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Water.js
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Water.js
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import {
Color,
FrontSide,
LinearEncoding,
LinearFilter,
MathUtils,
Matrix4,
Mesh,
NoToneMapping,
PerspectiveCamera,
Plane,
RGBFormat,
ShaderMaterial,
UniformsLib,
UniformsUtils,
Vector3,
Vector4,
WebGLRenderTarget
} from "./three.module.js";
/**
* Work based on :
* http://slayvin.net : Flat mirror for three.js
* http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
* http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
*/
var Water = function ( geometry, options ) {
Mesh.call( this, geometry );
var scope = this;
options = options || {};
var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
var alpha = options.alpha !== undefined ? options.alpha : 1.0;
var time = options.time !== undefined ? options.time : 0.0;
var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
var side = options.side !== undefined ? options.side : FrontSide;
var fog = options.fog !== undefined ? options.fog : false;
//
var mirrorPlane = new Plane();
var normal = new Vector3();
var mirrorWorldPosition = new Vector3();
var cameraWorldPosition = new Vector3();
var rotationMatrix = new Matrix4();
var lookAtPosition = new Vector3( 0, 0, - 1 );
var clipPlane = new Vector4();
var view = new Vector3();
var target = new Vector3();
var q = new Vector4();
var textureMatrix = new Matrix4();
var mirrorCamera = new PerspectiveCamera();
var parameters = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat
};
var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
renderTarget.texture.generateMipmaps = false;
}
var mirrorShader = {
uniforms: UniformsUtils.merge( [
UniformsLib[ 'fog' ],
UniformsLib[ 'lights' ],
{
"normalSampler": { value: null },
"mirrorSampler": { value: null },
"alpha": { value: 1.0 },
"time": { value: 0.0 },
"size": { value: 1.0 },
"distortionScale": { value: 20.0 },
"textureMatrix": { value: new Matrix4() },
"sunColor": { value: new Color( 0x7F7F7F ) },
"sunDirection": { value: new Vector3( 0.70707, 0.70707, 0 ) },
"eye": { value: new Vector3() },
"waterColor": { value: new Color( 0x555555 ) }
}
] ),
vertexShader: [
'uniform mat4 textureMatrix;',
'uniform float time;',
'varying vec4 mirrorCoord;',
'varying vec4 worldPosition;',
'#include <common>',
'#include <fog_pars_vertex>',
'#include <shadowmap_pars_vertex>',
'#include <logdepthbuf_pars_vertex>',
'void main() {',
' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
' worldPosition = mirrorCoord.xyzw;',
' mirrorCoord = textureMatrix * mirrorCoord;',
' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
' gl_Position = projectionMatrix * mvPosition;',
'#include <beginnormal_vertex>',
'#include <defaultnormal_vertex>',
'#include <logdepthbuf_vertex>',
'#include <fog_vertex>',
'#include <shadowmap_vertex>',
'}'
].join( '\n' ),
fragmentShader: [
'uniform sampler2D mirrorSampler;',
'uniform float alpha;',
'uniform float time;',
'uniform float size;',
'uniform float distortionScale;',
'uniform sampler2D normalSampler;',
'uniform vec3 sunColor;',
'uniform vec3 sunDirection;',
'uniform vec3 eye;',
'uniform vec3 waterColor;',
'varying vec4 mirrorCoord;',
'varying vec4 worldPosition;',
'vec4 getNoise( vec2 uv ) {',
' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
' vec4 noise = texture2D( normalSampler, uv0 ) +',
' texture2D( normalSampler, uv1 ) +',
' texture2D( normalSampler, uv2 ) +',
' texture2D( normalSampler, uv3 );',
' return noise * 0.5 - 1.0;',
'}',
'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
' specularColor += pow( direction, shiny ) * sunColor * spec;',
' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
'}',
'#include <common>',
'#include <packing>',
'#include <bsdfs>',
'#include <fog_pars_fragment>',
'#include <logdepthbuf_pars_fragment>',
'#include <lights_pars_begin>',
'#include <shadowmap_pars_fragment>',
'#include <shadowmask_pars_fragment>',
'void main() {',
'#include <logdepthbuf_fragment>',
' vec4 noise = getNoise( worldPosition.xz * size );',
' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
' vec3 diffuseLight = vec3(0.0);',
' vec3 specularLight = vec3(0.0);',
' vec3 worldToEye = eye-worldPosition.xyz;',
' vec3 eyeDirection = normalize( worldToEye );',
' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
' float distance = length(worldToEye);',
' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
' float rf0 = 0.3;',
' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
' vec3 outgoingLight = albedo;',
' gl_FragColor = vec4( outgoingLight, alpha );',
'#include <tonemapping_fragment>',
'#include <fog_fragment>',
'}'
].join( '\n' )
};
var material = new ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
lights: true,
side: side,
fog: fog
} );
material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
material.uniforms[ "textureMatrix" ].value = textureMatrix;
material.uniforms[ "alpha" ].value = alpha;
material.uniforms[ "time" ].value = time;
material.uniforms[ "normalSampler" ].value = normalSampler;
material.uniforms[ "sunColor" ].value = sunColor;
material.uniforms[ "waterColor" ].value = waterColor;
material.uniforms[ "sunDirection" ].value = sunDirection;
material.uniforms[ "distortionScale" ].value = distortionScale;
material.uniforms[ "eye" ].value = eye;
scope.material = material;
scope.onBeforeRender = function ( renderer, scene, camera ) {
mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
rotationMatrix.extractRotation( scope.matrixWorld );
normal.set( 0, 0, 1 );
normal.applyMatrix4( rotationMatrix );
view.subVectors( mirrorWorldPosition, cameraWorldPosition );
// Avoid rendering when mirror is facing away
if ( view.dot( normal ) > 0 ) return;
view.reflect( normal ).negate();
view.add( mirrorWorldPosition );
rotationMatrix.extractRotation( camera.matrixWorld );
lookAtPosition.set( 0, 0, - 1 );
lookAtPosition.applyMatrix4( rotationMatrix );
lookAtPosition.add( cameraWorldPosition );
target.subVectors( mirrorWorldPosition, lookAtPosition );
target.reflect( normal ).negate();
target.add( mirrorWorldPosition );
mirrorCamera.position.copy( view );
mirrorCamera.up.set( 0, 1, 0 );
mirrorCamera.up.applyMatrix4( rotationMatrix );
mirrorCamera.up.reflect( normal );
mirrorCamera.lookAt( target );
mirrorCamera.far = camera.far; // Used in WebGLBackground
mirrorCamera.updateMatrixWorld();
mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
// 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
);
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 );
clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
var 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 ];
// 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;
eye.setFromMatrixPosition( camera.matrixWorld );
// Render
if ( renderer.outputEncoding !== LinearEncoding ) {
console.warn( 'THREE.Water: WebGLRenderer must use LinearEncoding as outputEncoding.' );
scope.onBeforeRender = function () {};
return;
}
if ( renderer.toneMapping !== NoToneMapping ) {
console.warn( 'THREE.Water: WebGLRenderer must use NoToneMapping as toneMapping.' );
scope.onBeforeRender = function () {};
return;
}
var currentRenderTarget = renderer.getRenderTarget();
var currentXrEnabled = renderer.xr.enabled;
var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
scope.visible = false;
renderer.xr.enabled = false; // Avoid camera modification and recursion
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
renderer.setRenderTarget( renderTarget );
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 );
scope.visible = true;
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget( currentRenderTarget );
// Restore viewport
var viewport = camera.viewport;
if ( viewport !== undefined ) {
renderer.state.viewport( viewport );
}
};
};
Water.prototype = Object.create( Mesh.prototype );
Water.prototype.constructor = Water;
export { Water };