ship/public/scripts/water.js

396 lines
16 KiB
JavaScript

( function () {
/**
* Work based on :
* https://github.com/Slayvin: Flat mirror for three.js
* https://home.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 THREE.Mesh {
constructor( geometry, options = {} ) {
super( geometry );
this.isWater = true;
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 wave_time = options.wave_time !== undefined ? options.wave_time : 0.0;
const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
const sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
const waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
const eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
const side = options.side !== undefined ? options.side : THREE.FrontSide;
const fog = options.fog !== undefined ? 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 );
window.mirrorShader = {
uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'lights' ], {
'normalSampler': {
value: null
},
'mirrorSampler': {
value: null
},
'alpha': {
value: 1.0
},
'time': {
value: 0.0
},
'wave_time': {
value: 0.0
},
'size': {
value: 1.0
},
'distortionScale': {
value: 20.0
},
'textureMatrix': {
value: new THREE.Matrix4()
},
'sunColor': {
value: new THREE.Color( 0x7F7F7F )
},
'sunDirection': {
value: new THREE.Vector3( 0.70707, 0.70707, 0 )
},
'eye': {
value: new THREE.Vector3()
},
'waterColor': {
value: new THREE.Color( 0x555555 )
}
} ] ),
vertexShader:
/* glsl */
`
uniform mat4 textureMatrix;
uniform float time;
uniform float wave_time;
varying vec4 mirrorCoord;
varying vec4 worldPosition;
varying vec2 vUv;
#include <common>
#include <fog_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
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;
vUv = uv;
vec3 pos = position;
float noiseFreq = 3.5;
float noiseAmp = 0.45;
vec3 noisePos = vec3(pos.x * noiseFreq + time, pos.y, pos.z);
pos.z += snoise(noisePos) * noiseAmp;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);
#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 THREE.ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: THREE.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[ 'wave_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 );
}
};
}
}
THREE.Water = Water;
} )();