/** * @author Mugen87 / https://github.com/Mugen87 * * References: * http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html * */ import { Clock, Color, Matrix4, Mesh, RepeatWrapping, ShaderMaterial, TextureLoader, UniformsLib, UniformsUtils, Vector2, Vector4 } from "../../../build/three.module.js"; import { Reflector } from "../objects/Reflector.js"; import { Refractor } from "../objects/Refractor.js"; var Water = function ( geometry, options ) { Mesh.call( this, geometry ); this.type = 'Water'; var scope = this; options = options || {}; var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF ); var textureWidth = options.textureWidth || 512; var textureHeight = options.textureHeight || 512; var clipBias = options.clipBias || 0; var flowDirection = options.flowDirection || new Vector2( 1, 0 ); var flowSpeed = options.flowSpeed || 0.03; var reflectivity = options.reflectivity || 0.02; var scale = options.scale || 1; var shader = options.shader || Water.WaterShader; var textureLoader = new TextureLoader(); var flowMap = options.flowMap || undefined; var normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' ); var normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' ); var cycle = 0.15; // a cycle of a flow map phase var halfCycle = cycle * 0.5; var textureMatrix = new Matrix4(); var clock = new Clock(); // internal components if ( Reflector === undefined ) { console.error( 'THREE.Water: Required component Reflector not found.' ); return; } if ( Refractor === undefined ) { console.error( 'THREE.Water: Required component Refractor not found.' ); return; } var reflector = new Reflector( geometry, { textureWidth: textureWidth, textureHeight: textureHeight, clipBias: clipBias } ); var refractor = new Refractor( geometry, { textureWidth: textureWidth, textureHeight: textureHeight, clipBias: clipBias } ); reflector.matrixAutoUpdate = false; refractor.matrixAutoUpdate = false; // material this.material = new ShaderMaterial( { uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shader.uniforms ] ), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: true, fog: true } ); if ( flowMap !== undefined ) { this.material.defines.USE_FLOWMAP = ''; this.material.uniforms[ "tFlowMap" ] = { type: 't', value: flowMap }; } else { this.material.uniforms[ "flowDirection" ] = { type: 'v2', value: flowDirection }; } // maps normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping; normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping; this.material.uniforms[ "tReflectionMap" ].value = reflector.getRenderTarget().texture; this.material.uniforms[ "tRefractionMap" ].value = refractor.getRenderTarget().texture; this.material.uniforms[ "tNormalMap0" ].value = normalMap0; this.material.uniforms[ "tNormalMap1" ].value = normalMap1; // water this.material.uniforms[ "color" ].value = color; this.material.uniforms[ "reflectivity" ].value = reflectivity; this.material.uniforms[ "textureMatrix" ].value = textureMatrix; // inital values this.material.uniforms[ "config" ].value.x = 0; // flowMapOffset0 this.material.uniforms[ "config" ].value.y = halfCycle; // flowMapOffset1 this.material.uniforms[ "config" ].value.z = halfCycle; // halfCycle this.material.uniforms[ "config" ].value.w = scale; // scale // functions function updateTextureMatrix( camera ) { 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( camera.projectionMatrix ); textureMatrix.multiply( camera.matrixWorldInverse ); textureMatrix.multiply( scope.matrixWorld ); } function updateFlow() { var delta = clock.getDelta(); var config = scope.material.uniforms[ "config" ]; config.value.x += flowSpeed * delta; // flowMapOffset0 config.value.y = config.value.x + halfCycle; // flowMapOffset1 // Important: The distance between offsets should be always the value of "halfCycle". // Moreover, both offsets should be in the range of [ 0, cycle ]. // This approach ensures a smooth water flow and avoids "reset" effects. if ( config.value.x >= cycle ) { config.value.x = 0; config.value.y = halfCycle; } else if ( config.value.y >= cycle ) { config.value.y = config.value.y - cycle; } } // this.onBeforeRender = function ( renderer, scene, camera ) { updateTextureMatrix( camera ); updateFlow(); scope.visible = false; reflector.matrixWorld.copy( scope.matrixWorld ); refractor.matrixWorld.copy( scope.matrixWorld ); reflector.onBeforeRender( renderer, scene, camera ); refractor.onBeforeRender( renderer, scene, camera ); scope.visible = true; }; }; Water.prototype = Object.create( Mesh.prototype ); Water.prototype.constructor = Water; Water.WaterShader = { uniforms: { 'color': { type: 'c', value: null }, 'reflectivity': { type: 'f', value: 0 }, 'tReflectionMap': { type: 't', value: null }, 'tRefractionMap': { type: 't', value: null }, 'tNormalMap0': { type: 't', value: null }, 'tNormalMap1': { type: 't', value: null }, 'textureMatrix': { type: 'm4', value: null }, 'config': { type: 'v4', value: new Vector4() } }, vertexShader: [ '#include <fog_pars_vertex>', '#include <logdepthbuf_pars_vertex>', 'uniform mat4 textureMatrix;', 'varying vec4 vCoord;', 'varying vec2 vUv;', 'varying vec3 vToEye;', 'void main() {', ' vUv = uv;', ' vCoord = textureMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vToEye = cameraPosition - worldPosition.xyz;', ' vec4 mvPosition = viewMatrix * worldPosition;', // used in fog_vertex ' gl_Position = projectionMatrix * mvPosition;', ' #include <logdepthbuf_vertex>', ' #include <fog_vertex>', '}' ].join( '\n' ), fragmentShader: [ '#include <common>', '#include <fog_pars_fragment>', '#include <logdepthbuf_pars_fragment>', 'uniform sampler2D tReflectionMap;', 'uniform sampler2D tRefractionMap;', 'uniform sampler2D tNormalMap0;', 'uniform sampler2D tNormalMap1;', '#ifdef USE_FLOWMAP', ' uniform sampler2D tFlowMap;', '#else', ' uniform vec2 flowDirection;', '#endif', 'uniform vec3 color;', 'uniform float reflectivity;', 'uniform vec4 config;', 'varying vec4 vCoord;', 'varying vec2 vUv;', 'varying vec3 vToEye;', 'void main() {', ' #include <logdepthbuf_fragment>', ' float flowMapOffset0 = config.x;', ' float flowMapOffset1 = config.y;', ' float halfCycle = config.z;', ' float scale = config.w;', ' vec3 toEye = normalize( vToEye );', // determine flow direction ' vec2 flow;', ' #ifdef USE_FLOWMAP', ' flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;', ' #else', ' flow = flowDirection;', ' #endif', ' flow.x *= - 1.0;', // sample normal maps (distort uvs with flowdata) ' vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );', ' vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );', // linear interpolate to get the final normal color ' float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;', ' vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );', // calculate normal vector ' vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );', // calculate the fresnel term to blend reflection and refraction maps ' float theta = max( dot( toEye, normal ), 0.0 );', ' float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );', // calculate final uv coords ' vec3 coord = vCoord.xyz / vCoord.w;', ' vec2 uv = coord.xy + coord.z * normal.xz * 0.05;', ' vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );', ' vec4 refractColor = texture2D( tRefractionMap, uv );', // multiply water color with the mix of both textures ' gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );', ' #include <tonemapping_fragment>', ' #include <encodings_fragment>', ' #include <fog_fragment>', '}' ].join( '\n' ) }; export { Water };