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+/**
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+ * @author jbouny / https://github.com/jbouny
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+ *
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+ * Work based on :
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+ * @author Slayvin / http://slayvin.net : Flat mirror for three.js
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+ * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
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+ * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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+ */
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+
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+import {
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+ Color,
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+ FrontSide,
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+ LinearFilter,
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+ Math as _Math,
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+ Matrix4,
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+ Mesh,
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+ PerspectiveCamera,
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+ Plane,
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+ RGBFormat,
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+ ShaderChunk,
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+ ShaderMaterial,
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+ UniformsLib,
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+ UniformsUtils,
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+ Vector3,
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+ Vector4,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+
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+var Water = function ( geometry, options ) {
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+
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+ Mesh.call( this, geometry );
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+
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+ var scope = this;
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+
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+ options = options || {};
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+
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+ var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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+ var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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+
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+ var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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+ var alpha = options.alpha !== undefined ? options.alpha : 1.0;
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+ var time = options.time !== undefined ? options.time : 0.0;
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+ var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
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+ var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
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+ var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
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+ var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
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+ var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
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+ var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
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+ var side = options.side !== undefined ? options.side : FrontSide;
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+ var fog = options.fog !== undefined ? options.fog : false;
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+
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+ //
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+
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+ var mirrorPlane = new Plane();
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+ var normal = new Vector3();
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+ var mirrorWorldPosition = new Vector3();
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+ var cameraWorldPosition = new Vector3();
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+ var rotationMatrix = new Matrix4();
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+ var lookAtPosition = new Vector3( 0, 0, - 1 );
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+ var clipPlane = new Vector4();
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+
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+ var view = new Vector3();
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+ var target = new Vector3();
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+ var q = new Vector4();
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+
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+ var textureMatrix = new Matrix4();
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+
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+ var mirrorCamera = new PerspectiveCamera();
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+
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+ var parameters = {
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+ minFilter: LinearFilter,
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+ magFilter: LinearFilter,
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+ format: RGBFormat,
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+ stencilBuffer: false
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+ };
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+
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+ var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
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+
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+ if ( ! _Math.isPowerOfTwo( textureWidth ) || ! _Math.isPowerOfTwo( textureHeight ) ) {
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+
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+ renderTarget.texture.generateMipmaps = false;
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+
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+ }
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+
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+ var mirrorShader = {
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+
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+ uniforms: UniformsUtils.merge( [
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+ UniformsLib[ 'fog' ],
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+ UniformsLib[ 'lights' ],
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+ {
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+ "normalSampler": { value: null },
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+ "mirrorSampler": { value: null },
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+ "alpha": { value: 1.0 },
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+ "time": { value: 0.0 },
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+ "size": { value: 1.0 },
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+ "distortionScale": { value: 20.0 },
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+ "textureMatrix": { value: new Matrix4() },
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+ "sunColor": { value: new Color( 0x7F7F7F ) },
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+ "sunDirection": { value: new Vector3( 0.70707, 0.70707, 0 ) },
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+ "eye": { value: new Vector3() },
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+ "waterColor": { value: new Color( 0x555555 ) }
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+ }
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+ ] ),
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+
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+ vertexShader: [
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+ 'uniform mat4 textureMatrix;',
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+ 'uniform float time;',
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+
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+ 'varying vec4 mirrorCoord;',
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+ 'varying vec4 worldPosition;',
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+
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+ ShaderChunk[ 'fog_pars_vertex' ],
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+ ShaderChunk[ 'shadowmap_pars_vertex' ],
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+
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+ 'void main() {',
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+ ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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+ ' worldPosition = mirrorCoord.xyzw;',
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+ ' mirrorCoord = textureMatrix * mirrorCoord;',
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+ ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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+ ' gl_Position = projectionMatrix * mvPosition;',
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+
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+ ShaderChunk[ 'fog_vertex' ],
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+ ShaderChunk[ 'shadowmap_vertex' ],
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+
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+ '}'
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+ ].join( '\n' ),
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+
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+ fragmentShader: [
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+ 'uniform sampler2D mirrorSampler;',
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+ 'uniform float alpha;',
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+ 'uniform float time;',
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+ 'uniform float size;',
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+ 'uniform float distortionScale;',
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+ 'uniform sampler2D normalSampler;',
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+ 'uniform vec3 sunColor;',
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+ 'uniform vec3 sunDirection;',
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+ 'uniform vec3 eye;',
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+ 'uniform vec3 waterColor;',
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+
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+ 'varying vec4 mirrorCoord;',
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+ 'varying vec4 worldPosition;',
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+
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+ 'vec4 getNoise( vec2 uv ) {',
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+ ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
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+ ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
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+ ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
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+ ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
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+ ' vec4 noise = texture2D( normalSampler, uv0 ) +',
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+ ' texture2D( normalSampler, uv1 ) +',
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+ ' texture2D( normalSampler, uv2 ) +',
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+ ' texture2D( normalSampler, uv3 );',
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+ ' return noise * 0.5 - 1.0;',
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+ '}',
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+
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+ 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
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+ ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
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+ ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
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+ ' specularColor += pow( direction, shiny ) * sunColor * spec;',
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+ ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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+ '}',
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+
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+ ShaderChunk[ 'common' ],
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+ ShaderChunk[ 'packing' ],
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+ ShaderChunk[ 'bsdfs' ],
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+ ShaderChunk[ 'fog_pars_fragment' ],
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+ ShaderChunk[ 'lights_pars_begin' ],
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+ ShaderChunk[ 'shadowmap_pars_fragment' ],
