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simulation.js
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var Camera = function () {
var azimuth = INITIAL_AZIMUTH,
elevation = INITIAL_ELEVATION,
viewMatrix = makeIdentityMatrix(new Float32Array(16)),
position = new Float32Array(3),
changed = true;
this.changeAzimuth = function (deltaAzimuth) {
azimuth += deltaAzimuth;
azimuth = clamp(azimuth, MIN_AZIMUTH, MAX_AZIMUTH);
changed = true;
};
this.changeElevation = function (deltaElevation) {
elevation += deltaElevation;
elevation = clamp(elevation, MIN_ELEVATION, MAX_ELEVATION);
changed = true;
};
this.getPosition = function () {
return position;
};
var orbitTranslationMatrix = makeIdentityMatrix(new Float32Array(16)),
xRotationMatrix = new Float32Array(16),
yRotationMatrix = new Float32Array(16),
distanceTranslationMatrix = makeIdentityMatrix(new Float32Array(16));
this.getViewMatrix = function () {
if (changed) {
makeIdentityMatrix(viewMatrix);
makeXRotationMatrix(xRotationMatrix, elevation);
makeYRotationMatrix(yRotationMatrix, azimuth);
distanceTranslationMatrix[14] = -CAMERA_DISTANCE;
orbitTranslationMatrix[12] = -ORBIT_POINT[0];
orbitTranslationMatrix[13] = -ORBIT_POINT[1];
orbitTranslationMatrix[14] = -ORBIT_POINT[2];
premultiplyMatrix(viewMatrix, viewMatrix, orbitTranslationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, yRotationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, xRotationMatrix);
premultiplyMatrix(viewMatrix, viewMatrix, distanceTranslationMatrix);
position[0] = CAMERA_DISTANCE * Math.sin(Math.PI / 2 - elevation) * Math.sin(-azimuth) + ORBIT_POINT[0];
position[1] = CAMERA_DISTANCE * Math.cos(Math.PI / 2 - elevation) + ORBIT_POINT[1];
position[2] = CAMERA_DISTANCE * Math.sin(Math.PI / 2 - elevation) * Math.cos(-azimuth) + ORBIT_POINT[2];
changed = false;
}
return viewMatrix;
};
};
var FULLSCREEN_VERTEX_SOURCE = [
'attribute vec2 a_position;',
'varying vec2 v_coordinates;',
'void main (void) {',
'v_coordinates = a_position * 0.5 + 0.5;',
'gl_Position = vec4(a_position, 0.0, 1.0);',
'}',
].join('\n');
//GPU FFT using the Stockham formulation
var SUBTRANSFORM_FRAGMENT_SOURCE = [
'precision highp float;',
'const float PI = 3.14159265359;',
'uniform sampler2D u_input;',
'uniform float u_transformSize;',
'uniform float u_subtransformSize;',
'varying vec2 v_coordinates;',
'vec2 multiplyComplex (vec2 a, vec2 b) {',
'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
'}',
'void main (void) {',
'#ifdef HORIZONTAL',
'float index = v_coordinates.x * u_transformSize - 0.5;',
'#else',
'float index = v_coordinates.y * u_transformSize - 0.5;',
'#endif',
'float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);',
//transform two complex sequences simultaneously
'#ifdef HORIZONTAL',
'vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
'vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
'#else',
'vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;',
'vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;',
'#endif',
'float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);',
'vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));',
'vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);',
'vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);',
'gl_FragColor = vec4(outputA, outputB);',
'}'
].join('\n');
var INITIAL_SPECTRUM_FRAGMENT_SOURCE = [
'precision highp float;',
'const float PI = 3.14159265359;',
'const float G = 9.81;',
'const float KM = 370.0;',
