311 lines
11 KiB
JavaScript
311 lines
11 KiB
JavaScript
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/**
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* @author jbouny / https://github.com/jbouny
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*
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* Work based on :
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* @author Slayvin / http://slayvin.net : Flat mirror for three.js
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* @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
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* @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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*/
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THREE.Water = function ( geometry, options ) {
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THREE.Mesh.call( this, geometry );
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var scope = this;
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options = options || {};
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var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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var alpha = options.alpha !== undefined ? options.alpha : 1.0;
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var time = options.time !== undefined ? options.time : 0.0;
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var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
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var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
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var sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
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var waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
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var eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
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var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
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var side = options.side !== undefined ? options.side : THREE.FrontSide;
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var fog = options.fog !== undefined ? options.fog : false;
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//
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var mirrorPlane = new THREE.Plane();
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var normal = new THREE.Vector3();
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var mirrorWorldPosition = new THREE.Vector3();
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var cameraWorldPosition = new THREE.Vector3();
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var rotationMatrix = new THREE.Matrix4();
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var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
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var clipPlane = new THREE.Vector4();
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var view = new THREE.Vector3();
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var target = new THREE.Vector3();
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var q = new THREE.Vector4();
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var textureMatrix = new THREE.Matrix4();
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var mirrorCamera = new THREE.PerspectiveCamera();
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var parameters = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBFormat,
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stencilBuffer: false
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};
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var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
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renderTarget.texture.generateMipmaps = false;
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}
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var mirrorShader = {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ 'fog' ],
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THREE.UniformsLib[ 'lights' ],
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{
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"normalSampler": { value: null },
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"mirrorSampler": { value: null },
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"alpha": { value: 1.0 },
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"time": { value: 0.0 },
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"size": { value: 1.0 },
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"distortionScale": { value: 20.0 },
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"textureMatrix": { value: new THREE.Matrix4() },
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"sunColor": { value: new THREE.Color( 0x7F7F7F ) },
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"sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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"eye": { value: new THREE.Vector3() },
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"waterColor": { value: new THREE.Color( 0x555555 ) }
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}
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] ),
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vertexShader: [
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'uniform mat4 textureMatrix;',
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'uniform float time;',
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'varying vec4 mirrorCoord;',
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'varying vec4 worldPosition;',
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THREE.ShaderChunk[ 'fog_pars_vertex' ],
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THREE.ShaderChunk[ 'shadowmap_pars_vertex' ],
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'void main() {',
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' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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' worldPosition = mirrorCoord.xyzw;',
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' mirrorCoord = textureMatrix * mirrorCoord;',
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' gl_Position = projectionMatrix * mvPosition;',
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THREE.ShaderChunk[ 'fog_vertex' ],
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THREE.ShaderChunk[ 'shadowmap_vertex' ],
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform sampler2D mirrorSampler;',
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'uniform float alpha;',
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'uniform float time;',
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'uniform float size;',
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'uniform float distortionScale;',
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'uniform sampler2D normalSampler;',
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'uniform vec3 sunColor;',
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'uniform vec3 sunDirection;',
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'uniform vec3 eye;',
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'uniform vec3 waterColor;',
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'varying vec4 mirrorCoord;',
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'varying vec4 worldPosition;',
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'vec4 getNoise( vec2 uv ) {',
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' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
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' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
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' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
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' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
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' vec4 noise = texture2D( normalSampler, uv0 ) +',
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' texture2D( normalSampler, uv1 ) +',
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' texture2D( normalSampler, uv2 ) +',
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' texture2D( normalSampler, uv3 );',
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' return noise * 0.5 - 1.0;',
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'}',
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'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
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' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
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' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
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' specularColor += pow( direction, shiny ) * sunColor * spec;',
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' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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'}',
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THREE.ShaderChunk[ 'common' ],
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THREE.ShaderChunk[ 'packing' ],
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THREE.ShaderChunk[ 'bsdfs' ],
