334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |