334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Color,
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| 	FrontSide,
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| 	Matrix4,
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| 	Mesh,
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| 	PerspectiveCamera,
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| 	Plane,
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| 	ShaderMaterial,
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| 	UniformsLib,
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| 	UniformsUtils,
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| 	Vector3,
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| 	Vector4,
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| 	WebGLRenderTarget
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| } from 'three';
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| 
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| /**
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|  * Work based on :
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|  * https://github.com/Slayvin: Flat mirror for three.js
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|  * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
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|  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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|  */
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| 
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| class Water extends Mesh {
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| 
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| 	constructor( geometry, options = {} ) {
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| 
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| 		super( geometry );
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| 
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| 		this.isWater = true;
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| 
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| 		const scope = this;
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| 
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| 		const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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| 		const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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| 
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| 		const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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| 		const alpha = options.alpha !== undefined ? options.alpha : 1.0;
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| 		const time = options.time !== undefined ? options.time : 0.0;
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| 		const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
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| 		const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
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| 		const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
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| 		const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
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| 		const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
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| 		const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
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| 		const side = options.side !== undefined ? options.side : FrontSide;
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| 		const fog = options.fog !== undefined ? options.fog : false;
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| 
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| 		//
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| 
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| 		const mirrorPlane = new Plane();
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| 		const normal = new Vector3();
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| 		const mirrorWorldPosition = new Vector3();
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| 		const cameraWorldPosition = new Vector3();
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| 		const rotationMatrix = new Matrix4();
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| 		const lookAtPosition = new Vector3( 0, 0, - 1 );
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| 		const clipPlane = new Vector4();
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| 
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| 		const view = new Vector3();
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| 		const target = new Vector3();
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| 		const q = new Vector4();
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| 
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| 		const textureMatrix = new Matrix4();
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| 
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| 		const mirrorCamera = new PerspectiveCamera();
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| 
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| 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
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| 
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| 		const mirrorShader = {
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| 
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| 			name: 'MirrorShader',
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| 
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| 			uniforms: UniformsUtils.merge( [
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| 				UniformsLib[ 'fog' ],
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| 				UniformsLib[ 'lights' ],
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| 				{
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| 					'normalSampler': { value: null },
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| 					'mirrorSampler': { value: null },
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| 					'alpha': { value: 1.0 },
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| 					'time': { value: 0.0 },
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| 					'size': { value: 1.0 },
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| 					'distortionScale': { value: 20.0 },
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| 					'textureMatrix': { value: new Matrix4() },
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| 					'sunColor': { value: new Color( 0x7F7F7F ) },
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| 					'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
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| 					'eye': { value: new Vector3() },
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| 					'waterColor': { value: new Color( 0x555555 ) }
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| 				}
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| 			] ),
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| 
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| 			vertexShader: /* glsl */`
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| 				uniform mat4 textureMatrix;
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| 				uniform float time;
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| 
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| 				varying vec4 mirrorCoord;
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| 				varying vec4 worldPosition;
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| 
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| 				#include <common>
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| 				#include <fog_pars_vertex>
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| 				#include <shadowmap_pars_vertex>
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| 				#include <logdepthbuf_pars_vertex>
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| 
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| 				void main() {
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| 					mirrorCoord = modelMatrix * vec4( position, 1.0 );
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| 					worldPosition = mirrorCoord.xyzw;
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| 					mirrorCoord = textureMatrix * mirrorCoord;
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| 					vec4 mvPosition =  modelViewMatrix * vec4( position, 1.0 );
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| 					gl_Position = projectionMatrix * mvPosition;
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| 
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| 				#include <beginnormal_vertex>
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| 				#include <defaultnormal_vertex>
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| 				#include <logdepthbuf_vertex>
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| 				#include <fog_vertex>
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| 				#include <shadowmap_vertex>
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| 			}`,
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| 
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| 			fragmentShader: /* glsl */`
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| 				uniform sampler2D mirrorSampler;
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| 				uniform float alpha;
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| 				uniform float time;
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| 				uniform float size;
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| 				uniform float distortionScale;
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| 				uniform sampler2D normalSampler;
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| 				uniform vec3 sunColor;
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| 				uniform vec3 sunDirection;
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| 				uniform vec3 eye;
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| 				uniform vec3 waterColor;
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| 
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| 				varying vec4 mirrorCoord;
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| 				varying vec4 worldPosition;
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| 
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| 				vec4 getNoise( vec2 uv ) {
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| 					vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
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| 					vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
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| 					vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
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| 					vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
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| 					vec4 noise = texture2D( normalSampler, uv0 ) +
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| 						texture2D( normalSampler, uv1 ) +
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| 						texture2D( normalSampler, uv2 ) +
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| 						texture2D( normalSampler, uv3 );
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| 					return noise * 0.5 - 1.0;
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| 				}
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| 
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| 				void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
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| 					vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
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| 					float direction = max( 0.0, dot( eyeDirection, reflection ) );
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| 					specularColor += pow( direction, shiny ) * sunColor * spec;
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| 					diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
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| 				}
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| 
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| 				#include <common>
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| 				#include <packing>
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| 				#include <bsdfs>
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| 				#include <fog_pars_fragment>
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| 				#include <logdepthbuf_pars_fragment>
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| 				#include <lights_pars_begin>
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| 				#include <shadowmap_pars_fragment>
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| 				#include <shadowmask_pars_fragment>
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| 
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| 				void main() {
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| 
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| 					#include <logdepthbuf_fragment>
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| 					vec4 noise = getNoise( worldPosition.xz * size );
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| 					vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
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| 
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| 					vec3 diffuseLight = vec3(0.0);
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| 					vec3 specularLight = vec3(0.0);
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| 
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| 					vec3 worldToEye = eye-worldPosition.xyz;
