").onChange((value) => {
        waterMesh.material.wireframe = value;
        waterMesh.material.needsUpdate = true;
      });
      const buttonSmooth = {
        smoothWater: function() {
          smoothWater();
        }
      };
      gui.add(buttonSmooth, "smoothWater");
      initWater();
      createSpheres();
      valuesChanger();
      needToDispose(renderer, scene);
    }
    function initWater() {
      const materialColor = 16576;
      const geometry = new THREE.PlaneGeometry(BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1);
      const material = new THREE.ShaderMaterial({
        uniforms: THREE.UniformsUtils.merge([
          THREE.ShaderLib["phong"].uniforms,
          {
            heightmap: { value: null }
          }
        ]),
        vertexShader: `
			uniform sampler2D heightmap;
			#define PHONG
			varying vec3 vViewPosition;
			#ifndef FLAT_SHADED
				varying vec3 vNormal;
			#endif
			#include <common>
			#include <uv_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 <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>
			}
		`,
        fragmentShader: THREE.ShaderChunk["meshphong_frag"]
      });
      material.lights = true;
      material.uniforms["diffuse"].value = new THREE.Color(materialColor);
      material.uniforms["specular"].value = new THREE.Color(1118481);
      material.uniforms["shininess"].value = Math.max(50, 1e-4);
      material.uniforms["opacity"].value = material.opacity;
      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);
      const geometryRay = new THREE.PlaneGeometry(BOUNDS, BOUNDS, 1, 1);
      meshRay = new THREE.Mesh(
        geometryRay,
        new THREE.MeshBasicMaterial({ color: 16777215, visible: false })
      );
      meshRay.rotation.x = -Math.PI / 2;
      meshRay.matrixAutoUpdate = false;
      meshRay.updateMatrix();
      scene.add(meshRay);
      gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
      const heightmap0 = gpuCompute.createTexture();
      fillTexture(heightmap0);
      heightmapVariable = gpuCompute.addVariable(
        "heightmap",
        `
			#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;
			}
		`,
        heightmap0
      );
      gpuCompute.setVariableDependencies(heightmapVariable, [heightmapVariable]);
      heightmapVariable.material.uniforms["mousePos"] = { value: new THREE.Vector2(1e4, 1e4) };
      heightmapVariable.material.uniforms["mouseSize"] = { value: 20 };
      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);
      }
      smoothShader = gpuCompute.createShaderMaterial(
        `
			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;
			}
		`,
        { smoothTexture: { value: null } }
      );
      readWaterLevelShader = gpuCompute.createShaderMaterial(
        `
			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 );
				}
			}
		`,
        {
          point1: { value: new THREE.Vector2() },
          levelTexture: { value: null }
        }
      );
      readWaterLevelShader.defines.WIDTH = WIDTH.toFixed(1);
      readWaterLevelShader.defines.BOUNDS = BOUNDS.toFixed(1);
      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: 16776960 })
      );
      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) {
          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);
          waterNormal.set(pixels[1], 0, -pixels[2]);
          const pos = sphere.position;
          pos.y = pixels[0];
          waterNormal.multiplyScalar(0.1);
          sphere.userData.velocity.add(waterNormal);
          sphere.userData.velocity.multiplyScalar(0.998);
          pos.add(sphere.userData.velocity);
          if (pos.x < -256) {
            pos.x = -256 + 1e-3;
            sphere.userData.velocity.x *= -0.3;
          } else if (pos.x > BOUNDS_HALF) {
            pos.x = BOUNDS_HALF - 1e-3;
            sphere.userData.velocity.x *= -0.3;
          }
          if (pos.z < -256) {
            pos.z = -256 + 1e-3;
            sphere.userData.velocity.z *= -0.3;
          } else if (pos.z > BOUNDS_HALF) {
            pos.z = BOUNDS_HALF - 1e-3;
            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() {
      render();
      stats.update();
    }
    function render() {
      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(1e4, 1e4);
        }
        mouseMoved = false;
      } else {
        uniforms["mousePos"].value.set(1e4, 1e4);
      }
      gpuCompute.compute();
      if (spheresEnabled) {
        sphereDynamics();
      }
      waterUniforms["heightmap"].value = gpuCompute.getCurrentRenderTarget(heightmapVariable).texture;
      renderer.render(scene, camera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Record<string, Loader>;
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;