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- /**
- * @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.ShaderLib[ 'water' ] = {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "fog" ], {
- "normalSampler": { value: null },
- "mirrorSampler": { value: null },
- "alpha": { value: 1.0 },
- "time": { value: 0.0 },
- "distortionScale": { value: 20.0 },
- "noiseScale": { value: 1.0 },
- "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 vec3 worldPosition;',
- THREE.ShaderChunk[ "fog_pars_vertex"],
- 'void main()',
- '{',
- ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
- ' worldPosition = mirrorCoord.xyz;',
- ' mirrorCoord = textureMatrix * mirrorCoord;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- THREE.ShaderChunk[ "fog_vertex"],
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'precision highp float;',
- 'uniform sampler2D mirrorSampler;',
- 'uniform float alpha;',
- 'uniform float time;',
- 'uniform float distortionScale;',
- 'uniform sampler2D normalSampler;',
- 'uniform vec3 sunColor;',
- 'uniform vec3 sunDirection;',
- 'uniform vec3 eye;',
- 'uniform vec3 waterColor;',
- 'varying vec4 mirrorCoord;',
- 'varying vec3 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[ "fog_pars_fragment" ],
- 'void main()',
- '{',
- ' vec4 noise = getNoise( worldPosition.xz );',
- ' 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;',
- ' 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.z + 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, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
- ' vec3 outgoingLight = albedo;',
- THREE.ShaderChunk[ "fog_fragment" ],
- ' gl_FragColor = vec4( outgoingLight, alpha );',
- '}'
- ].join( '\n' )
- };
- THREE.Water = function ( renderer, camera, scene, options ) {
- THREE.Object3D.call( this );
- this.name = 'water_' + this.id;
- function optionalParameter ( value, defaultValue ) {
- return value !== undefined ? value : defaultValue;
- }
- options = options || {};
- this.matrixNeedsUpdate = true;
- var width = optionalParameter( options.textureWidth, 512 );
- var height = optionalParameter( options.textureHeight, 512 );
- this.clipBias = optionalParameter( options.clipBias, 0.0 );
- this.alpha = optionalParameter( options.alpha, 1.0 );
- this.time = optionalParameter( options.time, 0.0 );
- this.normalSampler = optionalParameter( options.waterNormals, null );
- this.sunDirection = optionalParameter( options.sunDirection, new THREE.Vector3( 0.70707, 0.70707, 0.0 ) );
- this.sunColor = new THREE.Color( optionalParameter( options.sunColor, 0xffffff ) );
- this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
- this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
- this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
- this.side = optionalParameter( options.side, THREE.FrontSide );
- this.fog = optionalParameter( options.fog, false );
- this.renderer = renderer;
- this.scene = scene;
- this.mirrorPlane = new THREE.Plane();
- this.normal = new THREE.Vector3( 0, 0, 1 );
- this.mirrorWorldPosition = new THREE.Vector3();
- this.cameraWorldPosition = new THREE.Vector3();
- this.rotationMatrix = new THREE.Matrix4();
- this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
- this.clipPlane = new THREE.Vector4();
- if ( camera instanceof THREE.PerspectiveCamera ) {
- this.camera = camera;
- } else {
- this.camera = new THREE.PerspectiveCamera();
- console.log( this.name + ': camera is not a Perspective Camera!' );
- }
- this.textureMatrix = new THREE.Matrix4();
- this.mirrorCamera = this.camera.clone();
- this.renderTarget = new THREE.WebGLRenderTarget( width, height );
- this.renderTarget2 = new THREE.WebGLRenderTarget( width, height );
- var mirrorShader = THREE.ShaderLib[ "water" ];
- var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
- this.material = new THREE.ShaderMaterial( {
- fragmentShader: mirrorShader.fragmentShader,
- vertexShader: mirrorShader.vertexShader,
- uniforms: mirrorUniforms,
- transparent: true,
- side: this.side,
- fog: this.fog
- } );
- this.material.uniforms.mirrorSampler.value = this.renderTarget.texture;
- this.material.uniforms.textureMatrix.value = this.textureMatrix;
- this.material.uniforms.alpha.value = this.alpha;
- this.material.uniforms.time.value = this.time;
- this.material.uniforms.normalSampler.value = this.normalSampler;
- this.material.uniforms.sunColor.value = this.sunColor;
- this.material.uniforms.waterColor.value = this.waterColor;
- this.material.uniforms.sunDirection.value = this.sunDirection;
- this.material.uniforms.distortionScale.value = this.distortionScale;
- this.material.uniforms.eye.value = this.eye;
- if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
- this.renderTarget.texture.generateMipmaps = false;
- this.renderTarget.texture.minFilter = THREE.LinearFilter;
- this.renderTarget2.texture.generateMipmaps = false;
- this.renderTarget2.texture.minFilter = THREE.LinearFilter;
- }
- this.updateTextureMatrix();
- this.render();
- };
- THREE.Water.prototype = Object.create( THREE.Mirror.prototype );
- THREE.Water.prototype.constructor = THREE.Water;
- THREE.Water.prototype.updateTextureMatrix = function () {
- function sign( x ) {
- return x ? x < 0 ? - 1 : 1 : 0;
- }
- this.updateMatrixWorld();
- this.camera.updateMatrixWorld();
- this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
- this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );
- this.rotationMatrix.extractRotation( this.matrixWorld );
- this.normal.set( 0, 0, 1 );
- this.normal.applyMatrix4( this.rotationMatrix );
- var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
- view.reflect( this.normal ).negate();
- view.add( this.mirrorWorldPosition );
- this.rotationMatrix.extractRotation( this.camera.matrixWorld );
- this.lookAtPosition.set( 0, 0, - 1 );
- this.lookAtPosition.applyMatrix4( this.rotationMatrix );
- this.lookAtPosition.add( this.cameraWorldPosition );
- var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
- target.reflect( this.normal ).negate();
- target.add( this.mirrorWorldPosition );
- this.up.set( 0, - 1, 0 );
- this.up.applyMatrix4( this.rotationMatrix );
- this.up.reflect( this.normal ).negate();
- this.mirrorCamera.position.copy( view );
- this.mirrorCamera.up = this.up;
- this.mirrorCamera.lookAt( target );
- this.mirrorCamera.aspect = this.camera.aspect;
- this.mirrorCamera.updateProjectionMatrix();
- this.mirrorCamera.updateMatrixWorld();
- this.mirrorCamera.matrixWorldInverse.getInverse( this.mirrorCamera.matrixWorld );
- // Update the texture matrix
- this.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 );
- this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
- this.textureMatrix.multiply( this.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
- this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
- this.mirrorPlane.applyMatrix4( this.mirrorCamera.matrixWorldInverse );
- this.clipPlane.set( this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
- var q = new THREE.Vector4();
- var projectionMatrix = this.mirrorCamera.projectionMatrix;
- q.x = ( sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
- q.y = ( sign( this.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
- var c = new THREE.Vector4();
- c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot( q ) );
- // Replacing the third row of the projection matrix
- projectionMatrix.elements[ 2 ] = c.x;
- projectionMatrix.elements[ 6 ] = c.y;
- projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
- projectionMatrix.elements[ 14 ] = c.w;
- var worldCoordinates = new THREE.Vector3();
- worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
- this.eye = worldCoordinates;
- this.material.uniforms.eye.value = this.eye;
- };
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