362 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			362 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Clock, | ||
|  | 	Color, | ||
|  | 	Matrix4, | ||
|  | 	Mesh, | ||
|  | 	RepeatWrapping, | ||
|  | 	ShaderMaterial, | ||
|  | 	TextureLoader, | ||
|  | 	UniformsLib, | ||
|  | 	UniformsUtils, | ||
|  | 	Vector2, | ||
|  | 	Vector4 | ||
|  | } from 'three'; | ||
|  | import { Reflector } from '../objects/Reflector.js'; | ||
|  | import { Refractor } from '../objects/Refractor.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * References: | ||
|  |  *	https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
 | ||
|  |  *	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
 | ||
|  |  * | ||
|  |  */ | ||
|  | 
 | ||
|  | class Water extends Mesh { | ||
|  | 
 | ||
|  | 	constructor( geometry, options = {} ) { | ||
|  | 
 | ||
|  | 		super( geometry ); | ||
|  | 
 | ||
|  | 		this.isWater = true; | ||
|  | 
 | ||
|  | 		this.type = 'Water'; | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF ); | ||
|  | 		const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512; | ||
|  | 		const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512; | ||
|  | 		const clipBias = options.clipBias !== undefined ? options.clipBias : 0; | ||
|  | 		const flowDirection = options.flowDirection !== undefined ? options.flowDirection : new Vector2( 1, 0 ); | ||
|  | 		const flowSpeed = options.flowSpeed !== undefined ? options.flowSpeed : 0.03; | ||
|  | 		const reflectivity = options.reflectivity !== undefined ? options.reflectivity : 0.02; | ||
|  | 		const scale = options.scale !== undefined ? options.scale : 1; | ||
|  | 		const shader = options.shader !== undefined ? options.shader : Water.WaterShader; | ||
|  | 
 | ||
|  | 		const textureLoader = new TextureLoader(); | ||
|  | 
 | ||
|  | 		const flowMap = options.flowMap || undefined; | ||
|  | 		const normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' ); | ||
|  | 		const normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' ); | ||
|  | 
 | ||
|  | 		const cycle = 0.15; // a cycle of a flow map phase
 | ||
|  | 		const halfCycle = cycle * 0.5; | ||
|  | 		const textureMatrix = new Matrix4(); | ||
|  | 		const clock = new Clock(); | ||
|  | 
 | ||
|  | 		// internal components
 | ||
|  | 
 | ||
|  | 		if ( Reflector === undefined ) { | ||
|  | 
 | ||
|  | 			console.error( 'THREE.Water: Required component Reflector not found.' ); | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( Refractor === undefined ) { | ||
|  | 
 | ||
|  | 			console.error( 'THREE.Water: Required component Refractor not found.' ); | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const reflector = new Reflector( geometry, { | ||
|  | 			textureWidth: textureWidth, | ||
|  | 			textureHeight: textureHeight, | ||
|  | 			clipBias: clipBias | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		const refractor = new Refractor( geometry, { | ||
|  | 			textureWidth: textureWidth, | ||
|  | 			textureHeight: textureHeight, | ||
|  | 			clipBias: clipBias | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		reflector.matrixAutoUpdate = false; | ||
|  | 		refractor.matrixAutoUpdate = false; | ||
|  | 
 | ||
|  | 		// material
 | ||
|  | 
 | ||
|  | 		this.material = new ShaderMaterial( { | ||
|  | 			name: shader.name, | ||
|  | 			uniforms: UniformsUtils.merge( [ | ||
|  | 				UniformsLib[ 'fog' ], | ||
|  | 				shader.uniforms | ||
|  | 			] ), | ||
|  | 			vertexShader: shader.vertexShader, | ||
|  | 			fragmentShader: shader.fragmentShader, | ||
|  | 			transparent: true, | ||
|  | 			fog: true | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		if ( flowMap !== undefined ) { | ||
|  | 
 | ||
|  | 			this.material.defines.USE_FLOWMAP = ''; | ||
|  | 			this.material.uniforms[ 'tFlowMap' ] = { | ||
|  | 				type: 't', | ||
|  | 				value: flowMap | ||
