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+ <!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - compute - water</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="waterSize"></span> webgpu compute water<br/>
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+ Move mouse to disturb water.
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.webgpu.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import { color, instanceIndex, If, varyingProperty, uint, int, negate, floor, float, length, clamp, vec2, cos, vec3, vertexIndex, Fn, uniform, storageObject, min, max, positionLocal, transformNormalToView } from 'three/tsl';
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+ import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ // Dimensions of simulation grid.
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+ const WIDTH = 128;
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+
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+ // Water size in system units.
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+ const BOUNDS = 512;
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+ const BOUNDS_HALF = BOUNDS * 0.5;
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+
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+ const waterMaxHeight = 10;
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+
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+ let container, stats;
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+ let camera, scene, renderer;
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+ let mouseMoved = false;
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+ const mouseCoords = new THREE.Vector2();
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+ const raycaster = new THREE.Raycaster();
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+ let effectController;
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+
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+ let waterMesh, meshRay;
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+ let computeHeight, computeSmooth, computeSphere;
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+
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+ const NUM_SPHERES = 100;
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+
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+ const simplex = new SimplexNoise();
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+
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+ init();
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+
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+ function noise( x, y ) {
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+
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+ let multR = waterMaxHeight;
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+ let mult = 0.025;
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+ let r = 0;
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+ for ( let i = 0; i < 15; i ++ ) {
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+
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+ r += multR * simplex.noise( x * mult, y * mult );
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+ multR *= 0.53 + 0.025 * i;
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+ mult *= 1.25;
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+
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+ }
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+
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+ return r;
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+
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+ }
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+
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+ function init() {
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+
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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+ camera.position.set( 0, 200, 350 );
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+ camera.lookAt( 0, 0, 0 );
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+
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+ scene = new THREE.Scene();
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+
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+ const sun = new THREE.DirectionalLight( 0xFFFFFF, 3.0 );
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+ sun.position.set( 300, 400, 175 );
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+ scene.add( sun );
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+
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+ const sun2 = new THREE.DirectionalLight( 0x40A040, 2.0 );
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+ sun2.position.set( - 100, 350, - 200 );
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+ scene.add( sun2 );
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+
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+ //
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+
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+ effectController = {
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+ mousePos: uniform( new THREE.Vector2( 10000, 10000 ) ).label( 'mousePos' ),
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+ mouseSize: uniform( 30.0 ).label( 'mouseSize' ),
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+ viscosity: uniform( 0.95 ).label( 'viscosity' ),
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+ spheresEnabled: true,
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+ wireframe: false
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+ };
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+
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+ // Initialize height storage buffers
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+ const heightArray = new Float32Array( WIDTH * WIDTH );
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+ const prevHeightArray = new Float32Array( WIDTH * WIDTH );
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+
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+ let p = 0;
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+ for ( let j = 0; j < WIDTH; j ++ ) {
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+
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+ for ( let i = 0; i < WIDTH; i ++ ) {
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+
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+ const x = i * 128 / WIDTH;
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+ const y = j * 128 / WIDTH;
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+
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+ const height = noise( x, y );
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+
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+ heightArray[ p ] = height;
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+ prevHeightArray[ p ] = height;
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+
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+ p ++;
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+
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+ }
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+
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+ }
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+
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+ const heightBufferAttribute = new THREE.StorageBufferAttribute( heightArray, 1 );
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+ const prevHeightBufferAttribute = new THREE.StorageBufferAttribute( prevHeightArray, 1 );
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+
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+ const heightStorage = storageObject( heightBufferAttribute, 'float', heightBufferAttribute.count ).label( 'Height' );
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+ const prevHeightStorage = storageObject( prevHeightBufferAttribute, 'float', prevHeightBufferAttribute.count ).label( 'PrevHeight' );
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+
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+ const heightRead = storageObject( heightBufferAttribute, 'float', heightBufferAttribute.count ).toReadOnly().label( 'HeightRead' );
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+
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+ // Get Indices of Neighbor Values of an Index in the Simulation Grid
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+ const getNeighborIndicesTSL = ( index ) => {
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+
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+ const width = uint( WIDTH );
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+
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+ // Get 2-D compute coordinate from one-dimensional instanceIndex. The calculation will
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+ // still work even if you dispatch your compute shader 2-dimensionally, since within a compute
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+ // context, instanceIndex is a 1-dimensional value derived from the workgroup dimensions.
