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@@ -23,323 +23,324 @@ import {
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* http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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*/
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-var Water = function ( geometry, options ) {
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+class Water extends Mesh {
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- Mesh.call( this, geometry );
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+ constructor( geometry, options = {} ) {
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- var scope = this;
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+ super( geometry );
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- options = options || {};
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+ const scope = this;
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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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+ const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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+ const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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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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+ const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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+ const alpha = options.alpha !== undefined ? options.alpha : 1.0;
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+ const time = options.time !== undefined ? options.time : 0.0;
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+ const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
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+ const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
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+ const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
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+ const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
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+ const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
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+ const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
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+ const side = options.side !== undefined ? options.side : FrontSide;
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+ const fog = options.fog !== undefined ? options.fog : false;
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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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+ const mirrorPlane = new Plane();
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+ const normal = new Vector3();
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+ const mirrorWorldPosition = new Vector3();
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+ const cameraWorldPosition = new Vector3();
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+ const rotationMatrix = new Matrix4();
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+ const lookAtPosition = new Vector3( 0, 0, - 1 );
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+ const clipPlane = new Vector4();
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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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+ const view = new Vector3();
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+ const target = new Vector3();
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+ const q = new Vector4();
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- var textureMatrix = new Matrix4();
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+ const textureMatrix = new Matrix4();
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- var mirrorCamera = new PerspectiveCamera();
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+ const mirrorCamera = new PerspectiveCamera();
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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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- };
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+ const parameters = {
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+ minFilter: LinearFilter,
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+ magFilter: LinearFilter,
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+ format: RGBFormat
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+ };
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- var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
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+ const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
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- if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
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+ if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
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- renderTarget.texture.generateMipmaps = false;
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+ renderTarget.texture.generateMipmaps = false;
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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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- '#include <common>',
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- '#include <fog_pars_vertex>',
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- '#include <shadowmap_pars_vertex>',
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- '#include <logdepthbuf_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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- '#include <beginnormal_vertex>',
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- '#include <defaultnormal_vertex>',
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- '#include <logdepthbuf_vertex>',
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- '#include <fog_vertex>',
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- '#include <shadowmap_vertex>',
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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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- '#include <common>',
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- '#include <packing>',
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- '#include <bsdfs>',
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- '#include <fog_pars_fragment>',
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- '#include <logdepthbuf_pars_fragment>',
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- '#include <lights_pars_begin>',
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- '#include <shadowmap_pars_fragment>',
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- '#include <shadowmask_pars_fragment>',
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-
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- 'void main() {',
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-
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- '#include <logdepthbuf_fragment>',
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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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- '#include <tonemapping_fragment>',
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- '#include <fog_fragment>',
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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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- 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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+ const 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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+ '#include <common>',
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+ '#include <fog_pars_vertex>',
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+ '#include <shadowmap_pars_vertex>',
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+ '#include <logdepthbuf_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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+ '#include <beginnormal_vertex>',
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+ '#include <defaultnormal_vertex>',
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+ '#include <logdepthbuf_vertex>',
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+ '#include <fog_vertex>',
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+ '#include <shadowmap_vertex>',
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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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+ '#include <common>',
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+ '#include <packing>',
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+ '#include <bsdfs>',
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+ '#include <fog_pars_fragment>',
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+ '#include <logdepthbuf_pars_fragment>',
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+ '#include <lights_pars_begin>',
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+ '#include <shadowmap_pars_fragment>',
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+ '#include <shadowmask_pars_fragment>',
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+
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+ 'void main() {',
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+
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+ '#include <logdepthbuf_fragment>',
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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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+ '#include <tonemapping_fragment>',
