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[simple-water] create a separate repo #14

Closed vincentfretin closed 3 months ago

vincentfretin commented 11 months ago

This is the simple-water and SimpleWaterMesh hubs code that would be extracted in a separate repo to use in aframe projects. Licensed under MPL 2.0

Changes required is removing typescript annotations, removing APP.store.state.preferences.materialQualitySetting usage and replacing HubsTextureLoader by TextureLoader. I'm not currently using it in an experience but that would be a task to do if we want compatibility with hubs scene build with hubs-blender-exporter in aframe projects.

One of the contribution on it was merged there https://github.com/mozilla/hubs/pull/5510

simple-water.webm

vincentfretin commented 11 months ago

Full modified code:

/* global AFRAME, THREE */
// This is a modified copy of https://github.com/mozilla/hubs/blob/b466e6901cb2a0310b5219e2dac41731d7fa0916/src/components/simple-water.js
// and https://github.com/mozilla/hubs/blob/f099ec6cb9a15c8f7554ffdbec592f9abf6c7267/src/objects/SimpleWaterMesh.ts
// Changes required was removing typescript annotations, removing APP.store.state.preferences.materialQualitySetting usage and replacing HubsTextureLoader by TextureLoader.
// @license MPL 2.0 https://github.com/mozilla/hubs/blob/master/LICENSE

import {
  Mesh,
  PlaneGeometry,
  MeshStandardMaterial,
  MeshPhongMaterial,
  Vector2,
  RepeatWrapping,
  TextureLoader,
} from "three";
import { SimplexNoise } from "three/examples/jsm/math/SimplexNoise.js";
import waterNormalsUrl from "./simple-water/waternormals.jpg";

/**
 * SimpleWater
 */

/**
 * Adapted dynamic geometry code from: https://github.com/ditzel/UnityOceanWavesAndShip
 */

class Octave {
  constructor(speed = new Vector2(1, 1), scale = new Vector2(1, 1), height = 0.0025, alternate = true) {
    this.speed = speed;
    this.scale = scale;
    this.height = height;
    this.alternate = alternate;
  }
}
export default class SimpleWater extends Mesh {
  constructor(normalMap, resolution = 24, lowQuality = false) {
    const geometry = new PlaneGeometry(10, 10, resolution, resolution);
    geometry.rotateX(-Math.PI / 2);

    const waterUniforms = {
      ripplesSpeed: { value: 0.25 },
      ripplesScale: { value: 1 },
      time: { value: 0 },
    };

    const MaterialClass = lowQuality ? MeshPhongMaterial : MeshStandardMaterial;

    normalMap.wrapS = normalMap.wrapT = RepeatWrapping;

    const material = new MaterialClass({ color: 0x0054df, normalMap, roughness: 0.5, metalness: 0.5 });
    material.name = "SimpleWaterMaterial";

    material.onBeforeCompile = (shader) => {
      Object.assign(shader.uniforms, waterUniforms);

      shader.vertexShader = shader.vertexShader.replace(
        "#include <fog_pars_vertex>",
        `
        #include <fog_pars_vertex>
        varying vec3 vWPosition;
      `
      );

      shader.vertexShader = shader.vertexShader.replace(
        "#include <fog_vertex>",
        `
        #include <fog_vertex>
        vWPosition = ( modelMatrix * vec4( transformed, 1.0 ) ).xyz;
      `
      );

      // getNoise function from https://github.com/mrdoob/three.js/blob/dev/examples/jsm/objects/Water.js
      shader.fragmentShader = shader.fragmentShader.replace(
        "#include <normalmap_pars_fragment>",
        `
        #include <normalmap_pars_fragment>

        uniform float time;
        uniform float ripplesSpeed;
        uniform float ripplesScale;

        varying vec3 vWPosition;