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+
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+ // Cast to int to prevent unintended index overflow upon subtraction.
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+ const x = int( index.modInt( WIDTH ) );
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+ const y = int( index.div( WIDTH ) );
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+
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+ // The original shader accesses height via texture uvs. However, unlike with textures, we can't
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+ // access areas that are out of bounds. Accordingly, we emulate the Clamp to Edge Wrapping
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+ // behavior of accessing a DataTexture with out of bounds uvs.
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+
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+ const leftX = max( 0, x.sub( 1 ) );
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+ const rightX = min( x.add( 1 ), width.sub( 1 ) );
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+
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+ const bottomY = max( 0, y.sub( 1 ) );
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+ const topY = min( y.add( 1 ), width.sub( 1 ) );
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+
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+ const westIndex = y.mul( width ).add( leftX );
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+ const eastIndex = y.mul( width ).add( rightX );
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+
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+ const southIndex = bottomY.mul( width ).add( x );
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+ const northIndex = topY.mul( width ).add( x );
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+
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+ return { northIndex, southIndex, eastIndex, westIndex };
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+
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+ };
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+
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+ // Get simulation index neighbor values
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+ const getNeighborValuesTSL = ( index, store ) => {
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+
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+ const { northIndex, southIndex, eastIndex, westIndex } = getNeighborIndicesTSL( index );
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+
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+ const north = store.element( northIndex );
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+ const south = store.element( southIndex );
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+ const east = store.element( eastIndex );
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+ const west = store.element( westIndex );
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+
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+ return { north, south, east, west };
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+
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+ };
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+
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+ // Get new normals of simulation area.
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+ const getNormalsFromHeightTSL = ( index, store ) => {
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+
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+ const { north, south, east, west } = getNeighborValuesTSL( index, store );
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+
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+ const normalX = ( west.sub( east ) ).mul( WIDTH / BOUNDS );
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+ const normalY = ( south.sub( north ) ).mul( WIDTH / BOUNDS );
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+
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+ return { normalX, normalY };
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+
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+ };
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+
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+ computeHeight = Fn( () => {
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+
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+ const { viscosity, mousePos, mouseSize } = effectController;
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+
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+ const height = heightStorage.element( instanceIndex ).toVar();
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+ const prevHeight = prevHeightStorage.element( instanceIndex ).toVar();
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+
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+ const { north, south, east, west } = getNeighborValuesTSL( instanceIndex, heightStorage );
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+
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+ const neighborHeight = north.add( south ).add( east ).add( west );
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+ neighborHeight.mulAssign( 0.5 );
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+ neighborHeight.subAssign( prevHeight );
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+
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+ const newHeight = neighborHeight.mul( viscosity );
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+
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+ // Get 2-D compute coordinate from one-dimensional instanceIndex.
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+ const x = float( instanceIndex.modInt( WIDTH ) ).mul( 1 / WIDTH );
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+ const y = float( instanceIndex.div( WIDTH ) ).mul( 1 / WIDTH );
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+
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+ // Mouse influence
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+ const centerVec = vec2( 0.5 );
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+ // Get length of position in range [ -BOUNDS / 2, BOUNDS / 2 ], offset by mousePos, then scale.