|  | 			}; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			this.material.uniforms[ 'flowDirection' ] = { | ||
|  | 				type: 'v2', | ||
|  | 				value: flowDirection | ||
|  | 			}; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// maps
 | ||
|  | 
 | ||
|  | 		normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping; | ||
|  | 		normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping; | ||
|  | 
 | ||
|  | 		this.material.uniforms[ 'tReflectionMap' ].value = reflector.getRenderTarget().texture; | ||
|  | 		this.material.uniforms[ 'tRefractionMap' ].value = refractor.getRenderTarget().texture; | ||
|  | 		this.material.uniforms[ 'tNormalMap0' ].value = normalMap0; | ||
|  | 		this.material.uniforms[ 'tNormalMap1' ].value = normalMap1; | ||
|  | 
 | ||
|  | 		// water
 | ||
|  | 
 | ||
|  | 		this.material.uniforms[ 'color' ].value = color; | ||
|  | 		this.material.uniforms[ 'reflectivity' ].value = reflectivity; | ||
|  | 		this.material.uniforms[ 'textureMatrix' ].value = textureMatrix; | ||
|  | 
 | ||
|  | 		// inital values
 | ||
|  | 
 | ||
|  | 		this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
 | ||
|  | 		this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
 | ||
|  | 		this.material.uniforms[ 'config' ].value.z = halfCycle; // halfCycle
 | ||
|  | 		this.material.uniforms[ 'config' ].value.w = scale; // scale
 | ||
|  | 
 | ||
|  | 		// functions
 | ||
|  | 
 | ||
|  | 		function updateTextureMatrix( camera ) { | ||
|  | 
 | ||
|  | 			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( camera.projectionMatrix ); | ||
|  | 			textureMatrix.multiply( camera.matrixWorldInverse ); | ||
|  | 			textureMatrix.multiply( scope.matrixWorld ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function updateFlow() { | ||
|  | 
 | ||
|  | 			const delta = clock.getDelta(); | ||
|  | 			const config = scope.material.uniforms[ 'config' ]; | ||
|  | 
 | ||
|  | 			config.value.x += flowSpeed * delta; // flowMapOffset0
 | ||
|  | 			config.value.y = config.value.x + halfCycle; // flowMapOffset1
 | ||
|  | 
 | ||
|  | 			// Important: The distance between offsets should be always the value of "halfCycle".
 | ||
|  | 			// Moreover, both offsets should be in the range of [ 0, cycle ].
 | ||
|  | 			// This approach ensures a smooth water flow and avoids "reset" effects.
 | ||
|  | 
 | ||
|  | 			if ( config.value.x >= cycle ) { | ||
|  | 
 | ||
|  | 				config.value.x = 0; | ||
|  | 				config.value.y = halfCycle; | ||
|  | 
 | ||
|  | 			} else if ( config.value.y >= cycle ) { | ||
|  | 
 | ||
|  | 				config.value.y = config.value.y - cycle; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		this.onBeforeRender = function ( renderer, scene, camera ) { | ||
|  | 
 | ||
|  | 			updateTextureMatrix( camera ); | ||
|  | 			updateFlow(); | ||
|  | 
 | ||
|  | 			scope.visible = false; | ||
|  | 
 | ||
|  | 			reflector.matrixWorld.copy( scope.matrixWorld ); | ||
|  | 			refractor.matrixWorld.copy( scope.matrixWorld ); | ||
|  | 
 | ||
|  | 			reflector.onBeforeRender( renderer, scene, camera ); | ||
|  | 			refractor.onBeforeRender( renderer, scene, camera ); | ||
|  | 
 | ||
|  | 			scope.visible = true; | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | Water.WaterShader = { | ||
|  | 
 | ||
|  | 	name: 'WaterShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'color': { | ||
|  | 			type: 'c', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'reflectivity': { | ||
|  | 			type: 'f', | ||
|  | 			value: 0 | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'tReflectionMap': { | ||
|  | 			type: 't', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'tRefractionMap': { | ||
|  | 			type: 't', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'tNormalMap0': { | ||
|  | 			type: 't', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'tNormalMap1': { | ||
|  | 			type: 't', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'textureMatrix': { | ||