'const float CM = 0.23;',
'uniform vec2 u_wind;',
'uniform float u_resolution;',
'uniform float u_size;',
'float square (float x) {',
'return x * x;',
'}',
'float omega (float k) {',
'return sqrt(G * k * (1.0 + square(k / KM)));',
'}',
'float tanh (float x) {',
'return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));',
'}',
'void main (void) {',
'vec2 coordinates = gl_FragCoord.xy - 0.5;',
'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
'float k = length(waveVector);',
'float U10 = length(u_wind);',
'float Omega = 0.84;',
'float kp = G * square(Omega / U10);',
'float c = omega(k) / k;',
'float cp = omega(kp) / kp;',
'float Lpm = exp(-1.25 * square(kp / k));',
'float gamma = 1.7;',
'float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));',
'float Gamma = exp(-square(sqrt(k / kp) - 1.0) / 2.0 * square(sigma));',
'float Jp = pow(gamma, Gamma);',
'float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));',
'float alphap = 0.006 * sqrt(Omega);',
'float Bl = 0.5 * alphap * cp / c * Fp;',
'float z0 = 0.000037 * square(U10) / G * pow(U10 / cp, 0.9);',
'float uStar = 0.41 * U10 / log(10.0 / z0);',
'float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));',
'float Fm = exp(-0.25 * square(k / KM - 1.0));',
'float Bh = 0.5 * alpham * CM / c * Fm * Lpm;',
'float a0 = log(2.0) / 4.0;',
'float am = 0.13 * uStar / CM;',
'float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));',
'float cosPhi = dot(normalize(u_wind), normalize(waveVector));',
'float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));',
'float dk = 2.0 * PI / u_size;',
'float h = sqrt(S / 2.0) * dk;',
'if (waveVector.x == 0.0 && waveVector.y == 0.0) {',
'h = 0.0;', //no DC term
'}',
'gl_FragColor = vec4(h, 0.0, 0.0, 0.0);',
'}'
].join('\n');
//phases stored in separate texture to ensure wave continuity on resizing
var PHASE_FRAGMENT_SOURCE = [
'precision highp float;',
'const float PI = 3.14159265359;',
'const float G = 9.81;',
'const float KM = 370.0;',
'varying vec2 v_coordinates;',
'uniform sampler2D u_phases;',
'uniform float u_deltaTime;',
'uniform float u_resolution;',
'uniform float u_size;',
'float omega (float k) {',
'return sqrt(G * k * (1.0 + k * k / KM * KM));',
'}',
'void main (void) {',
'float deltaTime = 1.0 / 60.0;',
'vec2 coordinates = gl_FragCoord.xy - 0.5;',
'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
'float phase = texture2D(u_phases, v_coordinates).r;',
'float deltaPhase = omega(length(waveVector)) * u_deltaTime;',
'phase = mod(phase + deltaPhase, 2.0 * PI);',
'gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);',
'}'
].join('\n');
var SPECTRUM_FRAGMENT_SOURCE = [
'precision highp float;',
'const float PI = 3.14159265359;',
'const float G = 9.81;',
'const float KM = 370.0;',
'varying vec2 v_coordinates;',
'uniform float u_size;',
'uniform float u_resolution;',
'uniform sampler2D u_phases;',
'uniform sampler2D u_initialSpectrum;',
'uniform float u_choppiness;',
'vec2 multiplyComplex (vec2 a, vec2 b) {',
'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
'}',
'vec2 multiplyByI (vec2 z) {',
'return vec2(-z[1], z[0]);',
'}',
'float omega (float k) {',
'return sqrt(G * k * (1.0 + k * k / KM * KM));',
'}',
'void main (void) {',
'vec2 coordinates = gl_FragCoord.xy - 0.5;',
'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
'float phase = texture2D(u_phases, v_coordinates).r;',
'vec2 phaseVector = vec2(cos(phase), sin(phase));',
'vec2 h0 = texture2D(u_initialSpectrum, v_coordinates).rg;',
'vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - v_coordinates + 1.0 / u_resolution)).rg;',
'h0Star.y *= -1.0;',
'vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));',
'vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;',
'vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;',
//no DC term
'if (waveVector.x == 0.0 && waveVector.y == 0.0) {',
'h = vec2(0.0);',
'hX = vec2(0.0);',
'hZ = vec2(0.0);',
'}',
'gl_FragColor = vec4(hX + multiplyByI(h), hZ);',
'}'
].join('\n');
//cannot use common heightmap optimisations because displacements are horizontal as well as vertical
var NORMAL_MAP_FRAGMENT_SOURCE = [
'precision highp float;',
'varying vec2 v_coordinates;',
'uniform sampler2D u_displacementMap;',
'uniform float u_resolution;',
'uniform float u_size;',
'void main (void) {',
'float texel = 1.0 / u_resolution;',
'float texelSize = u_size / u_resolution;',
'vec3 center = texture2D(u_displacementMap, v_coordinates).rgb;',
'vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, v_coordinates + vec2(texel, 0.0)).rgb - center;',
'vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, v_coordinates + vec2(-texel, 0.0)).rgb - center;',
'vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, v_coordinates + vec2(0.0, -texel)).rgb - center;',
'vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, v_coordinates + vec2(0.0, texel)).rgb - center;',
'vec3 topRight = cross(right, top);',
'vec3 topLeft = cross(top, left);',
'vec3 bottomLeft = cross(left, bottom);',
'vec3 bottomRight = cross(bottom, right);',
'gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);',
'}'
].join('\n');
var OCEAN_VERTEX_SOURCE = [
'precision highp float;',
'attribute vec3 a_position;',
'attribute vec2 a_coordinates;',
'varying vec3 v_position;',
'varying vec2 v_coordinates;',
'uniform mat4 u_projectionMatrix;',
'uniform mat4 u_viewMatrix;',
'uniform float u_size;',
'uniform float u_geometrySize;',
'uniform sampler2D u_displacementMap;',
'void main (void) {',
'vec3 position = a_position + texture2D(u_displacementMap, a_coordinates).rgb * (u_geometrySize / u_size);',
'v_position = position;',
'v_coordinates = a_coordinates;',
'gl_Position = u_projectionMatrix * u_viewMatrix * vec4(position, 1.0);',
'}'
].join('\n');
var OCEAN_FRAGMENT_SOURCE = [
'precision highp float;',
'varying vec2 v_coordinates;',
'varying vec3 v_position;',
'uniform sampler2D u_displacementMap;',
'uniform sampler2D u_normalMap;',
'uniform vec3 u_cameraPosition;',
'uniform vec3 u_oceanColor;',
'uniform vec3 u_skyColor;',
'uniform float u_exposure;',
'uniform vec3 u_sunDirection;',
'vec3 hdr (vec3 color, float exposure) {',
'return 1.0 - exp(-color * exposure);',
'}',
'void main (void) {',
'vec3 normal = texture2D(u_normalMap, v_coordinates).rgb;',
'vec3 view = normalize(u_cameraPosition - v_position);',
'float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);',
'vec3 sky = fresnel * u_skyColor;',
'float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);',
'vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;',
'vec3 color = sky + water;',
'gl_FragColor = vec4(hdr(color, u_exposure), 1.0);',
'}'
].join('\n');
var Simulator = function (canvas, width, height) {
var canvas = canvas;
canvas.width = width;
canvas.height = height;
var gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
var windX = INITIAL_WIND[0],
windY = INITIAL_WIND[1],
size = INITIAL_SIZE,
choppiness = INITIAL_CHOPPINESS;
var changed = true;
