three-stdlib
Version:
stand-alone library of threejs examples
245 lines (228 loc) • 10.6 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const constants = require("../_polyfill/constants.cjs");
class Water extends THREE.Mesh {
constructor(geometry, options = {}) {
super(geometry);
this.isWater = true;
const scope = this;
const textureWidth = options.textureWidth !== void 0 ? options.textureWidth : 512;
const textureHeight = options.textureHeight !== void 0 ? options.textureHeight : 512;
const clipBias = options.clipBias !== void 0 ? options.clipBias : 0;
const alpha = options.alpha !== void 0 ? options.alpha : 1;
const time = options.time !== void 0 ? options.time : 0;
const normalSampler = options.waterNormals !== void 0 ? options.waterNormals : null;
const sunDirection = options.sunDirection !== void 0 ? options.sunDirection : new THREE.Vector3(0.70707, 0.70707, 0);
const sunColor = new THREE.Color(options.sunColor !== void 0 ? options.sunColor : 16777215);
const waterColor = new THREE.Color(options.waterColor !== void 0 ? options.waterColor : 8355711);
const eye = options.eye !== void 0 ? options.eye : new THREE.Vector3(0, 0, 0);
const distortionScale = options.distortionScale !== void 0 ? options.distortionScale : 20;
const side = options.side !== void 0 ? options.side : THREE.FrontSide;
const fog = options.fog !== void 0 ? options.fog : false;
const mirrorPlane = new THREE.Plane();
const normal = new THREE.Vector3();
const mirrorWorldPosition = new THREE.Vector3();
const cameraWorldPosition = new THREE.Vector3();
const rotationMatrix = new THREE.Matrix4();
const lookAtPosition = new THREE.Vector3(0, 0, -1);
const clipPlane = new THREE.Vector4();
const view = new THREE.Vector3();
const target = new THREE.Vector3();
const q = new THREE.Vector4();
const textureMatrix = new THREE.Matrix4();
const mirrorCamera = new THREE.PerspectiveCamera();
const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight);
const mirrorShader = {
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib["fog"],
THREE.UniformsLib["lights"],
{
normalSampler: { value: null },
mirrorSampler: { value: null },
alpha: { value: 1 },
time: { value: 0 },
size: { value: 1 },
distortionScale: { value: 20 },
textureMatrix: { value: new THREE.Matrix4() },
sunColor: { value: new THREE.Color(8355711) },
sunDirection: { value: new THREE.Vector3(0.70707, 0.70707, 0) },
eye: { value: new THREE.Vector3() },
waterColor: { value: new THREE.Color(5592405) }
}
]),
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 <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
#include <fog_fragment>
}`
)
};
const material = new THREE.ShaderMaterial({
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: THREE.UniformsUtils.clone(mirrorShader.uniforms),
lights: true,
side,
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);
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;
mirrorCamera.updateMatrixWorld();
mirrorCamera.projectionMatrix.copy(camera.projectionMatrix);
textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
textureMatrix.multiply(mirrorCamera.projectionMatrix);
textureMatrix.multiply(mirrorCamera.matrixWorldInverse);
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;
q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
clipPlane.multiplyScalar(2 / clipPlane.dot(q));
projectionMatrix.elements[2] = clipPlane.x;
projectionMatrix.elements[6] = clipPlane.y;
projectionMatrix.elements[10] = clipPlane.z + 1 - clipBias;
projectionMatrix.elements[14] = clipPlane.w;
eye.setFromMatrixPosition(camera.matrixWorld);
const currentRenderTarget = renderer.getRenderTarget();
const currentXrEnabled = renderer.xr.enabled;
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
scope.visible = false;
renderer.xr.enabled = false;
renderer.shadowMap.autoUpdate = false;
renderer.setRenderTarget(renderTarget);
renderer.state.buffers.depth.setMask(true);
if (renderer.autoClear === false)
renderer.clear();
renderer.render(scene, mirrorCamera);
scope.visible = true;
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget(currentRenderTarget);
const viewport = camera.viewport;
if (viewport !== void 0) {
renderer.state.viewport(viewport);
}
};
}
}
exports.Water = Water;
//# sourceMappingURL=Water.cjs.map