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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.ShaderLib['water'] = {
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+
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+ uniforms: { "normalSampler": { type: "t", value: null },
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+ "mirrorSampler": { type: "t", value: null },
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+ "alpha": { type: "f", value: 1.0 },
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+ "time": { type: "f", value: 0.0 },
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+ "distortionScale": { type: "f", value: 20.0 },
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+ "textureMatrix" : { type: "m4", value: new THREE.Matrix4() },
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+ "sunColor": { type: "c", value: new THREE.Color( 0x7F7F7F ) },
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+ "sunDirection": { type: "v3", value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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+ "eye": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
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+ "waterColor": { type: "c", value: new THREE.Color( 0x555555 ) }
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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 vec3 worldPosition;',
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+
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+ 'void main()',
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+ '{',
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+ ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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+ ' worldPosition = mirrorCoord.xyz;',
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+ ' mirrorCoord = textureMatrix * mirrorCoord;',
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+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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+ '}'
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+ ].join('\n'),
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+
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+ fragmentShader: [
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+ 'precision highp float;',
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+
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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 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 vec3 worldPosition;',
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+
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+ 'vec4 getNoise( vec2 uv )',
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+ '{',
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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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+ '{',
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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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+ 'void main()',
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+ '{',
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+ ' vec4 noise = getNoise( worldPosition.xz );',
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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;',
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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, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
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+ ' gl_FragColor = vec4( albedo, alpha );',
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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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+THREE.Water = function ( renderer, camera, scene, options ) {
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+
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+ THREE.Object3D.call( this );
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+ this.name = 'water_' + this.id;
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+
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+ function isPowerOfTwo ( value ) {
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+ return ( value & ( value - 1 ) ) === 0;
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+ };
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+ function optionalParameter ( value, defaultValue ) {
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+ return value !== undefined ? value : defaultValue;
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+ };
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+
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+ options = options || {};
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+
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+ this.matrixNeedsUpdate = true;
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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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+
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+ this.renderer = renderer;
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+ this.scene = scene;
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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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+ if ( camera instanceof THREE.PerspectiveCamera )
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+ this.camera = camera;
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+ else
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+ {
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+ this.camera = new THREE.PerspectiveCamera();
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+ console.log(this.name + ': camera is not a Perspective Camera!')
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+ }
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+
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+ this.textureMatrix = new THREE.Matrix4();
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+
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+ this.mirrorCamera = this.camera.clone();
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+
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+ this.texture = new THREE.WebGLRenderTarget( width, height );
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+ this.tempTexture = new THREE.WebGLRenderTarget( width, height );
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+
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+ var mirrorShader = THREE.ShaderLib[ "water" ];
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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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+ } );
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+
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+ this.material.uniforms.mirrorSampler.value = this.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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+
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+ this.material.uniforms.eye.value = this.eye;
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+
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+ if ( !isPowerOfTwo(width) || !isPowerOfTwo(height) )
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+ {
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+ this.texture.generateMipmaps = false;
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+ this.tempTexture.generateMipmaps = false;
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+ }
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+
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+ this.updateTextureMatrix();
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+ this.render();
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+};
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+
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+THREE.Water.prototype = Object.create( THREE.Mirror.prototype );
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+
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+
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+THREE.Water.prototype.updateTextureMatrix = function () {
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+
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+ function sign(x) { return x ? x < 0 ? -1 : 1 : 0; }
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+
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+ this.updateMatrixWorld();
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+ this.camera.updateMatrixWorld();
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+
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+ this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
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+ this.cameraWorldPosition.setFromMatrixPosition( this.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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+ var reflectView = view.reflect( this.normal );
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+ reflectView.add( this.mirrorWorldPosition );
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+
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+ this.rotationMatrix.extractRotation( this.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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+ var reflectTarget = target.reflect( this.normal );
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+ reflectTarget.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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+ var reflectUp = this.up.reflect( this.normal );
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+
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+ this.mirrorCamera.position.copy(reflectView);
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+ this.mirrorCamera.up = reflectUp;
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+ this.mirrorCamera.lookAt(reflectTarget);
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+ this.mirrorCamera.aspect = this.camera.aspect;
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+
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+ this.mirrorCamera.updateProjectionMatrix();
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+ this.mirrorCamera.updateMatrixWorld();
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+ this.mirrorCamera.matrixWorldInverse.getInverse(this.mirrorCamera.matrixWorld);
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+
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+ // Update the texture matrix
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+ this.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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+ 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 = (sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
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+ q.y = (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 = new THREE.Vector4();
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+ 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( this.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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