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							- import {
 
- 	Color,
 
- 	FrontSide,
 
- 	LinearFilter,
 
- 	MathUtils,
 
- 	Matrix4,
 
- 	Mesh,
 
- 	PerspectiveCamera,
 
- 	Plane,
 
- 	RGBFormat,
 
- 	ShaderMaterial,
 
- 	UniformsLib,
 
- 	UniformsUtils,
 
- 	Vector3,
 
- 	Vector4,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * Work based on :
 
-  * http://slayvin.net : Flat mirror for three.js
 
-  * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
 
-  * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
 
-  */
 
- class Water extends Mesh {
 
- 	constructor( geometry, options = {} ) {
 
- 		super( geometry );
 
- 		const scope = this;
 
- 		const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
 
- 		const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
 
- 		const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
 
- 		const alpha = options.alpha !== undefined ? options.alpha : 1.0;
 
- 		const time = options.time !== undefined ? options.time : 0.0;
 
- 		const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
 
- 		const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
 
- 		const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
 
- 		const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
 
- 		const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
 
- 		const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
 
- 		const side = options.side !== undefined ? options.side : FrontSide;
 
- 		const fog = options.fog !== undefined ? options.fog : false;
 
- 		//
 
- 		const mirrorPlane = new Plane();
 
- 		const normal = new Vector3();
 
- 		const mirrorWorldPosition = new Vector3();
 
- 		const cameraWorldPosition = new Vector3();
 
- 		const rotationMatrix = new Matrix4();
 
- 		const lookAtPosition = new Vector3( 0, 0, - 1 );
 
- 		const clipPlane = new Vector4();
 
- 		const view = new Vector3();
 
- 		const target = new Vector3();
 
- 		const q = new Vector4();
 
- 		const textureMatrix = new Matrix4();
 
- 		const mirrorCamera = new PerspectiveCamera();
 
- 		const parameters = {
 
- 			minFilter: LinearFilter,
 
- 			magFilter: LinearFilter,
 
- 			format: RGBFormat
 
- 		};
 
- 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
 
- 		if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
 
- 			renderTarget.texture.generateMipmaps = false;
 
- 		}
 
- 		const mirrorShader = {
 
- 			uniforms: UniformsUtils.merge( [
 
- 				UniformsLib[ 'fog' ],
 
- 				UniformsLib[ 'lights' ],
 
- 				{
 
- 					'normalSampler': { value: null },
 
- 					'mirrorSampler': { value: null },
 
- 					'alpha': { value: 1.0 },
 
- 					'time': { value: 0.0 },
 
- 					'size': { value: 1.0 },
 
- 					'distortionScale': { value: 20.0 },
 
- 					'textureMatrix': { value: new Matrix4() },
 
- 					'sunColor': { value: new Color( 0x7F7F7F ) },
 
- 					'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
 
- 					'eye': { value: new Vector3() },
 
- 					'waterColor': { value: new Color( 0x555555 ) }
 
- 				}
 
- 			] ),
 
- 			vertexShader: /* glsl */`
 
- 				uniform mat4 textureMatrix;
 
- 				uniform float time;
 
- 				varying vec4 mirrorCoord;
 
- 				varying vec4 worldPosition;
 
- 				#include <common>
 
- 				#include <fog_pars_vertex>
 
- 				#include <shadowmap_pars_vertex>
 
- 				#include <logdepthbuf_pars_vertex>
 
- 				void main() {
 
- 					mirrorCoord = modelMatrix * vec4( position, 1.0 );
 
- 					worldPosition = mirrorCoord.xyzw;
 
- 					mirrorCoord = textureMatrix * mirrorCoord;
 
- 					vec4 mvPosition =  modelViewMatrix * vec4( position, 1.0 );
 
- 					gl_Position = projectionMatrix * mvPosition;
 
- 				#include <beginnormal_vertex>
 
- 				#include <defaultnormal_vertex>
 
- 				#include <logdepthbuf_vertex>
 
- 				#include <fog_vertex>
 
- 				#include <shadowmap_vertex>
 
- 			}`,
 
- 			fragmentShader: /* glsl */`
 
- 				uniform sampler2D mirrorSampler;
 
- 				uniform float alpha;
 
- 				uniform float time;
 
- 				uniform float size;
 
- 				uniform float distortionScale;
 
- 				uniform sampler2D normalSampler;
 
- 				uniform vec3 sunColor;
 
- 				uniform vec3 sunDirection;
 
- 				uniform vec3 eye;
 
- 				uniform vec3 waterColor;
 
- 				varying vec4 mirrorCoord;
 
- 				varying vec4 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;
 
- 				}
 
- 				#include <common>
 
- 				#include <packing>
 
- 				#include <bsdfs>
 
- 				#include <fog_pars_fragment>
 
- 				#include <logdepthbuf_pars_fragment>
 
- 				#include <lights_pars_begin>
 
- 				#include <shadowmap_pars_fragment>
 
- 				#include <shadowmask_pars_fragment>
 
- 				void main() {
 
- 					#include <logdepthbuf_fragment>
 
- 					vec4 noise = getNoise( worldPosition.xz * size );
 
