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Fire-and-Water.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Fire and Water</title>
<meta charset="utf-8">
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
#button {
position: fixed;
bottom: 20px;
right: 20px;
padding: 8px;
color: #fff;
background-color: #555;
opacity: 0.7;
}
#button:hover {
cursor: pointer;
opacity: 1;
}
</style>
</head>
<body>
<div id="info"><a href="http://students.washington.edu/leepolla/cgpp" target="_blank">Lee Polla</a> - Made Something Cool</div>
<div id="container"></div>
<script src="js/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Mirror.js"></script>
<script src="js/WaterShader.js"></script>
<script src="js/OrbitControls.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float displacement;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 pos;
void main() {
vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
vec3 newPosition = position + amplitude * normal * vec3( displacement );
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script id="frag" type="x-shader/x-fragment">
uniform float time;
uniform sampler2D texture;
uniform vec3 color;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 pos;
void main() {
vec3 pointLight = vec3( 3.0 * cos(5.0 * 20.0 * time), 2.5 * sin(5.0 * 20.0 * time), 3.0);
vec3 lightRay = normalize(pointLight - pos);
float lightness = pow( abs(dot( vNormal, lightRay )), 5.5 ) + 0.25;
float blip = 1.0 - pow( sin( gl_FragCoord.y / 5.0) + 0.9, 6.0) ;
vec3 tColor = texture2D( texture, vec2( vUv.x * sin( 5.0 * 1.8 * time), vUv.y * cos (5.0 * 6.89 * time) ) ).rgb;
gl_FragColor = vec4( tColor *lightness, 1.0 );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var sphere, uniforms;
var displacement, noise;
var controls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
uniforms = {
amplitude: { value: 1.0 },
texture: { value: new THREE.TextureLoader().load( "textures/lava/lavatile.jpg" ) },
};
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader:document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'frag' ).textContent
});
var radius = 50, segments = 256, rings = 64;
var geometry = new THREE.TorusKnotBufferGeometry( radius, 10, segments, rings );
displacement = new Float32Array( geometry.attributes.position.count );
noise = new Float32Array( geometry.attributes.position.count );
for ( var i = 0; i < displacement.length; i ++ ) {
noise[ i ] = Math.random() * 5;
}
geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
sphere = new THREE.Mesh( geometry, shaderMaterial );
scene.add( sphere );
waterNormals = new THREE.TextureLoader().load( 'textures/waternormals.jpg' );
waterNormals.wrapS = waterNormals.wrapT = THREE.RepeatWrapping;
water = new THREE.Water( renderer, camera, scene, {
textureWidth: 512,
textureHeight: 512,
waterNormals: waterNormals,
alpha: 1.0,
sunColor: 0xffffff,
waterColor: 0x00FFFF,
side: THREE.BackSide,
distortionScale: 50.0
} );
var geom = new THREE.SphereBufferGeometry( radius * 3.2, segments, rings );
var mesh = new THREE.Mesh( geom, water.material );
mesh.position.y = 10;
scene.add( mesh );
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor( 0x050505 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.zoomSpeed = 0.5;
controls.rotateSpeed = 0.5;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() * 0.02;
sphere.rotation.y = sphere.rotation.z = 0.005 * time;
uniforms.amplitude.value = 2 * Math.sin( sphere.rotation.y * 0.125 );
for ( var i = 0; i < displacement.length; i ++ ) {
displacement[ i ] = Math.sin( 0.5 * i + time );
noise[ i ] += 0.5 * ( 0.5 - Math.random() );
noise[ i ] = THREE.Math.clamp( noise[ i ], -3, 3 );
displacement[ i ] += noise[ i ];
}
sphere.geometry.attributes.displacement.needsUpdate = true;
water.material.uniforms.time.value += 1.0 / 30.0;
water.render();
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>