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 };
 |