You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
334 lines
11 KiB
334 lines
11 KiB
import {
|
|
Color,
|
|
FrontSide,
|
|
Matrix4,
|
|
Mesh,
|
|
PerspectiveCamera,
|
|
Plane,
|
|
ShaderMaterial,
|
|
UniformsLib,
|
|
UniformsUtils,
|
|
Vector3,
|
|
Vector4,
|
|
WebGLRenderTarget
|
|
} from 'three';
|
|
|
|
/**
|
|
* Work based on :
|
|
* https://github.com/Slayvin: Flat mirror for three.js
|
|
* https://home.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
|
|
*/
|
|
|
|
class Water extends Mesh {
|
|
|
|
constructor( geometry, options = {} ) {
|
|
|
|
super( geometry );
|
|
|
|
this.isWater = true;
|
|
|
|
const scope = this;
|
|
|
|
const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
|
|
const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
|
|
|
|
const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
|
|
const alpha = options.alpha !== undefined ? options.alpha : 1.0;
|
|
const time = options.time !== undefined ? options.time : 0.0;
|
|
const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
|
|
const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
|
|
const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
|
|
const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
|
|
const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
|
|
const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
|
|
const side = options.side !== undefined ? options.side : FrontSide;
|
|
const fog = options.fog !== undefined ? options.fog : false;
|
|
|
|
//
|
|
|
|
const mirrorPlane = new Plane();
|
|
const normal = new Vector3();
|
|
const mirrorWorldPosition = new Vector3();
|
|
const cameraWorldPosition = new Vector3();
|
|
const rotationMatrix = new Matrix4();
|
|
const lookAtPosition = new Vector3( 0, 0, - 1 );
|
|
const clipPlane = new Vector4();
|
|
|
|
const view = new Vector3();
|
|
const target = new Vector3();
|
|
const q = new Vector4();
|
|
|
|
const textureMatrix = new Matrix4();
|
|
|
|
const mirrorCamera = new PerspectiveCamera();
|
|
|
|
const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
|
|
|
|
const mirrorShader = {
|
|
|
|
name: '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: /* glsl */`
|
|
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>
|
|
}`,
|
|
|
|
fragmentShader: /* glsl */`
|
|
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 <colorspace_fragment>
|
|
#include <fog_fragment>
|
|
}`
|
|
|
|
};
|
|
|
|
const material = new ShaderMaterial( {
|
|
name: mirrorShader.name,
|
|
uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
|
|
vertexShader: mirrorShader.vertexShader,
|
|
fragmentShader: mirrorShader.fragmentShader,
|
|
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 );
|
|
|
|
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 ];
|
|
|
|
// 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
|
|
|
|
const currentRenderTarget = renderer.getRenderTarget();
|
|
|
|
const currentXrEnabled = renderer.xr.enabled;
|
|
const 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
|
|
|
|
const viewport = camera.viewport;
|
|
|
|
if ( viewport !== undefined ) {
|
|
|
|
renderer.state.viewport( viewport );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { Water };
|