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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /objects /Water2.js
| 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 || 512; | |
| const textureHeight = options.textureHeight || 512; | |
| const clipBias = options.clipBias || 0; | |
| const flowDirection = options.flowDirection || new Vector2( 1, 0 ); | |
| const flowSpeed = options.flowSpeed || 0.03; | |
| const reflectivity = options.reflectivity || 0.02; | |
| const scale = options.scale || 1; | |
| const shader = 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 }; | |
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