diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/main/kotlin/Terrain.kt | 62 | ||||
| -rw-r--r-- | src/main/kotlin/Water.kt | 10 | ||||
| -rw-r--r-- | src/main/kotlin/WaterParams.kt | 12 | ||||
| -rw-r--r-- | src/main/resources/index.html | 1 | ||||
| -rw-r--r-- | src/main/resources/lib/water.js | 309 | ||||
| -rw-r--r-- | src/main/resources/waternormals.jpg | bin | 0 -> 248813 bytes |
6 files changed, 372 insertions, 22 deletions
diff --git a/src/main/kotlin/Terrain.kt b/src/main/kotlin/Terrain.kt index 054055e..55dcba5 100644 --- a/src/main/kotlin/Terrain.kt +++ b/src/main/kotlin/Terrain.kt @@ -7,9 +7,11 @@ import info.laht.threekt.external.libs.datgui.dat import info.laht.threekt.geometries.BoxGeometry import info.laht.threekt.geometries.PlaneGeometry import info.laht.threekt.lights.AmbientLight -import info.laht.threekt.lights.PointLight -import info.laht.threekt.materials.MeshBasicMaterial +import info.laht.threekt.lights.DirectionalLight +import info.laht.threekt.lights.Light +import info.laht.threekt.loaders.TextureLoader import info.laht.threekt.materials.MeshPhongMaterial +import info.laht.threekt.math.Color import info.laht.threekt.math.ColorConstants import info.laht.threekt.objects.Mesh import info.laht.threekt.renderers.WebGLRenderer @@ -20,6 +22,7 @@ import kotlin.browser.document import kotlin.browser.window import kotlin.dom.addClass import kotlin.dom.removeClass +import kotlin.math.PI import kotlin.math.pow class Terrain { @@ -31,6 +34,7 @@ class Terrain { private lateinit var simplexNoise: SimplexNoise private lateinit var terrainMesh: Mesh private lateinit var waterMesh: Mesh + private var light: Light private val size: Int = 256 @@ -53,19 +57,19 @@ class Terrain { scene.add(AmbientLight(0xeeeeee)) - PointLight(0xffffff) + light = DirectionalLight(0xffffff, 0.8) .apply { castShadow = true - position.set(0, 90, 200) - }.also(scene::add) + position.set(60, 170, -110) + } + .also(scene::add) camera = PerspectiveCamera(75, window.innerWidth.toDouble() / window.innerHeight, 0.1, 1000) - camera.position.setZ(45) - camera.position.setY(-73) + camera.position.set(0, 57, 76) renderer = WebGLRenderer(WebGLRendererParams(antialias = true)) .apply { - setClearColor(ColorConstants.black, 1) + setClearColor(ColorConstants.skyblue, 1) setSize(window.innerWidth, window.innerHeight) } @@ -95,7 +99,7 @@ class Terrain { fun reseedNoise() { seedNoise() - generateTerrain() + regenerateTerrain() } private fun regenerateTerrain() { @@ -157,13 +161,16 @@ class Terrain { } terrainMesh = Mesh(terrainGeom, terrainMaterial) - .apply { receiveShadows = true } + .apply { + receiveShadows = true + rotation.x = -PI / 2 + } .also(scene::add) - generateWater() - val genEnd = window.performance.now() println("Terrain generation took ${genEnd - genStart} ms") + + generateWater() } private fun applyHeightMapColour(planeGeometry: PlaneGeometry) { @@ -185,19 +192,28 @@ class Terrain { scene.remove(waterMesh) } - val waterGeom = BoxGeometry(99, 99, options.waterHeight) - val waterMaterial = MeshBasicMaterial() + waterMesh = Water(BoxGeometry(99,99, options.waterHeight), + WaterParams( + waterNormals = TextureLoader().load("waternormals.jpg", { + it.wrapS = THREE.RepeatWrapping + it.wrapT = THREE.RepeatWrapping + }), + alpha = 1.0, + sunDirection = light.position.clone().normalize(), + sunColor = Color(0xffffff), + waterColor = Color(0x001e0f), + distortionScale = 5.0 + )) .apply { - color.set(ColorConstants.aqua) - transparent = true - opacity = 0.7 + receiveShadows = true + translateZ(options.waterHeight) + rotation.x = -PI / 2 + position.set(0, options.waterHeight / 2 , 0) } + .also(scene::add) - waterMesh = Mesh(waterGeom, waterMaterial) - .also { - scene.add(it) - it.translateZ(options.waterHeight/2) - } + var waterMeshJsVar = waterMesh + js("waterMeshJsVar.material.uniforms.size.value = 7") } @Suppress("UNCHECKED_CAST_TO_EXTERNAL_INTERFACE") @@ -266,6 +282,8 @@ class Terrain { waterMesh.rotation.z += 0.005 // println("x:${camera.position.x} y: ${camera.position.y} z:${camera.position.z}") } + var waterMeshJsVar = waterMesh + js("waterMeshJsVar.material.uniforms[ 'time' ].value += 1.0 / 60.0;") animate() } diff --git a/src/main/kotlin/Water.kt b/src/main/kotlin/Water.kt new file mode 100644 index 0000000..51e809f --- /dev/null +++ b/src/main/kotlin/Water.kt @@ -0,0 +1,10 @@ +@file:JsQualifier("THREE") + +import info.laht.threekt.core.Geometry +import info.laht.threekt.objects.Mesh + +external class Water ( + geometry: Geometry, + options: WaterParams +) : Mesh + diff --git a/src/main/kotlin/WaterParams.kt b/src/main/kotlin/WaterParams.kt new file mode 100644 index 0000000..61cb2a0 --- /dev/null +++ b/src/main/kotlin/WaterParams.kt @@ -0,0 +1,12 @@ +import info.laht.threekt.math.Color +import info.laht.threekt.math.Vector3 +import info.laht.threekt.textures.Texture + +data class WaterParams( + val waterNormals: Texture, + val alpha: Double, + val sunDirection: Vector3, + val sunColor: Color, + val waterColor: Color, + val distortionScale: Double +)
\ No newline at end of file diff --git a/src/main/resources/index.html b/src/main/resources/index.html index cc41b60..943fdd7 100644 --- a/src/main/resources/index.html +++ b/src/main/resources/index.html @@ -6,6 +6,7 @@ <script type="text/javascript" src="lib/three.min.js"></script> <script type="text/javascript" src="lib/OrbitControls.js"></script> + <script type="text/javascript" src="lib/water.js"></script> <script type="text/javascript" src="lib/dat.gui.min.js"></script> <script type="text/javascript" src="lib/simplex-noise.min.js"></script> diff --git a/src/main/resources/lib/water.js b/src/main/resources/lib/water.js new file mode 100644 index 0000000..223b152 --- /dev/null +++ b/src/main/resources/lib/water.js @@ -0,0 +1,309 @@ +/** + * @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; diff --git a/src/main/resources/waternormals.jpg b/src/main/resources/waternormals.jpg Binary files differnew file mode 100644 index 0000000..9dfe03c --- /dev/null +++ b/src/main/resources/waternormals.jpg |