Buckets:
| import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, ShaderMaterial } from "three"; | |
| import { version } from "../_polyfill/constants.js"; | |
| class Water extends Mesh { | |
| constructor(geometry, options = {}) { | |
| super(geometry); | |
| this.isWater = true; | |
| const scope = this; | |
| const textureWidth = options.textureWidth !== void 0 ? options.textureWidth : 512; | |
| const textureHeight = options.textureHeight !== void 0 ? options.textureHeight : 512; | |
| const clipBias = options.clipBias !== void 0 ? options.clipBias : 0; | |
| const alpha = options.alpha !== void 0 ? options.alpha : 1; | |
| const time = options.time !== void 0 ? options.time : 0; | |
| const normalSampler = options.waterNormals !== void 0 ? options.waterNormals : null; | |
| const sunDirection = options.sunDirection !== void 0 ? options.sunDirection : new Vector3(0.70707, 0.70707, 0); | |
| const sunColor = new Color(options.sunColor !== void 0 ? options.sunColor : 16777215); | |
| const waterColor = new Color(options.waterColor !== void 0 ? options.waterColor : 8355711); | |
| const eye = options.eye !== void 0 ? options.eye : new Vector3(0, 0, 0); | |
| const distortionScale = options.distortionScale !== void 0 ? options.distortionScale : 20; | |
| const side = options.side !== void 0 ? options.side : FrontSide; | |
| const fog = options.fog !== void 0 ? 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 = { | |
| uniforms: UniformsUtils.merge([ | |
| UniformsLib["fog"], | |
| UniformsLib["lights"], | |
| { | |
| normalSampler: { value: null }, | |
| mirrorSampler: { value: null }, | |
| alpha: { value: 1 }, | |
| time: { value: 0 }, | |
| size: { value: 1 }, | |
| distortionScale: { value: 20 }, | |
| textureMatrix: { value: new Matrix4() }, | |
| sunColor: { value: new Color(8355711) }, | |
| sunDirection: { value: new Vector3(0.70707, 0.70707, 0) }, | |
| eye: { value: new Vector3() }, | |
| waterColor: { value: new Color(5592405) } | |
| } | |
| ]), | |
| 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 <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}> | |
| #include <fog_fragment> | |
| }` | |
| ) | |
| }; | |
| const material = new ShaderMaterial({ | |
| fragmentShader: mirrorShader.fragmentShader, | |
| vertexShader: mirrorShader.vertexShader, | |
| uniforms: UniformsUtils.clone(mirrorShader.uniforms), | |
| lights: true, | |
| side, | |
| 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); | |
| 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; | |
| mirrorCamera.updateMatrixWorld(); | |
| mirrorCamera.projectionMatrix.copy(camera.projectionMatrix); | |
| textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); | |
| textureMatrix.multiply(mirrorCamera.projectionMatrix); | |
| textureMatrix.multiply(mirrorCamera.matrixWorldInverse); | |
| 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; | |
| q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; | |
| clipPlane.multiplyScalar(2 / clipPlane.dot(q)); | |
| projectionMatrix.elements[2] = clipPlane.x; | |
| projectionMatrix.elements[6] = clipPlane.y; | |
| projectionMatrix.elements[10] = clipPlane.z + 1 - clipBias; | |
| projectionMatrix.elements[14] = clipPlane.w; | |
| eye.setFromMatrixPosition(camera.matrixWorld); | |
| const currentRenderTarget = renderer.getRenderTarget(); | |
| const currentXrEnabled = renderer.xr.enabled; | |
| const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | |
| scope.visible = false; | |
| renderer.xr.enabled = false; | |
| renderer.shadowMap.autoUpdate = false; | |
| renderer.setRenderTarget(renderTarget); | |
| renderer.state.buffers.depth.setMask(true); | |
| if (renderer.autoClear === false) | |
| renderer.clear(); | |
| renderer.render(scene, mirrorCamera); | |
| scope.visible = true; | |
| renderer.xr.enabled = currentXrEnabled; | |
| renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |
| renderer.setRenderTarget(currentRenderTarget); | |
| const viewport = camera.viewport; | |
| if (viewport !== void 0) { | |
| renderer.state.viewport(viewport); | |
| } | |
| }; | |
| } | |
| } | |
| export { | |
| Water | |
| }; | |
| //# sourceMappingURL=Water.js.map | |
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