Buckets:
| 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 }; | |
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