Spaces:
Running
Running
| /** | |
| * @author jbouny / https://github.com/jbouny | |
| * | |
| * Work based on : | |
| * @author Slayvin / http://slayvin.net : Flat mirror for three.js | |
| * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror | |
| * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL | |
| */ | |
| THREE.Water = function ( geometry, options ) { | |
| THREE.Mesh.call( this, geometry ); | |
| var scope = this; | |
| options = options || {}; | |
| var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512; | |
| var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512; | |
| var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0; | |
| var alpha = options.alpha !== undefined ? options.alpha : 1.0; | |
| var time = options.time !== undefined ? options.time : 0.0; | |
| var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null; | |
| var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 ); | |
| var sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff ); | |
| var waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F ); | |
| var eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 ); | |
| var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0; | |
| var side = options.side !== undefined ? options.side : THREE.FrontSide; | |
| var fog = options.fog !== undefined ? options.fog : false; | |
| // | |
| var mirrorPlane = new THREE.Plane(); | |
| var normal = new THREE.Vector3(); | |
| var mirrorWorldPosition = new THREE.Vector3(); | |
| var cameraWorldPosition = new THREE.Vector3(); | |
| var rotationMatrix = new THREE.Matrix4(); | |
| var lookAtPosition = new THREE.Vector3( 0, 0, - 1 ); | |
| var clipPlane = new THREE.Vector4(); | |
| var view = new THREE.Vector3(); | |
| var target = new THREE.Vector3(); | |
| var q = new THREE.Vector4(); | |
| var textureMatrix = new THREE.Matrix4(); | |
| var mirrorCamera = new THREE.PerspectiveCamera(); | |
| var parameters = { | |
| minFilter: THREE.LinearFilter, | |
| magFilter: THREE.LinearFilter, | |
| format: THREE.RGBFormat, | |
| stencilBuffer: false | |
| }; | |
| var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); | |
| if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) { | |
| renderTarget.texture.generateMipmaps = false; | |
| } | |
| var mirrorShader = { | |
| uniforms: THREE.UniformsUtils.merge( [ | |
| THREE.UniformsLib[ 'fog' ], | |
| THREE.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 THREE.Matrix4() }, | |
| "sunColor": { value: new THREE.Color( 0x7F7F7F ) }, | |
| "sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) }, | |
| "eye": { value: new THREE.Vector3() }, | |
| "waterColor": { value: new THREE.Color( 0x555555 ) } | |
| } | |
| ] ), | |
| vertexShader: [ | |
| 'uniform mat4 textureMatrix;', | |
| 'uniform float time;', | |
| 'varying vec4 mirrorCoord;', | |
| 'varying vec4 worldPosition;', | |
| THREE.ShaderChunk[ 'fog_pars_vertex' ], | |
| THREE.ShaderChunk[ 'shadowmap_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;', | |
| THREE.ShaderChunk[ 'fog_vertex' ], | |
| THREE.ShaderChunk[ 'shadowmap_vertex' ], | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| '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;', | |
| '}', | |
| THREE.ShaderChunk[ 'common' ], | |
| THREE.ShaderChunk[ 'packing' ], | |
| THREE.ShaderChunk[ 'bsdfs' ], | |
| THREE.ShaderChunk[ 'fog_pars_fragment' ], | |
| THREE.ShaderChunk[ 'lights_pars_begin' ], | |
| THREE.ShaderChunk[ 'shadowmap_pars_fragment' ], | |
| THREE.ShaderChunk[ 'shadowmask_pars_fragment' ], | |
| 'void main() {', | |
| ' 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 );', | |
| THREE.ShaderChunk[ 'tonemapping_fragment' ], | |
| THREE.ShaderChunk[ 'fog_fragment' ], | |
| '}' | |
| ].join( '\n' ) | |
| }; | |
| var material = new THREE.ShaderMaterial( { | |
| fragmentShader: mirrorShader.fragmentShader, | |
| vertexShader: mirrorShader.vertexShader, | |
| uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ), | |
| transparent: true, | |
| 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 ); | |
| var 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 ); | |
| // | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| var currentVrEnabled = renderer.vr.enabled; | |
| var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | |
| scope.visible = false; | |
| renderer.vr.enabled = false; // Avoid camera modification and recursion | |
| renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.clear(); | |
| renderer.render( scene, mirrorCamera ); | |
| scope.visible = true; | |
| renderer.vr.enabled = currentVrEnabled; | |
| renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| }; | |
| }; | |
| THREE.Water.prototype = Object.create( THREE.Mesh.prototype ); | |
| THREE.Water.prototype.constructor = THREE.Water; | |