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+/**
+ * @author jbouny / https://github.com/jbouny
+ *
+ * Work based on :
+ * @author Slayvin / http://slayvin.net : Flat mirror for three.js
+ * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
+ * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
+ */
+
+THREE.Water = function ( geometry, options ) {
+
+ THREE.Mesh.call( this, geometry );
+
+ var scope = this;
+
+ options = options || {};
+
+ var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
+ var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
+
+ var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
+ var alpha = options.alpha !== undefined ? options.alpha : 1.0;
+ var time = options.time !== undefined ? options.time : 0.0;
+ var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
+ var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
+ var sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
+ var waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
+ var eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
+ var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
+ var side = options.side !== undefined ? options.side : THREE.FrontSide;
+ var fog = options.fog !== undefined ? options.fog : false;
+
+ //
+
+ var mirrorPlane = new THREE.Plane();
+ var normal = new THREE.Vector3();
+ var mirrorWorldPosition = new THREE.Vector3();
+ var cameraWorldPosition = new THREE.Vector3();
+ var rotationMatrix = new THREE.Matrix4();
+ var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
+ var clipPlane = new THREE.Vector4();
+
+ var view = new THREE.Vector3();
+ var target = new THREE.Vector3();
+ var q = new THREE.Vector4();
+
+ var textureMatrix = new THREE.Matrix4();
+
+ var mirrorCamera = new THREE.PerspectiveCamera();
+
+ var parameters = {
+ minFilter: THREE.LinearFilter,
+ magFilter: THREE.LinearFilter,
+ format: THREE.RGBFormat,
+ stencilBuffer: false
+ };
+
+ var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
+
+ if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
+
+ renderTarget.texture.generateMipmaps = false;
+
+ }
+
+ var 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 },
+ 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: [
+ 'uniform mat4 textureMatrix;',
+ 'uniform float time;',
+
+ 'varying vec4 mirrorCoord;',
+ 'varying vec4 worldPosition;',
+
+ THREE.ShaderChunk[ 'fog_pars_vertex' ],
+ THREE.ShaderChunk[ 'shadowmap_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;',
+
+ THREE.ShaderChunk[ 'fog_vertex' ],
+ THREE.ShaderChunk[ 'shadowmap_vertex' ],
+
+ '}'
+ ].join( '\n' ),
+
+ fragmentShader: [
+ '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;',
+ '}',
+
+ THREE.ShaderChunk[ 'common' ],
+ THREE.ShaderChunk[ 'packing' ],
+ THREE.ShaderChunk[ 'bsdfs' ],
+ THREE.ShaderChunk[ 'fog_pars_fragment' ],
+ THREE.ShaderChunk[ 'lights_pars' ],
+ THREE.ShaderChunk[ 'lights_maps_pars' ],
+ THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
+ THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],
+
+ 'void main() {',
+ ' 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.z + 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 );',
+
+ THREE.ShaderChunk[ 'tonemapping_fragment' ],
+ THREE.ShaderChunk[ 'fog_fragment' ],
+
+ '}'
+ ].join( '\n' )
+
+ };
+
+ var material = new THREE.ShaderMaterial( {
+ fragmentShader: mirrorShader.fragmentShader,
+ vertexShader: mirrorShader.vertexShader,
+ uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
+ transparent: true,
+ 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 );
+
+ var 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 );
+
+ //
+
+ var currentRenderTarget = renderer.getRenderTarget();
+
+ var currentVrEnabled = renderer.vr.enabled;
+ var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
+
+ scope.visible = false;
+
+ renderer.vr.enabled = false; // Avoid camera modification and recursion
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
+
+ renderer.render( scene, mirrorCamera, renderTarget, true );
+
+ scope.visible = true;
+
+ renderer.vr.enabled = currentVrEnabled;
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
+
+ renderer.setRenderTarget( currentRenderTarget );
+
+ };
+
+};
+
+THREE.Water.prototype = Object.create( THREE.Mesh.prototype );
+THREE.Water.prototype.constructor = THREE.Water;