        vec4 getNoise(vec2 uv){
          float timeOffset = time * ripplesSpeed;
          uv = (uv - 0.5) * (1.0 / ripplesScale);
          vec2 uv0 = (uv/103.0)+vec2(timeOffset/17.0, timeOffset/29.0);
          vec2 uv1 = uv/107.0-vec2(timeOffset/-19.0, timeOffset/31.0);
          vec2 uv2 = uv/vec2(897.0, 983.0)+vec2(timeOffset/101.0, timeOffset/97.0);
          vec2 uv3 = uv/vec2(991.0, 877.0)-vec2(timeOffset/109.0, timeOffset/-113.0);
          vec4 noise = (texture2D(normalMap, uv0)) +
                       (texture2D(normalMap, uv1)) +
                       (texture2D(normalMap, uv2)) +
                       (texture2D(normalMap, uv3));
          return noise / 4.0;
        }
      `
      );

      // https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js#L20
      shader.fragmentShader = shader.fragmentShader.replace(
        "#include <normal_fragment_maps>",
        `
          // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988

          vec3 eye_pos = -vViewPosition;
          vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
          vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
          vec2 st0 = dFdx( vUv.st );
          vec2 st1 = dFdy( vUv.st );

          float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude

          vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
          vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
          vec3 N = normalize( normal );
          mat3 tsn = mat3( S, T, N );

          vec3 mapN = getNoise(vWPosition.xz).xyz * 2.0 - 1.0;

          mapN.xy *= normalScale;
          mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );

          normal = normalize( tsn * mapN );
        `
      );
    };

    super(geometry, material);

    this.lowQuality = lowQuality;
    this.waterUniforms = waterUniforms;

    if (lowQuality) {
      this.material.specular.set(0xffffff);
    } else {
      this.receiveShadow = true;
    }

    this.geometry.attributes.position.dynamic = true;

    this.resolution = resolution;
    this.octaves = [
      new Octave(new Vector2(0.5, 0.5), new Vector2(1, 1), 0.01, true),
      new Octave(new Vector2(0.05, 6), new Vector2(1, 20), 0.1, false),
    ];

    this.simplex = new SimplexNoise();
  }

  get opacity() {
    return this.material.opacity;
  }

  set opacity(value) {
    this.material.opacity = value;
    this.material.transparent = value !== 1;
  }

  get color() {
    return this.material.color;
  }

  get tideHeight() {
    return this.octaves[0].height;
  }

  set tideHeight(value) {
    this.octaves[0].height = value;
  }

  get tideScale() {
    return this.octaves[0].scale;
  }

  get tideSpeed() {
    return this.octaves[0].speed;
  }

  get waveHeight() {
    return this.octaves[1].height;
  }

  set waveHeight(value) {
    this.octaves[1].height = value;
  }

  get waveScale() {
    return this.octaves[1].scale;
  }

  get waveSpeed() {
    return this.octaves[1].speed;
  }

  set ripplesSpeed(value) {
    this.waterUniforms.ripplesSpeed.value = value;
  }

  get ripplesSpeed() {
    return this.waterUniforms.ripplesSpeed.value;
  }

  set ripplesScale(value) {
    this.waterUniforms.ripplesScale.value = value;
  }

  get ripplesScale() {
    return this.waterUniforms.ripplesScale.value;
  }

  update(time) {
    const positionAttribute = this.geometry.attributes.position;

    for (let x = 0; x <= this.resolution; x++) {
      for (let z = 0; z <= this.resolution; z++) {
        let y = 0;

        for (let o = 0; o < this.octaves.length; o++) {
          const octave = this.octaves[o];

          if (octave.alternate) {
            const noise = this.simplex.noise(
              (x * octave.scale.x) / this.resolution,
              (z * octave.scale.y) / this.resolution
            );
            y += Math.cos(noise + octave.speed.length() * time) * octave.height;
          } else {
            const noise =
              this.simplex.noise(
                (x * octave.scale.x + time * octave.speed.x) / this.resolution,
                (z * octave.scale.y + time * octave.speed.y) / this.resolution
              ) - 0.5;
            y += noise * octave.height;
          }
        }

        positionAttribute.setY(x * (this.resolution + 1) + z, y);
      }
    }

    this.geometry.computeVertexNormals();
    positionAttribute.needsUpdate = true;
    this.waterUniforms.time.value = time;
  }