gl.getExtension('OES_texture_float');
gl.getExtension('OES_texture_float_linear');
gl.clearColor.apply(gl, CLEAR_COLOR);
gl.enable(gl.DEPTH_TEST);
var fullscreenVertexShader = buildShader(gl, gl.VERTEX_SHADER, FULLSCREEN_VERTEX_SOURCE);
var horizontalSubtransformProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, '#define HORIZONTAL \n' + SUBTRANSFORM_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(horizontalSubtransformProgram.program);
gl.uniform1f(horizontalSubtransformProgram.uniformLocations['u_transformSize'], RESOLUTION);
var verticalSubtransformProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, SUBTRANSFORM_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(verticalSubtransformProgram.program);
gl.uniform1f(verticalSubtransformProgram.uniformLocations['u_transformSize'], RESOLUTION);
var initialSpectrumProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, INITIAL_SPECTRUM_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(initialSpectrumProgram.program);
gl.uniform1f(initialSpectrumProgram.uniformLocations['u_resolution'], RESOLUTION);
var phaseProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, PHASE_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(phaseProgram.program);
gl.uniform1f(phaseProgram.uniformLocations['u_resolution'], RESOLUTION);
var spectrumProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, SPECTRUM_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(spectrumProgram.program);
gl.uniform1i(spectrumProgram.uniformLocations['u_initialSpectrum'], INITIAL_SPECTRUM_UNIT);
gl.uniform1f(spectrumProgram.uniformLocations['u_resolution'], RESOLUTION);
var normalMapProgram = buildProgramWrapper(gl, fullscreenVertexShader,
buildShader(gl, gl.FRAGMENT_SHADER, NORMAL_MAP_FRAGMENT_SOURCE), {'a_position': 0});
gl.useProgram(normalMapProgram.program);
gl.uniform1i(normalMapProgram.uniformLocations['u_displacementMap'], DISPLACEMENT_MAP_UNIT);
gl.uniform1f(normalMapProgram.uniformLocations['u_resolution'], RESOLUTION);
var oceanProgram = buildProgramWrapper(gl,
buildShader(gl, gl.VERTEX_SHADER, OCEAN_VERTEX_SOURCE),
buildShader(gl, gl.FRAGMENT_SHADER, OCEAN_FRAGMENT_SOURCE), {
'a_position': 0,
'a_coordinates': OCEAN_COORDINATES_UNIT
});
gl.useProgram(oceanProgram.program);
gl.uniform1f(oceanProgram.uniformLocations['u_geometrySize'], GEOMETRY_SIZE);
gl.uniform1i(oceanProgram.uniformLocations['u_displacementMap'], DISPLACEMENT_MAP_UNIT);
gl.uniform1i(oceanProgram.uniformLocations['u_normalMap'], NORMAL_MAP_UNIT);
gl.uniform3f(oceanProgram.uniformLocations['u_oceanColor'], OCEAN_COLOR[0], OCEAN_COLOR[1], OCEAN_COLOR[2]);
gl.uniform3f(oceanProgram.uniformLocations['u_skyColor'], SKY_COLOR[0], SKY_COLOR[1], SKY_COLOR[2]);
gl.uniform3f(oceanProgram.uniformLocations['u_sunDirection'], SUN_DIRECTION[0], SUN_DIRECTION[1], SUN_DIRECTION[2]);
gl.uniform1f(oceanProgram.uniformLocations['u_exposure'], EXPOSURE);
gl.enableVertexAttribArray(0);
var fullscreenVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW);
var oceanData = [];
for (var zIndex = 0; zIndex < GEOMETRY_RESOLUTION; zIndex += 1) {
for (var xIndex = 0; xIndex < GEOMETRY_RESOLUTION; xIndex += 1) {
oceanData.push((xIndex * GEOMETRY_SIZE) / (GEOMETRY_RESOLUTION - 1) + GEOMETRY_ORIGIN[0]);
oceanData.push((0.0));
oceanData.push((zIndex * GEOMETRY_SIZE) / (GEOMETRY_RESOLUTION - 1) + GEOMETRY_ORIGIN[1]);
oceanData.push(xIndex / (GEOMETRY_RESOLUTION - 1));
oceanData.push(zIndex / (GEOMETRY_RESOLUTION - 1));
}
}
var oceanIndices = [];