|  | 			type: 'm4', | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'config': { | ||
|  | 			type: 'v4', | ||
|  | 			value: new Vector4() | ||
|  | 		} | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		#include <common> | ||
|  | 		#include <fog_pars_vertex> | ||
|  | 		#include <logdepthbuf_pars_vertex> | ||
|  | 
 | ||
|  | 		uniform mat4 textureMatrix; | ||
|  | 
 | ||
|  | 		varying vec4 vCoord; | ||
|  | 		varying vec2 vUv; | ||
|  | 		varying vec3 vToEye; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vUv = uv; | ||
|  | 			vCoord = textureMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 			vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); | ||
|  | 			vToEye = cameraPosition - worldPosition.xyz; | ||
|  | 
 | ||
|  | 			vec4 mvPosition =  viewMatrix * worldPosition; // used in fog_vertex
 | ||
|  | 			gl_Position = projectionMatrix * mvPosition; | ||
|  | 
 | ||
|  | 			#include <logdepthbuf_vertex> | ||
|  | 			#include <fog_vertex> | ||
|  | 
 | ||
|  | 		}`,
 | ||
|  | 
 | ||
|  | 	fragmentShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		#include <common> | ||
|  | 		#include <fog_pars_fragment> | ||
|  | 		#include <logdepthbuf_pars_fragment> | ||
|  | 
 | ||
|  | 		uniform sampler2D tReflectionMap; | ||
|  | 		uniform sampler2D tRefractionMap; | ||
|  | 		uniform sampler2D tNormalMap0; | ||
|  | 		uniform sampler2D tNormalMap1; | ||
|  | 
 | ||
|  | 		#ifdef USE_FLOWMAP | ||
|  | 			uniform sampler2D tFlowMap; | ||
|  | 		#else | ||
|  | 			uniform vec2 flowDirection; | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		uniform vec3 color; | ||
|  | 		uniform float reflectivity; | ||
|  | 		uniform vec4 config; | ||
|  | 
 | ||
|  | 		varying vec4 vCoord; | ||
|  | 		varying vec2 vUv; | ||
|  | 		varying vec3 vToEye; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			#include <logdepthbuf_fragment> | ||
|  | 
 | ||
|  | 			float flowMapOffset0 = config.x; | ||
|  | 			float flowMapOffset1 = config.y; | ||
|  | 			float halfCycle = config.z; | ||
|  | 			float scale = config.w; | ||
|  | 
 | ||
|  | 			vec3 toEye = normalize( vToEye ); | ||
|  | 
 | ||
|  | 			// determine flow direction
 | ||
|  | 			vec2 flow; | ||
|  | 			#ifdef USE_FLOWMAP | ||
|  | 				flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0; | ||
|  | 			#else | ||
|  | 				flow = flowDirection; | ||
|  | 			#endif | ||
|  | 			flow.x *= - 1.0; | ||
|  | 
 | ||
|  | 			// sample normal maps (distort uvs with flowdata)
 | ||
|  | 			vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 ); | ||
|  | 			vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 ); | ||
|  | 
 | ||
|  | 			// linear interpolate to get the final normal color
 | ||
|  | 			float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle; | ||
|  | 			vec4 normalColor = mix( normalColor0, normalColor1, flowLerp ); | ||
|  | 
 | ||
|  | 			// calculate normal vector
 | ||
|  | 			vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b,  normalColor.g * 2.0 - 1.0 ) ); | ||
|  | 
 | ||
|  | 			// calculate the fresnel term to blend reflection and refraction maps
 | ||
|  | 			float theta = max( dot( toEye, normal ), 0.0 ); | ||
|  | 			float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 ); | ||
|  | 
 | ||
|  | 			// calculate final uv coords
 | ||
|  | 			vec3 coord = vCoord.xyz / vCoord.w; | ||
|  | 			vec2 uv = coord.xy + coord.z * normal.xz * 0.05; | ||
|  | 
 | ||
|  | 			vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) ); | ||
|  | 			vec4 refractColor = texture2D( tRefractionMap, uv ); | ||
|  | 
 | ||
|  | 			// multiply water color with the mix of both textures
 | ||
|  | 			gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance ); | ||
|  | 
 | ||
|  | 			#include <tonemapping_fragment> | ||
|  | 			#include <colorspace_fragment> | ||
|  | 			#include <fog_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { Water }; |