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THREE.ShaderChunk[ 'fog_pars_fragment' ],
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THREE.ShaderChunk[ 'lights_pars_begin' ],
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THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
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THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],
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'void main() {',
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' vec4 noise = getNoise( worldPosition.xz * size );',
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' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
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' vec3 diffuseLight = vec3(0.0);',
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' vec3 specularLight = vec3(0.0);',
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' vec3 worldToEye = eye-worldPosition.xyz;',
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' vec3 eyeDirection = normalize( worldToEye );',
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' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
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' float distance = length(worldToEye);',
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' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
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' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
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' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
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' float rf0 = 0.3;',
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' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
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' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
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' vec3 outgoingLight = albedo;',
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' gl_FragColor = vec4( outgoingLight, alpha );',
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THREE.ShaderChunk[ 'tonemapping_fragment' ],
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THREE.ShaderChunk[ 'fog_fragment' ],
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'}'
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].join( '\n' )
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};
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var material = new THREE.ShaderMaterial( {
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fragmentShader: mirrorShader.fragmentShader,
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vertexShader: mirrorShader.vertexShader,
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uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
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transparent: true,
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lights: true,
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side: side,
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fog: fog
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} );
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material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
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material.uniforms[ "textureMatrix" ].value = textureMatrix;
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material.uniforms[ "alpha" ].value = alpha;
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material.uniforms[ "time" ].value = time;
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material.uniforms[ "normalSampler" ].value = normalSampler;
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material.uniforms[ "sunColor" ].value = sunColor;
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material.uniforms[ "waterColor" ].value = waterColor;
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material.uniforms[ "sunDirection" ].value = sunDirection;
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material.uniforms[ "distortionScale" ].value = distortionScale;
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material.uniforms[ "eye" ].value = eye;
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scope.material = material;
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scope.onBeforeRender = function ( renderer, scene, camera ) {
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mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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rotationMatrix.extractRotation( scope.matrixWorld );
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normal.set( 0, 0, 1 );
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normal.applyMatrix4( rotationMatrix );
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view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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// Avoid rendering when mirror is facing away
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if ( view.dot( normal ) > 0 ) return;
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view.reflect( normal ).negate();
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view.add( mirrorWorldPosition );
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rotationMatrix.extractRotation( camera.matrixWorld );
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lookAtPosition.set( 0, 0, - 1 );
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lookAtPosition.applyMatrix4( rotationMatrix );
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lookAtPosition.add( cameraWorldPosition );
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target.subVectors( mirrorWorldPosition, lookAtPosition );
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target.reflect( normal ).negate();
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target.add( mirrorWorldPosition );
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mirrorCamera.position.copy( view );
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mirrorCamera.up.set( 0, 1, 0 );
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mirrorCamera.up.applyMatrix4( rotationMatrix );
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mirrorCamera.up.reflect( normal );
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mirrorCamera.lookAt( target );
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mirrorCamera.far = camera.far; // Used in WebGLBackground
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mirrorCamera.updateMatrixWorld();
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mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
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// Update the texture matrix
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textureMatrix.set(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0
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);
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textureMatrix.multiply( mirrorCamera.projectionMatrix );
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textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
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mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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var projectionMatrix = mirrorCamera.projectionMatrix;
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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// Calculate the scaled plane vector
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[ 2 ] = clipPlane.x;
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projectionMatrix.elements[ 6 ] = clipPlane.y;
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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projectionMatrix.elements[ 14 ] = clipPlane.w;
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eye.setFromMatrixPosition( camera.matrixWorld );
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//
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var currentRenderTarget = renderer.getRenderTarget();
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var currentVrEnabled = renderer.vr.enabled;
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var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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scope.visible = false;
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renderer.vr.enabled = false; // Avoid camera modification and recursion
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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renderer.setRenderTarget( renderTarget );
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renderer.clear();
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renderer.render( scene, mirrorCamera );
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scope.visible = true;
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renderer.vr.enabled = currentVrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.setRenderTarget( currentRenderTarget );
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};
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};
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THREE.Water.prototype = Object.create( THREE.Mesh.prototype );
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THREE.Water.prototype.constructor = THREE.Water;
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