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+ '#include <fog_fragment>',
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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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+ const 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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+ 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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- material.uniforms[ 'eye' ].value = eye;
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+ material.uniforms[ 'eye' ].value = eye;
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- scope.material = material;
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+ scope.material = material;
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- scope.onBeforeRender = function ( renderer, scene, camera ) {
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+ scope.onBeforeRender = function ( renderer, scene, camera ) {
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- mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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- cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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+ mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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- rotationMatrix.extractRotation( scope.matrixWorld );
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+ rotationMatrix.extractRotation( scope.matrixWorld );
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- normal.set( 0, 0, 1 );
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- normal.applyMatrix4( rotationMatrix );
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+ normal.set( 0, 0, 1 );
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+ normal.applyMatrix4( rotationMatrix );
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- view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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+ view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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- // Avoid rendering when mirror is facing away
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+ // Avoid rendering when mirror is facing away
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- if ( view.dot( normal ) > 0 ) return;
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+ if ( view.dot( normal ) > 0 ) return;
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- view.reflect( normal ).negate();
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- view.add( mirrorWorldPosition );
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+ view.reflect( normal ).negate();
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+ view.add( mirrorWorldPosition );
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- rotationMatrix.extractRotation( camera.matrixWorld );
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+ rotationMatrix.extractRotation( camera.matrixWorld );
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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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+ lookAtPosition.set( 0, 0, - 1 );
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+ lookAtPosition.applyMatrix4( rotationMatrix );
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+ lookAtPosition.add( cameraWorldPosition );
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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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+ target.subVectors( mirrorWorldPosition, lookAtPosition );
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+ target.reflect( normal ).negate();
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+ target.add( mirrorWorldPosition );
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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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+ 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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|
|
- mirrorCamera.far = camera.far; // Used in WebGLBackground
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|
+ mirrorCamera.far = camera.far; // Used in WebGLBackground
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|
|
- mirrorCamera.updateMatrixWorld();
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|
|
- mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
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|
|
+ mirrorCamera.updateMatrixWorld();
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|
|
+ mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
|
|
|
|
|
|
- // Update the texture matrix
|
|
|
- textureMatrix.set(
|
|
|
- 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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|
|
- textureMatrix.multiply( mirrorCamera.projectionMatrix );
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|
|
- textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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|
|
+ // Update the texture matrix
|
|
|
+ textureMatrix.set(
|
|
|
+ 0.5, 0.0, 0.0, 0.5,
|
|
|
+ 0.0, 0.5, 0.0, 0.5,
|
|
|
+ 0.0, 0.0, 0.5, 0.5,
|
|
|
+ 0.0, 0.0, 0.0, 1.0
|
|
|
+ );
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|
|
+ textureMatrix.multiply( mirrorCamera.projectionMatrix );
|
|
|
+ textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
|
|
|
|
|
|
- // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
|
|
|
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
|
|
|
- mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
|
|
|
- mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
|
|
|
+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
|
|
|
+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
|
|
|
+ mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
|
|
|
+ mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
|
|
|
|
|
|
- clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
|
|
|
+ clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
|
|
|
|
|
|
- var projectionMatrix = mirrorCamera.projectionMatrix;
|
|
|
+ const projectionMatrix = mirrorCamera.projectionMatrix;
|
|
|
|
|
|
- q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
|
|
|
- q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
|
|
|
- q.z = - 1.0;
|
|
|
- q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
|
|
|
+ q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
|
|
|
+ q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
|
|
|
+ q.z = - 1.0;
|
|
|
+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
|
|
|
|
|
|
- // Calculate the scaled plane vector
|
|
|
- clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
|
|
|
+ // Calculate the scaled plane vector
|
|
|
+ clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
|
|
|
|
|
|
- // Replacing the third row of the projection matrix
|
|
|
- projectionMatrix.elements[ 2 ] = clipPlane.x;
|
|
|
- projectionMatrix.elements[ 6 ] = clipPlane.y;
|
|
|
- projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
|
|
|
- projectionMatrix.elements[ 14 ] = clipPlane.w;
|
|
|
+ // Replacing the third row of the projection matrix
|
|
|
+ projectionMatrix.elements[ 2 ] = clipPlane.x;
|
|
|
+ projectionMatrix.elements[ 6 ] = clipPlane.y;
|
|
|
+ projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
|
|
|
+ projectionMatrix.elements[ 14 ] = clipPlane.w;
|
|
|
|
|
|
- eye.setFromMatrixPosition( camera.matrixWorld );
|
|
|
+ eye.setFromMatrixPosition( camera.matrixWorld );
|
|
|
|
|
|
- // Render
|
|
|
+ // Render
|
|
|
|
|
|
- var currentRenderTarget = renderer.getRenderTarget();
|
|
|
+ const currentRenderTarget = renderer.getRenderTarget();
|
|
|
|
|
|
- var currentXrEnabled = renderer.xr.enabled;
|
|
|
- var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
|
|
+ const currentXrEnabled = renderer.xr.enabled;
|
|
|
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
|
|
|
|
|
- scope.visible = false;
|
|
|
+ scope.visible = false;
|
|
|
|
|
|
- renderer.xr.enabled = false; // Avoid camera modification and recursion
|
|
|
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
|
|
|
+ renderer.xr.enabled = false; // Avoid camera modification and recursion
|
|
|
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
|
|
|
|
|
|
- renderer.setRenderTarget( renderTarget );
|
|
|
+ renderer.setRenderTarget( renderTarget );
|
|
|
|
|
|
- renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
|
|
|
+ renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
|
|
|
|
|
|
- if ( renderer.autoClear === false ) renderer.clear();
|
|
|
- renderer.render( scene, mirrorCamera );
|
|
|
+ if ( renderer.autoClear === false ) renderer.clear();
|
|
|
+ renderer.render( scene, mirrorCamera );
|
|
|
|
|
|
- scope.visible = true;
|
|
|
+ scope.visible = true;
|
|
|
|
|
|
- renderer.xr.enabled = currentXrEnabled;
|
|
|
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
|
|
+ renderer.xr.enabled = currentXrEnabled;
|
|
|
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
|
|
|
|
|
- renderer.setRenderTarget( currentRenderTarget );
|
|
|
+ renderer.setRenderTarget( currentRenderTarget );
|
|
|
|
|
|
- // Restore viewport
|
|
|
+ // Restore viewport
|
|
|
|
|
|
- var viewport = camera.viewport;
|
|
|
+ const viewport = camera.viewport;
|
|
|
|
|
|
- if ( viewport !== undefined ) {
|
|
|
+ if ( viewport !== undefined ) {
|
|
|
|
|
|
- renderer.state.viewport( viewport );
|
|
|
+ renderer.state.viewport( viewport );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
|
|
|
- };
|
|
|
+ }
|
|
|
|
|
|
-};
|
|
|
+}
|
|
|
|
|
|
-Water.prototype = Object.create( Mesh.prototype );
|
|
|
-Water.prototype.constructor = Water;
|
|
|
+Water.prototype.isWater = true;
|
|
|
|
|
|
export { Water };
|