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| 					vec3 eyeDirection = normalize( worldToEye );
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| 					sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
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| 
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| 					float distance = length(worldToEye);
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| 
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| 					vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
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| 					vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
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| 
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| 					float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
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| 					float rf0 = 0.3;
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| 					float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
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| 					vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
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| 					vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
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| 					vec3 outgoingLight = albedo;
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| 					gl_FragColor = vec4( outgoingLight, alpha );
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| 
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| 					#include <tonemapping_fragment>
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| 					#include <colorspace_fragment>
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| 					#include <fog_fragment>	
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| 				}`
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| 
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| 		};
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| 
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| 		const material = new ShaderMaterial( {
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| 			name: mirrorShader.name,
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| 			uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
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| 			vertexShader: mirrorShader.vertexShader,
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| 			fragmentShader: mirrorShader.fragmentShader,
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| 			lights: true,
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| 			side: side,
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| 			fog: fog
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| 		} );
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| 
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| 		material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
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| 		material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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| 		material.uniforms[ 'alpha' ].value = alpha;
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| 		material.uniforms[ 'time' ].value = time;
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| 		material.uniforms[ 'normalSampler' ].value = normalSampler;
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| 		material.uniforms[ 'sunColor' ].value = sunColor;
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| 		material.uniforms[ 'waterColor' ].value = waterColor;
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| 		material.uniforms[ 'sunDirection' ].value = sunDirection;
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| 		material.uniforms[ 'distortionScale' ].value = distortionScale;
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| 
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| 		material.uniforms[ 'eye' ].value = eye;
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| 
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| 		scope.material = material;
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| 
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| 		scope.onBeforeRender = function ( renderer, scene, camera ) {
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| 
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| 			mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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| 			cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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| 
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| 			rotationMatrix.extractRotation( scope.matrixWorld );
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| 
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| 			normal.set( 0, 0, 1 );
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| 			normal.applyMatrix4( rotationMatrix );
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| 
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| 			view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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| 
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| 			// Avoid rendering when mirror is facing away
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| 
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| 			if ( view.dot( normal ) > 0 ) return;
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| 
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| 			view.reflect( normal ).negate();
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| 			view.add( mirrorWorldPosition );
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| 
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| 			rotationMatrix.extractRotation( camera.matrixWorld );
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| 
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| 			lookAtPosition.set( 0, 0, - 1 );
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| 			lookAtPosition.applyMatrix4( rotationMatrix );
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| 			lookAtPosition.add( cameraWorldPosition );
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| 
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| 			target.subVectors( mirrorWorldPosition, lookAtPosition );
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| 			target.reflect( normal ).negate();
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| 			target.add( mirrorWorldPosition );
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| 
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| 			mirrorCamera.position.copy( view );
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| 			mirrorCamera.up.set( 0, 1, 0 );
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| 			mirrorCamera.up.applyMatrix4( rotationMatrix );
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| 			mirrorCamera.up.reflect( normal );
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| 			mirrorCamera.lookAt( target );
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| 
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| 			mirrorCamera.far = camera.far; // Used in WebGLBackground
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| 
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| 			mirrorCamera.updateMatrixWorld();
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| 			mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
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| 
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| 			// Update the texture matrix
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| 			textureMatrix.set(
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| 				0.5, 0.0, 0.0, 0.5,
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| 				0.0, 0.5, 0.0, 0.5,
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| 				0.0, 0.0, 0.5, 0.5,
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| 				0.0, 0.0, 0.0, 1.0
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| 			);
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| 			textureMatrix.multiply( mirrorCamera.projectionMatrix );
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| 			textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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| 
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| 			// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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| 			// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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| 			mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
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| 			mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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| 
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| 			clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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| 
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| 			const projectionMatrix = mirrorCamera.projectionMatrix;
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| 
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| 			q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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| 			q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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| 			q.z = - 1.0;
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| 			q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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| 
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| 			// Calculate the scaled plane vector
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| 			clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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| 
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| 			// Replacing the third row of the projection matrix
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| 			projectionMatrix.elements[ 2 ] = clipPlane.x;
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| 			projectionMatrix.elements[ 6 ] = clipPlane.y;
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| 			projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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| 			projectionMatrix.elements[ 14 ] = clipPlane.w;
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| 
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| 			eye.setFromMatrixPosition( camera.matrixWorld );
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| 
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| 			// Render
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| 
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| 			const currentRenderTarget = renderer.getRenderTarget();
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| 
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| 			const currentXrEnabled = renderer.xr.enabled;
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| 			const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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| 
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| 			scope.visible = false;
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| 
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| 			renderer.xr.enabled = false; // Avoid camera modification and recursion
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| 			renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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| 
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| 			renderer.setRenderTarget( renderTarget );
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| 
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| 			renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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| 
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| 			if ( renderer.autoClear === false ) renderer.clear();
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| 			renderer.render( scene, mirrorCamera );
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| 
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| 			scope.visible = true;
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| 
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| 			renderer.xr.enabled = currentXrEnabled;
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| 			renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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| 
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| 			renderer.setRenderTarget( currentRenderTarget );
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| 
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| 			// Restore viewport
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| 
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| 			const viewport = camera.viewport;
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| 
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| 			if ( viewport !== undefined ) {
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| 
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| 				renderer.state.viewport( viewport );
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| 
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| 			}
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| 
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| 		};
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| 
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| 	}
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| 
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| }
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| 
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| export { Water };
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