You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
363 lines
8.4 KiB
363 lines
8.4 KiB
2 years ago
|
import {
|
||
|
Clock,
|
||
|
Color,
|
||
|
LinearEncoding,
|
||
|
Matrix4,
|
||
|
Mesh,
|
||
|
RepeatWrapping,
|
||
|
ShaderMaterial,
|
||
|
TextureLoader,
|
||
|
UniformsLib,
|
||
|
UniformsUtils,
|
||
|
Vector2,
|
||
|
Vector4
|
||
|
} from '../../../build/three.module.js';
|
||
|
import { Reflector } from '../objects/Reflector.js';
|
||
|
import { Refractor } from '../objects/Refractor.js';
|
||
|
|
||
|
/**
|
||
|
* References:
|
||
|
* http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
|
||
|
* http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
class Water extends Mesh {
|
||
|
|
||
|
constructor( geometry, options = {} ) {
|
||
|
|
||
|
super( geometry );
|
||
|
|
||
|
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 encoding = options.encoding !== undefined ? options.encoding : LinearEncoding;
|
||
|
|
||
|
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,
|
||
|
encoding: encoding
|
||
|
} );
|
||
|
|
||
|
const refractor = new Refractor( geometry, {
|
||
|
textureWidth: textureWidth,
|
||
|
textureHeight: textureHeight,
|
||
|
clipBias: clipBias,
|
||
|
encoding: encoding
|
||
|
} );
|
||
|
|
||
|
reflector.matrixAutoUpdate = false;
|
||
|
refractor.matrixAutoUpdate = false;
|
||
|
|
||
|
// material
|
||
|
|
||
|
this.material = new ShaderMaterial( {
|
||
|
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.prototype.isWater = true;
|
||
|
|
||
|
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 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 <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
|
||
|
}`
|
||
|
|
||
|
};
|
||
|
|
||
|
export { Water };
|