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+ const mousePhase = clamp( length( ( vec2( x, y ).sub( centerVec ) ).mul( BOUNDS ).sub( mousePos ) ).mul( Math.PI ).div( mouseSize ), 0.0, Math.PI );
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+
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+ newHeight.addAssign( cos( mousePhase ).add( 1.0 ).mul( 0.28 ) );
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+
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+ prevHeightStorage.element( instanceIndex ).assign( height );
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+ heightStorage.element( instanceIndex ).assign( newHeight );
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+
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+ } )().compute( WIDTH * WIDTH );
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+
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+ computeSmooth = Fn( () => {
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+
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+ const height = heightStorage.element( instanceIndex ).toVar();
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+ const prevHeight = prevHeightStorage.element( instanceIndex ).toVar();
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+
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+ // Get neighboring height values.
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+ const { north: northH, south: southH, east: eastH, west: westH } = getNeighborValuesTSL( instanceIndex, heightStorage );
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+
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+ // Get neighboring prev height values.
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+ const { north: northP, south: southP, east: eastP, west: westP } = getNeighborValuesTSL( instanceIndex, prevHeightStorage );
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+
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+ height.addAssign( northH.add( southH ).add( eastH ).add( westH ) );
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+ prevHeight.addAssign( northP.add( southP ).add( eastP ).add( westP ) );
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+
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+ heightStorage.element( instanceIndex ).assign( height.div( 5 ) );
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+ prevHeightStorage.element( instanceIndex ).assign( height.div( 5 ) );
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+
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+ } )().compute( WIDTH * WIDTH/*, [ 8, 8 ]*/ );
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+
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+ // Water Geometry corresponds with buffered compute grid.
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+ const waterGeometry = new THREE.PlaneGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH - 1 );
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+ // material: make a THREE.ShaderMaterial clone of THREE.MeshPhongMaterial, with customized position shader.
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+ const waterMaterial = new THREE.MeshPhongNodeMaterial();
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+
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+ waterMaterial.lights = true;
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+ waterMaterial.colorNode = color( 0x0040C0 );
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+ waterMaterial.specularNode = color( 0x111111 );
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+ waterMaterial.shininess = Math.max( 50, 1e-4 );
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+ waterMaterial.positionNode = Fn( () => {
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+
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+ // To correct the lighting as our mesh undulates, we have to reassign the normals in the position shader.
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+ const { normalX, normalY } = getNormalsFromHeightTSL( vertexIndex, heightRead );
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+
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+ varyingProperty( 'vec3', 'v_normalView' ).assign( transformNormalToView( vec3( normalX, negate( normalY ), 1.0 ) ) );
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+
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+ return vec3( positionLocal.x, positionLocal.y, heightRead.element( vertexIndex ) );
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+
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+ } )();
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+
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+ waterMesh = new THREE.Mesh( waterGeometry, waterMaterial );
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+ waterMesh.rotation.x = - Math.PI / 2;
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+ waterMesh.matrixAutoUpdate = false;
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+ waterMesh.updateMatrix();
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+
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+ scene.add( waterMesh );
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+
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+ // THREE.Mesh just for mouse raycasting
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+ const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
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+ meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xFFFFFF, visible: false } ) );
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+ meshRay.rotation.x = - Math.PI / 2;
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+ meshRay.matrixAutoUpdate = false;
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+ meshRay.updateMatrix();
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+ scene.add( meshRay );
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+
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+ // Create sphere THREE.InstancedMesh
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+ const sphereGeometry = new THREE.SphereGeometry( 4, 24, 12 );
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+ const sphereMaterial = new THREE.MeshPhongMaterial( { color: 0xFFFF00 } );
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+
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+ // Initialize sphere mesh instance position and velocity.
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+ const spherePositionArray = new Float32Array( NUM_SPHERES * 3 );
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+
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+ // Only hold velocity in x and z directions.
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+ // The sphere is wedded to the surface of the water, and will only move vertically with the water.
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+ const sphereVelocityArray = new Float32Array( NUM_SPHERES * 2 );
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+
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+ for ( let i = 0; i < NUM_SPHERES; i ++ ) {
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+
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+ spherePositionArray[ i * 3 + 0 ] = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
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+ spherePositionArray[ i * 3 + 1 ] = 0;
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+ spherePositionArray[ i * 3 + 2 ] = ( Math.random() - 0.5 ) * BOUNDS * 0.7;
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+
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+ }
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+
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+ sphereVelocityArray.fill( 0.0 );
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+
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+ // Sphere Instance Storage
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+ const sphereInstancePositionAttribute = new THREE.StorageInstancedBufferAttribute( spherePositionArray, 3 );
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+ const sphereInstancePositionStorage = storageObject( sphereInstancePositionAttribute, 'vec3', sphereInstancePositionAttribute.count ).label( 'SpherePosition' );
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+ const sphereInstancePositionRead = storageObject( sphereInstancePositionAttribute, 'vec3', sphereInstancePositionAttribute.count ).toReadOnly();
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+
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+ const sphereVelocityAttribute = new THREE.StorageInstancedBufferAttribute( sphereVelocityArray, 2 );
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+ const sphereVelocityStorage = storageObject( sphereVelocityAttribute, 'vec2', sphereVelocityAttribute.count ).label( 'SphereVelocity' );
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+
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+ computeSphere = Fn( () => {
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+
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+ const instancePosition = sphereInstancePositionStorage.element( instanceIndex );
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+ const velocity = sphereVelocityStorage.element( instanceIndex );
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+
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+ // Bring position from range of [ -BOUNDS/2, BOUNDS/2 ] to [ 0, BOUNDS ]
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+ const tempX = instancePosition.x.add( BOUNDS_HALF );
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+ const tempZ = instancePosition.z.add( BOUNDS_HALF );
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+
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+ // Bring position from range [ 0, BOUNDS ] to [ 0, WIDTH ]
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+ // ( i.e bring geometry range into 'heightmap' range )
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+ // WIDTH = 128, BOUNDS = 512... same as dividing by 4
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+ tempX.mulAssign( WIDTH / BOUNDS );
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+ tempZ.mulAssign( WIDTH / BOUNDS );
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+
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+ // Can only access storage buffers with uints
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+ const xCoord = uint( floor( tempX ) );
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+ const zCoord = uint( floor( tempZ ) );
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+
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+ // Get one dimensional index
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+ const heightInstanceIndex = zCoord.mul( WIDTH ).add( xCoord );
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+
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+ // Set to read-only to be safe, even if it's not strictly necessary for compute access.
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+ const height = heightRead.element( heightInstanceIndex );
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+
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+ // Assign height to sphere position
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+ instancePosition.y.assign( height );
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+
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+ // Calculate normal of the water mesh at this location.
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+ const { normalX, normalY } = getNormalsFromHeightTSL( heightInstanceIndex, heightRead );
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+
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+ normalX.mulAssign( 0.1 );
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+ normalY.mulAssign( 0.1 );
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+
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+ const waterNormal = vec3( normalX, 0.0, negate( normalY ) );
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+
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+ const newVelocity = vec3( velocity.x, 0.0, velocity.y ).add( waterNormal );
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+ newVelocity.mulAssign( 0.998 );
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+
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+ const newPosition = instancePosition.add( newVelocity ).toVar();
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+
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+ // Reverse velocity and reset position when exceeding bounds.
