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| /** | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| * | |
| * References: | |
| * http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf | |
| * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html | |
| * | |
| */ | |
| THREE.Water = function ( geometry, options ) { | |
| THREE.Mesh.call( this, geometry ); | |
| this.type = 'Water'; | |
| var scope = this; | |
| options = options || {}; | |
| var color = ( options.color !== undefined ) ? new THREE.Color( options.color ) : new THREE.Color( 0xFFFFFF ); | |
| var textureWidth = options.textureWidth || 512; | |
| var textureHeight = options.textureHeight || 512; | |
| var clipBias = options.clipBias || 0; | |
| var flowDirection = options.flowDirection || new THREE.Vector2( 1, 0 ); | |
| var flowSpeed = options.flowSpeed || 0.03; | |
| var reflectivity = options.reflectivity || 0.02; | |
| var scale = options.scale || 1; | |
| var shader = options.shader || THREE.Water.WaterShader; | |
| var textureLoader = new THREE.TextureLoader(); | |
| var flowMap = options.flowMap || undefined; | |
| var normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' ); | |
| var normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' ); | |
| var cycle = 0.15; // a cycle of a flow map phase | |
| var halfCycle = cycle * 0.5; | |
| var textureMatrix = new THREE.Matrix4(); | |
| var clock = new THREE.Clock(); | |
| // internal components | |
| if ( THREE.Reflector === undefined ) { | |
| console.error( 'THREE.Water: Required component THREE.Reflector not found.' ); | |
| return; | |
| } | |
| if ( THREE.Refractor === undefined ) { | |
| console.error( 'THREE.Water: Required component THREE.Refractor not found.' ); | |
| return; | |
| } | |
| var reflector = new THREE.Reflector( geometry, { | |
| textureWidth: textureWidth, | |
| textureHeight: textureHeight, | |
| clipBias: clipBias | |
| } ); | |
| var refractor = new THREE.Refractor( geometry, { | |
| textureWidth: textureWidth, | |
| textureHeight: textureHeight, | |
| clipBias: clipBias | |
| } ); | |
| reflector.matrixAutoUpdate = false; | |
| refractor.matrixAutoUpdate = false; | |
| // material | |
| this.material = new THREE.ShaderMaterial( { | |
| uniforms: THREE.UniformsUtils.merge( [ | |
| THREE.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 = THREE.RepeatWrapping; | |
| normalMap1.wrapS = normalMap1.wrapT = THREE.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() { | |
| var delta = clock.getDelta(); | |
| var 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; | |
| }; | |
| }; | |
| THREE.Water.prototype = Object.create( THREE.Mesh.prototype ); | |
| THREE.Water.prototype.constructor = THREE.Water; | |
| THREE.Water.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 THREE.Vector4() | |
| } | |
| }, | |
| vertexShader: [ | |
| '#include <fog_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 <fog_vertex>', | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| '#include <common>', | |
| '#include <fog_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() {', | |
| ' 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 <encodings_fragment>', | |
| ' #include <fog_fragment>', | |
| '}' | |
| ].join( '\n' ) | |
| }; | |