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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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-THREE.Water = function ( options ) {
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-
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- THREE.Object3D.call( this );
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-
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- function optionalParameter( value, defaultValue ) {
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-
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- return value !== undefined ? value : defaultValue;
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-
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- }
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-
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- options = options || {};
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-
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- var width = optionalParameter( options.textureWidth, 512 );
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- var height = optionalParameter( options.textureHeight, 512 );
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- this.clipBias = optionalParameter( options.clipBias, 0.0 );
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- this.alpha = optionalParameter( options.alpha, 1.0 );
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- this.time = optionalParameter( options.time, 0.0 );
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- this.normalSampler = optionalParameter( options.waterNormals, null );
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- this.sunDirection = optionalParameter( options.sunDirection, new THREE.Vector3( 0.70707, 0.70707, 0.0 ) );
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- this.sunColor = new THREE.Color( optionalParameter( options.sunColor, 0xffffff ) );
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- this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
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- this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
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- this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
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- this.side = optionalParameter( options.side, THREE.FrontSide );
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- this.fog = optionalParameter( options.fog, false );
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-
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- this.mirrorPlane = new THREE.Plane();
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- this.normal = new THREE.Vector3( 0, 0, 1 );
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- this.mirrorWorldPosition = new THREE.Vector3();
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- this.cameraWorldPosition = new THREE.Vector3();
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- this.rotationMatrix = new THREE.Matrix4();
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- this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
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- this.clipPlane = new THREE.Vector4();
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-
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- this.textureMatrix = new THREE.Matrix4();
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-
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- this.renderTarget = new THREE.WebGLRenderTarget( width, height );
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-
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- var mirrorShader = {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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- THREE.UniformsLib[ 'fog' ],
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- THREE.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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- noiseScale: { value: 1.0 },
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- textureMatrix: { value: new THREE.Matrix4() },
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- sunColor: { value: new THREE.Color( 0x7F7F7F ) },
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- sunDirection: { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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- eye: { value: new THREE.Vector3() },
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- waterColor: { value: new THREE.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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- THREE.ShaderChunk[ 'fog_pars_vertex' ],
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- THREE.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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- THREE.ShaderChunk[ 'fog_vertex' ],
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- THREE.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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- THREE.ShaderChunk[ 'common' ],
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- THREE.ShaderChunk[ 'packing' ],
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- THREE.ShaderChunk[ 'bsdfs' ],
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- THREE.ShaderChunk[ 'fog_pars_fragment' ],
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- THREE.ShaderChunk[ 'lights_pars' ],
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- THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
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- THREE.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.z + 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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- THREE.ShaderChunk[ 'tonemapping_fragment' ],
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- THREE.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 mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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-
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- this.material = new THREE.ShaderMaterial( {
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- fragmentShader: mirrorShader.fragmentShader,
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- vertexShader: mirrorShader.vertexShader,
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- uniforms: mirrorUniforms,
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- transparent: true,
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- lights: true,
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- side: this.side,
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- fog: this.fog
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- } );
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-
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- this.material.uniforms.mirrorSampler.value = this.renderTarget.texture;
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- this.material.uniforms.textureMatrix.value = this.textureMatrix;
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- this.material.uniforms.alpha.value = this.alpha;
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- this.material.uniforms.time.value = this.time;
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- this.material.uniforms.normalSampler.value = this.normalSampler;
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- this.material.uniforms.sunColor.value = this.sunColor;
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- this.material.uniforms.waterColor.value = this.waterColor;
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- this.material.uniforms.sunDirection.value = this.sunDirection;
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- this.material.uniforms.distortionScale.value = this.distortionScale;
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- this.material.uniforms.size.value = this.size;
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-
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- this.material.uniforms.eye.value = this.eye;
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-
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- if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
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-
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- this.renderTarget.texture.generateMipmaps = false;
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- this.renderTarget.texture.minFilter = THREE.LinearFilter;
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-
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- }
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-
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-};
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-
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-THREE.Water.prototype = Object.create( THREE.Object3D.prototype );
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-THREE.Water.prototype.constructor = THREE.Water;
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-
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-
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-THREE.Water.prototype.updateTextureMatrix = function ( camera ) {
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-
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- this.mirrorCamera = this.mirrorCamera || camera.clone();
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-
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- this.updateMatrixWorld();
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- camera.updateMatrixWorld();
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-
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- this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
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- this.cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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-
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- this.rotationMatrix.extractRotation( this.matrixWorld );
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-
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- this.normal.set( 0, 0, 1 );
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- this.normal.applyMatrix4( this.rotationMatrix );
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-
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- var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
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- view.reflect( this.normal ).negate();
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- view.add( this.mirrorWorldPosition );
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-
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- this.rotationMatrix.extractRotation( camera.matrixWorld );
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-
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- this.lookAtPosition.set( 0, 0, -1 );
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- this.lookAtPosition.applyMatrix4( this.rotationMatrix );
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- this.lookAtPosition.add( this.cameraWorldPosition );
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-
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- var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
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- target.reflect( this.normal ).negate();
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- target.add( this.mirrorWorldPosition );
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-
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- this.up.set( 0, - 1, 0 );
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- this.up.applyMatrix4( this.rotationMatrix );
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- this.up.reflect( this.normal ).negate();
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-
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- this.mirrorCamera.position.copy( view );
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- this.mirrorCamera.up = this.up;
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- this.mirrorCamera.lookAt( target );
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- this.mirrorCamera.aspect = camera.aspect;
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-
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- this.mirrorCamera.updateProjectionMatrix();
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- this.mirrorCamera.updateMatrixWorld();
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-
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- // Update the texture matrix
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- this.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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- this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
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- this.textureMatrix.multiply( this.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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- this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
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- this.mirrorPlane.applyMatrix4( this.mirrorCamera.matrixWorldInverse );
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-
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- this.clipPlane.set( this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
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-
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- var q = new THREE.Vector4();
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- var projectionMatrix = this.mirrorCamera.projectionMatrix;
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-
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- q.x = ( Math.sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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- q.y = ( Math.sign( this.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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- var c = this.clipPlane.multiplyScalar( 2.0 / this.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 ] = c.x;
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- projectionMatrix.elements[ 6 ] = c.y;
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- projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
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- projectionMatrix.elements[ 14 ] = c.w;
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-
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- var worldCoordinates = new THREE.Vector3();
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- worldCoordinates.setFromMatrixPosition( camera.matrixWorld );
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- this.eye = worldCoordinates;
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- this.material.uniforms.eye.value = this.eye;
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-
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-};
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-
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-THREE.WaterMesh = function ( width, height, options ) {
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-
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- var waterMaterial = new THREE.Water( options );
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-
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- THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( width, height ), waterMaterial.material );
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-
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- var scope = this;
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-
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- scope.name = 'water_' + scope.id;
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-
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- scope.water = waterMaterial;
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-
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- scope.add( waterMaterial );
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-
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- scope.onBeforeRender = function ( renderer, scene, camera ) {
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-
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- scope.water.updateTextureMatrix( camera );
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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.render( scene, scope.water.mirrorCamera, scope.water.renderTarget, true );
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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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-THREE.WaterMesh.prototype = Object.create( THREE.Mesh.prototype );
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-THREE.WaterMesh.prototype.constructor = THREE.WaterMesh;
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