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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
- *
- */
- import {
- Clock,
- Color,
- 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";
- var Water = function ( geometry, options ) {
- Mesh.call( this, geometry );
- this.type = 'Water';
- var scope = this;
- options = options || {};
- var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF );
- var textureWidth = options.textureWidth || 512;
- var textureHeight = options.textureHeight || 512;
- var clipBias = options.clipBias || 0;
- var flowDirection = options.flowDirection || new Vector2( 1, 0 );
- var flowSpeed = options.flowSpeed || 0.03;
- var reflectivity = options.reflectivity || 0.02;
- var scale = options.scale || 1;
- var shader = options.shader || Water.WaterShader;
- var textureLoader = new 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 Matrix4();
- var 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;
- }
- var reflector = new Reflector( geometry, {
- textureWidth: textureWidth,
- textureHeight: textureHeight,
- clipBias: clipBias
- } );
- var refractor = new Refractor( geometry, {
- textureWidth: textureWidth,
- textureHeight: textureHeight,
- clipBias: clipBias
- } );
- 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() {
- 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;
- };
- };
- Water.prototype = Object.create( Mesh.prototype );
- Water.prototype.constructor = Water;
- 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: [
- '#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>',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#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>',
- '}'
- ].join( '\n' )
- };
- export { Water };
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