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three-stdlib

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stand-alone library of threejs examples

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"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