for (var zIndex = 0; zIndex < GEOMETRY_RESOLUTION - 1; zIndex += 1) {
for (var xIndex = 0; xIndex < GEOMETRY_RESOLUTION - 1; xIndex += 1) {
var topLeft = zIndex * GEOMETRY_RESOLUTION + xIndex,
topRight = topLeft + 1,
bottomLeft = topLeft + GEOMETRY_RESOLUTION,
bottomRight = bottomLeft + 1;
oceanIndices.push(topLeft);
oceanIndices.push(bottomLeft);
oceanIndices.push(bottomRight);
oceanIndices.push(bottomRight);
oceanIndices.push(topRight);
oceanIndices.push(topLeft);
}
}
var oceanBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, oceanBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(oceanData), gl.STATIC_DRAW);
gl.vertexAttribPointer(OCEAN_COORDINATES_UNIT, 2, gl.FLOAT, false, 5 * SIZE_OF_FLOAT, 3 * SIZE_OF_FLOAT);
var oceanIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, oceanIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(oceanIndices), gl.STATIC_DRAW);
var initialSpectrumTexture = buildTexture(gl, INITIAL_SPECTRUM_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.REPEAT, gl.REPEAT, gl.NEAREST, gl.NEAREST),
pongPhaseTexture = buildTexture(gl, PONG_PHASE_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST),
spectrumTexture = buildTexture(gl, SPECTRUM_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST),
displacementMap = buildTexture(gl, DISPLACEMENT_MAP_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.LINEAR, gl.LINEAR),
normalMap = buildTexture(gl, NORMAL_MAP_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.LINEAR, gl.LINEAR),
pingTransformTexture = buildTexture(gl, PING_TRANSFORM_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST),
pongTransformTexture = buildTexture(gl, PONG_TRANSFORM_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, null, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
var pingPhase = true;
var phaseArray = new Float32Array(RESOLUTION * RESOLUTION * 4);
for (var i = 0; i < RESOLUTION; i += 1) {
for (var j = 0; j < RESOLUTION; j += 1) {
phaseArray[i * RESOLUTION * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
phaseArray[i * RESOLUTION * 4 + j * 4 + 1] = 0;
phaseArray[i * RESOLUTION * 4 + j * 4 + 2] = 0;
phaseArray[i * RESOLUTION * 4 + j * 4 + 3] = 0;
}
}
var pingPhaseTexture = buildTexture(gl, PING_PHASE_UNIT, gl.RGBA, gl.FLOAT, RESOLUTION, RESOLUTION, phaseArray, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.NEAREST, gl.NEAREST);
//changing framebuffers faster than changing attachments in WebGL
var initialSpectrumFramebuffer = buildFramebuffer(gl, initialSpectrumTexture),
pingPhaseFramebuffer = buildFramebuffer(gl, pingPhaseTexture),
pongPhaseFramebuffer = buildFramebuffer(gl, pongPhaseTexture),
spectrumFramebuffer = buildFramebuffer(gl, spectrumTexture),
displacementMapFramebuffer = buildFramebuffer(gl, displacementMap),
normalMapFramebuffer = buildFramebuffer(gl, normalMap),
pingTransformFramebuffer = buildFramebuffer(gl, pingTransformTexture),
pongTransformFramebuffer = buildFramebuffer(gl, pongTransformTexture);
this.setWind = function (x, y) {
windX = x;
windY = y;
changed = true;
};
this.setSize = function (newSize) {
size = newSize;
changed = true;
};
this.setChoppiness = function (newChoppiness) {
choppiness = newChoppiness;
};
this.resize = function (width, height) {
canvas.width = width;
canvas.height = height;
};
this.render = function (deltaTime, projectionMatrix, viewMatrix, cameraPosition) {
gl.viewport(0, 0, RESOLUTION, RESOLUTION);
gl.disable(gl.DEPTH_TEST);