  clone(recursive) {
    return new SimpleWater(this.material.normalMap, this.resolution, this.lowQuality).copy(this, recursive);
  }

  copy(source, recursive = true) {
    super.copy(source, recursive);

    this.opacity = source.opacity;
    this.color.copy(source.color);
    this.tideHeight = source.tideHeight;
    this.tideScale.copy(source.tideScale);
    this.tideSpeed.copy(source.tideSpeed);
    this.waveHeight = source.waveHeight;
    this.waveScale.copy(source.waveScale);
    this.waveSpeed.copy(source.waveSpeed);
    this.ripplesSpeed = source.ripplesSpeed;
    this.ripplesScale = source.ripplesScale;

    return this;
  }
}

function vec2Equals(a, b) {
  return a && b && a.x === b.x && a.y === b.y;
}

let waterNormalMap = null;

AFRAME.registerComponent("simple-water", {
  schema: {
    opacity: { type: "number", default: 1 },
    color: { type: "color" },
    tideHeight: { type: "number", default: 0.01 },
    tideScale: { type: "vec2", default: { x: 1, y: 1 } },
    tideSpeed: { type: "vec2", default: { x: 0.5, y: 0.5 } },
    waveHeight: { type: "number", default: 0.1 },
    waveScale: { type: "vec2", default: { x: 1, y: 20 } },
    waveSpeed: { type: "vec2", default: { x: 0.05, y: 6 } },
    ripplesScale: { type: "number", default: 1 },
    ripplesSpeed: { type: "number", default: 0.25 },
  },

  init() {
    if (!waterNormalMap) {
      waterNormalMap = new TextureLoader().load(waterNormalsUrl);
    }

    const usePhongShader = false; // window.APP.store.state.preferences.materialQualitySetting !== "high";
    this.water = new SimpleWater(waterNormalMap, undefined, usePhongShader);
    this.el.setObject3D("mesh", this.water);
  },

  update(oldData) {
    if (this.data.opacity !== oldData.opacity) {
      this.water.opacity = this.data.opacity;
    }

    if (this.data.color !== oldData.color) {
      this.water.color.set(this.data.color);
    }

    if (this.data.tideHeight !== oldData.tideHeight) {
      this.water.tideHeight = this.data.tideHeight;
    }

    if (!vec2Equals(this.data.tideScale, oldData.tideScale)) {
      this.water.tideScale.copy(this.data.tideScale);
    }

    if (!vec2Equals(this.data.tideSpeed, oldData.tideSpeed)) {
      this.water.tideSpeed.copy(this.data.tideSpeed);
    }

    if (this.data.waveHeight !== oldData.waveHeight) {
      this.water.waveHeight = this.data.waveHeight;
    }

    if (!vec2Equals(this.data.waveScale, oldData.waveScale)) {
      this.water.waveScale.copy(this.data.waveScale);
    }

    if (!vec2Equals(this.data.waveSpeed, oldData.waveSpeed)) {
      this.water.waveSpeed.copy(this.data.waveSpeed);
    }

    if (this.data.ripplesScale !== oldData.ripplesScale) {
      this.water.ripplesScale = this.data.ripplesScale;
    }

    if (this.data.ripplesSpeed !== oldData.ripplesSpeed) {
      this.water.ripplesSpeed = this.data.ripplesSpeed;
    }
  },

  tick(time) {
    this.water.update(time / 1000);
  },

  remove() {
    const mesh = this.el.getObject3D("mesh");
    mesh.geometry.dispose();
    // mesh.material.normalMap.dispose(); // the texture may be used by another component
    mesh.material.dispose();
    this.el.removeObject3D("mesh");
  },
});
vincentfretin commented 11 months ago

Note that I hard coded const usePhongShader = false; in the simple-water component, it should probably be a property.

vincentfretin commented 3 months ago

Moved to https://github.com/c-frame/aframe-gltf-model-plus/blob/main/src/components/simple-water.js

jywarren commented 3 months ago

Very nice, grateful -- confirmed!

image