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+ If( newPosition.x.lessThan( - BOUNDS_HALF ), () => {
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+
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+ newPosition.x = float( - BOUNDS_HALF ).add( 0.001 );
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+ newVelocity.x.mulAssign( - 0.3 );
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+
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+ } ).ElseIf( newPosition.x.greaterThan( BOUNDS_HALF ), () => {
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+
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+ newPosition.x = float( BOUNDS_HALF ).sub( 0.001 );
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+ newVelocity.x.mulAssign( - 0.3 );
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+
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+ } );
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+
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+ If( newPosition.z.lessThan( - BOUNDS_HALF ), () => {
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+
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+ newPosition.z = float( - BOUNDS_HALF ).add( 0.001 );
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+ newVelocity.z.mulAssign( - 0.3 );
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+
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+ } ).ElseIf( newPosition.z.greaterThan( BOUNDS_HALF ), () => {
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+
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+ newPosition.z = float( BOUNDS_HALF ).sub( 0.001 );
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+ newVelocity.z.mulAssign( - 0.3 );
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+
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+ } );
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+
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+ instancePosition.assign( newPosition );
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+ velocity.assign( vec2( newVelocity.x, newVelocity.z ) );
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+
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+ } )().compute( NUM_SPHERES );
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+
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|
|
+ sphereMaterial.positionNode = Fn( () => {
|
|
|
+
|
|
|
+ const instancePosition = sphereInstancePositionRead.element( instanceIndex );
|
|
|
+
|
|
|
+ const newPosition = positionLocal.add( instancePosition );
|
|
|
+
|
|
|
+ return newPosition;
|
|
|
+
|
|
|
+ } )();
|
|
|
+
|
|
|
+ const sphereMesh = new THREE.InstancedMesh( sphereGeometry, sphereMaterial, NUM_SPHERES );
|
|
|
+ scene.add( sphereMesh );
|
|
|
+
|
|
|
+ renderer = new THREE.WebGPURenderer( { antialias: true } );
|
|
|
+ renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ renderer.setAnimationLoop( animate );
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
+
|
|
|
+ stats = new Stats();
|
|
|
+ container.appendChild( stats.dom );
|
|
|
+
|
|
|
+ container.style.touchAction = 'none';
|
|
|
+ container.addEventListener( 'pointermove', onPointerMove );
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', onWindowResize );
|
|
|
+
|
|
|
+ const gui = new GUI();
|
|
|
+ gui.add( effectController.mouseSize, 'value', 1.0, 100.0, 1.0 ).name( 'Mouse Size' );
|
|
|
+ gui.add( effectController.viscosity, 'value', 0.9, 0.999, 0.001 ).name( 'viscosity' );
|
|
|
+ const buttonCompute = {
|
|
|
+ smoothWater: function () {
|
|
|
+
|
|
|
+ renderer.compute( computeSmooth );
|
|
|
+
|
|
|
+ }
|
|
|
+ };
|
|
|
+ gui.add( buttonCompute, 'smoothWater' );
|
|
|
+ gui.add( effectController, 'spheresEnabled' ).onChange( () => {
|
|
|
+
|
|
|
+ sphereMesh.visible = effectController.spheresEnabled;
|
|
|
+
|
|
|
+ } );
|
|
|
+ gui.add( effectController, 'wireframe' ).onChange( () => {
|
|
|
+
|
|
|
+ waterMesh.material.wireframe = ! waterMesh.material.wireframe;
|
|
|
+ waterMesh.material.needsUpdate = true;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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() {
|
|
|
+
|
|
|
+ if ( mouseMoved ) {
|
|
|
+
|
|
|
+ raycaster.setFromCamera( mouseCoords, camera );
|
|
|
+
|
|
|
+ const intersects = raycaster.intersectObject( meshRay );
|
|
|
+
|
|
|
+ if ( intersects.length > 0 ) {
|
|
|
+
|
|
|
+ const point = intersects[ 0 ].point;
|
|
|
+ effectController.mousePos.value.set( point.x, point.z );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ effectController.mousePos.value.set( 10000, 10000 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ mouseMoved = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ effectController.mousePos.value.set( 10000, 10000 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.compute( computeHeight );
|
|
|
+
|
|
|
+ if ( effectController.spheresEnabled ) {
|
|
|
+
|
|
|
+ renderer.compute( computeSphere );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ renderer.render( scene, camera );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+ </body>
|
|
|
+</html>
|