gl.bindBuffer(gl.ARRAY_BUFFER, fullscreenVertexBuffer);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
if (changed) {
gl.bindFramebuffer(gl.FRAMEBUFFER, initialSpectrumFramebuffer);
gl.useProgram(initialSpectrumProgram.program);
gl.uniform2f(initialSpectrumProgram.uniformLocations['u_wind'], windX, windY);
gl.uniform1f(initialSpectrumProgram.uniformLocations['u_size'], size);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
//store phases separately to ensure continuity of waves during parameter editing
gl.useProgram(phaseProgram.program);
gl.bindFramebuffer(gl.FRAMEBUFFER, pingPhase ? pongPhaseFramebuffer : pingPhaseFramebuffer);
gl.uniform1i(phaseProgram.uniformLocations['u_phases'], pingPhase ? PING_PHASE_UNIT : PONG_PHASE_UNIT);
pingPhase = !pingPhase;
gl.uniform1f(phaseProgram.uniformLocations['u_deltaTime'], deltaTime);
gl.uniform1f(phaseProgram.uniformLocations['u_size'], size);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.useProgram(spectrumProgram.program);
gl.bindFramebuffer(gl.FRAMEBUFFER, spectrumFramebuffer);
gl.uniform1i(spectrumProgram.uniformLocations['u_phases'], pingPhase ? PING_PHASE_UNIT : PONG_PHASE_UNIT);
gl.uniform1f(spectrumProgram.uniformLocations['u_size'], size);
gl.uniform1f(spectrumProgram.uniformLocations['u_choppiness'], choppiness);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
var subtransformProgram = horizontalSubtransformProgram;
gl.useProgram(horizontalSubtransformProgram.program);
//GPU FFT using Stockham formulation
var iterations = log2(RESOLUTION) * 2;
for (var i = 0; i < iterations; i += 1) {
if (i === 0) {
gl.bindFramebuffer(gl.FRAMEBUFFER, pingTransformFramebuffer);
gl.uniform1i(subtransformProgram.uniformLocations['u_input'], SPECTRUM_UNIT);
} else if (i === iterations - 1) {
gl.bindFramebuffer(gl.FRAMEBUFFER, displacementMapFramebuffer);
gl.uniform1i(subtransformProgram.uniformLocations['u_input'], (iterations % 2 === 0) ? PING_TRANSFORM_UNIT : PONG_TRANSFORM_UNIT);
} else if (i % 2 === 1) {
gl.bindFramebuffer(gl.FRAMEBUFFER, pongTransformFramebuffer);
gl.uniform1i(subtransformProgram.uniformLocations['u_input'], PING_TRANSFORM_UNIT);
} else {
gl.bindFramebuffer(gl.FRAMEBUFFER, pingTransformFramebuffer);
gl.uniform1i(subtransformProgram.uniformLocations['u_input'], PONG_TRANSFORM_UNIT);
}
if (i === iterations / 2) {
subtransformProgram = verticalSubtransformProgram;
gl.useProgram(verticalSubtransformProgram.program);
}
gl.uniform1f(subtransformProgram.uniformLocations['u_subtransformSize'], Math.pow(2,(i % (iterations / 2)) + 1));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, normalMapFramebuffer);
gl.useProgram(normalMapProgram.program);
if (changed) {
gl.uniform1f(normalMapProgram.uniformLocations['u_size'], size);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enableVertexAttribArray(OCEAN_COORDINATES_UNIT);
gl.bindBuffer(gl.ARRAY_BUFFER, oceanBuffer);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 5 * SIZE_OF_FLOAT, 0);
gl.useProgram(oceanProgram.program);
if (changed) {
gl.uniform1f(oceanProgram.uniformLocations['u_size'], size);
changed = false;
}
gl.uniformMatrix4fv(oceanProgram.uniformLocations['u_projectionMatrix'], false, projectionMatrix);
gl.uniformMatrix4fv(oceanProgram.uniformLocations['u_viewMatrix'], false, viewMatrix);
gl.uniform3fv(oceanProgram.uniformLocations['u_cameraPosition'], cameraPosition);
gl.drawElements(gl.TRIANGLES, oceanIndices.length, gl.UNSIGNED_SHORT, 0);
gl.disableVertexAttribArray(OCEAN_COORDINATES_UNIT);
};
};