- 					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.xyz;
 
- 					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.w + 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 ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
 
- 					vec3 outgoingLight = albedo;
 
- 					gl_FragColor = vec4( outgoingLight, alpha );
 
- 					#include <tonemapping_fragment>
 
- 					#include <fog_fragment>
 
- 				}`
 
- 		};
 
- 		const material = new ShaderMaterial( {
 
- 			fragmentShader: mirrorShader.fragmentShader,
 
- 			vertexShader: mirrorShader.vertexShader,
 
- 			uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
 
- 			lights: true,
 
- 			side: side,
 
- 			fog: fog
 
- 		} );
 
- 		material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
 
- 		material.uniforms[ 'textureMatrix' ].value = textureMatrix;
 
- 		material.uniforms[ 'alpha' ].value = alpha;
 
- 		material.uniforms[ 'time' ].value = time;
 
- 		material.uniforms[ 'normalSampler' ].value = normalSampler;
 
- 		material.uniforms[ 'sunColor' ].value = sunColor;
 
- 		material.uniforms[ 'waterColor' ].value = waterColor;
 
- 		material.uniforms[ 'sunDirection' ].value = sunDirection;
 
- 		material.uniforms[ 'distortionScale' ].value = distortionScale;
 
- 		material.uniforms[ 'eye' ].value = eye;
 
- 		scope.material = material;
 
- 		scope.onBeforeRender = function ( renderer, scene, camera ) {
 
- 			mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
 
- 			cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
 
- 			rotationMatrix.extractRotation( scope.matrixWorld );
 
- 			normal.set( 0, 0, 1 );
 
- 			normal.applyMatrix4( rotationMatrix );
 
- 			view.subVectors( mirrorWorldPosition, cameraWorldPosition );
 
- 			// Avoid rendering when mirror is facing away
 
- 			if ( view.dot( normal ) > 0 ) return;
 
- 			view.reflect( normal ).negate();
 
- 			view.add( mirrorWorldPosition );
 
- 			rotationMatrix.extractRotation( camera.matrixWorld );
 
- 			lookAtPosition.set( 0, 0, - 1 );
 
- 			lookAtPosition.applyMatrix4( rotationMatrix );
 
- 			lookAtPosition.add( cameraWorldPosition );
 
- 			target.subVectors( mirrorWorldPosition, lookAtPosition );
 
- 			target.reflect( normal ).negate();
 
- 			target.add( mirrorWorldPosition );
 
- 			mirrorCamera.position.copy( view );
 
- 			mirrorCamera.up.set( 0, 1, 0 );
 
- 			mirrorCamera.up.applyMatrix4( rotationMatrix );
 
- 			mirrorCamera.up.reflect( normal );
 
- 			mirrorCamera.lookAt( target );
 
- 			mirrorCamera.far = camera.far; // Used in WebGLBackground
 
- 			mirrorCamera.updateMatrixWorld();
 
- 			mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
 
- 			// Update the texture matrix
 
- 			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( mirrorCamera.projectionMatrix );
 
- 			textureMatrix.multiply( 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
 
- 			mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
 
- 			mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
 
- 			clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
 
- 			const projectionMatrix = mirrorCamera.projectionMatrix;
 
- 			q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
 
- 			q.y = ( Math.sign( 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
 
- 			clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
 
- 			// Replacing the third row of the projection matrix
 
- 			projectionMatrix.elements[ 2 ] = clipPlane.x;
 
- 			projectionMatrix.elements[ 6 ] = clipPlane.y;
 
- 			projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
 
- 			projectionMatrix.elements[ 14 ] = clipPlane.w;
 
- 			eye.setFromMatrixPosition( camera.matrixWorld );
 
- 			// Render
 
- 			const currentRenderTarget = renderer.getRenderTarget();
 
- 			const currentXrEnabled = renderer.xr.enabled;
 
- 			const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
 
- 			scope.visible = false;
 
- 			renderer.xr.enabled = false; // Avoid camera modification and recursion
 
- 			renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
 
- 			renderer.setRenderTarget( renderTarget );
 
- 			renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
 
- 			if ( renderer.autoClear === false ) renderer.clear();
 
- 			renderer.render( scene, mirrorCamera );
 
- 			scope.visible = true;
 
- 			renderer.xr.enabled = currentXrEnabled;
 
- 			renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
 
- 			renderer.setRenderTarget( currentRenderTarget );
 
- 			// Restore viewport
 
- 			const viewport = camera.viewport;
 
- 			if ( viewport !== undefined ) {
 
- 				renderer.state.viewport( viewport );
 
- 			}
 
- 		};
 
- 	}
 
- }
 
- Water.prototype.isWater = true;
 
- export { Water };
 
 
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