| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344 | 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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