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+ ShaderChunk[ 'shadowmask_pars_fragment' ],
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+
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+ 'void main() {',
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+ ' vec4 noise = getNoise( worldPosition.xz * size );',
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+ ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
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+
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+ ' vec3 diffuseLight = vec3(0.0);',
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+ ' vec3 specularLight = vec3(0.0);',
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+
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+ ' vec3 worldToEye = eye-worldPosition.xyz;',
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+ ' vec3 eyeDirection = normalize( worldToEye );',
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+ ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
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+
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+ ' float distance = length(worldToEye);',
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+
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+ ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
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+ ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
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+
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+ ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
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+ ' float rf0 = 0.3;',
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+ ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
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+ ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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+ ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
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+ ' vec3 outgoingLight = albedo;',
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+ ' gl_FragColor = vec4( outgoingLight, alpha );',
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+
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+ ShaderChunk[ 'tonemapping_fragment' ],
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+ ShaderChunk[ 'fog_fragment' ],
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+
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+ '}'
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+ ].join( '\n' )
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+
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+ };
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+
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+ var material = new ShaderMaterial( {
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+ fragmentShader: mirrorShader.fragmentShader,
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+ vertexShader: mirrorShader.vertexShader,
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+ uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
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+ transparent: true,
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+ lights: true,
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+ side: side,
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+ fog: fog
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+ } );
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+
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+ material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
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+ material.uniforms[ "textureMatrix" ].value = textureMatrix;
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+ material.uniforms[ "alpha" ].value = alpha;
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+ material.uniforms[ "time" ].value = time;
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+ material.uniforms[ "normalSampler" ].value = normalSampler;
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+ material.uniforms[ "sunColor" ].value = sunColor;
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+ material.uniforms[ "waterColor" ].value = waterColor;
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+ material.uniforms[ "sunDirection" ].value = sunDirection;
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+ material.uniforms[ "distortionScale" ].value = distortionScale;
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+
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+ material.uniforms[ "eye" ].value = eye;
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+
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+ scope.material = material;
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+
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+ scope.onBeforeRender = function ( renderer, scene, camera ) {
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+
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+ mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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+
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+ rotationMatrix.extractRotation( scope.matrixWorld );
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+
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+ normal.set( 0, 0, 1 );
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+ normal.applyMatrix4( rotationMatrix );
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+
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+ view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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+
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+ // Avoid rendering when mirror is facing away
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+
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+ if ( view.dot( normal ) > 0 ) return;
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+
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+ view.reflect( normal ).negate();
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+ view.add( mirrorWorldPosition );
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+
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+ rotationMatrix.extractRotation( camera.matrixWorld );
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+
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+ lookAtPosition.set( 0, 0, - 1 );
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+ lookAtPosition.applyMatrix4( rotationMatrix );
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+ lookAtPosition.add( cameraWorldPosition );
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+
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+ target.subVectors( mirrorWorldPosition, lookAtPosition );
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+ target.reflect( normal ).negate();
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+ target.add( mirrorWorldPosition );
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+
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+ mirrorCamera.position.copy( view );
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+ mirrorCamera.up.set( 0, 1, 0 );
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+ mirrorCamera.up.applyMatrix4( rotationMatrix );
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+ mirrorCamera.up.reflect( normal );
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+ mirrorCamera.lookAt( target );
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+
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+ mirrorCamera.far = camera.far; // Used in WebGLBackground
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+
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+ mirrorCamera.updateMatrixWorld();
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+ mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
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+
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+ // Update the texture matrix
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+ textureMatrix.set(
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+ 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0
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+ );
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+ textureMatrix.multiply( mirrorCamera.projectionMatrix );
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+ textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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+
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+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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+ mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
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+ mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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+
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+ clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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+
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+ var projectionMatrix = mirrorCamera.projectionMatrix;
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+
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+ q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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+ q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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+ q.z = - 1.0;
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+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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+
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+ // Calculate the scaled plane vector
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+ clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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+
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+ // Replacing the third row of the projection matrix
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+ projectionMatrix.elements[ 2 ] = clipPlane.x;
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+ projectionMatrix.elements[ 6 ] = clipPlane.y;
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+ projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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+ projectionMatrix.elements[ 14 ] = clipPlane.w;
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+
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+ eye.setFromMatrixPosition( camera.matrixWorld );
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+
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+ //
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+
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+ var currentRenderTarget = renderer.getRenderTarget();
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+
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+ var currentVrEnabled = renderer.vr.enabled;
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+ var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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+
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+ scope.visible = false;
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+
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+ renderer.vr.enabled = false; // Avoid camera modification and recursion
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+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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+
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+ renderer.setRenderTarget( renderTarget );
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+ renderer.clear();
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+ renderer.render( scene, mirrorCamera );
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+
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+ scope.visible = true;
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+
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+ renderer.vr.enabled = currentVrEnabled;
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+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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+
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+ renderer.setRenderTarget( currentRenderTarget );
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+
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+ };
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+
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+};
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+
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+Water.prototype = Object.create( Mesh.prototype );
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+Water.prototype.constructor = Water;
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+
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+export { Water };
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