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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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300 lines
11 KiB
300 lines
11 KiB
( function () { |
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/** |
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* Work based on : |
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* https://github.com/Slayvin: Flat mirror for three.js |
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* https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror |
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* http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL |
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*/ |
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class Water extends THREE.Mesh { |
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constructor( geometry, options = {} ) { |
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super( geometry ); |
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const scope = this; |
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const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512; |
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const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512; |
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const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0; |
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const alpha = options.alpha !== undefined ? options.alpha : 1.0; |
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const time = options.time !== undefined ? options.time : 0.0; |
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const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null; |
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const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 ); |
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const sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff ); |
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const waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F ); |
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const eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 ); |
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const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0; |
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const side = options.side !== undefined ? options.side : THREE.FrontSide; |
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const fog = options.fog !== undefined ? options.fog : false; // |
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const mirrorPlane = new THREE.Plane(); |
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const normal = new THREE.Vector3(); |
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const mirrorWorldPosition = new THREE.Vector3(); |
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const cameraWorldPosition = new THREE.Vector3(); |
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const rotationMatrix = new THREE.Matrix4(); |
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const lookAtPosition = new THREE.Vector3( 0, 0, - 1 ); |
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const clipPlane = new THREE.Vector4(); |
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const view = new THREE.Vector3(); |
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const target = new THREE.Vector3(); |
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const q = new THREE.Vector4(); |
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const textureMatrix = new THREE.Matrix4(); |
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const mirrorCamera = new THREE.PerspectiveCamera(); |
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const parameters = { |
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minFilter: THREE.LinearFilter, |
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magFilter: THREE.LinearFilter, |
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format: THREE.RGBFormat |
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}; |
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const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); |
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if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) { |
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renderTarget.texture.generateMipmaps = false; |
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} |
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const mirrorShader = { |
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uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'lights' ], { |
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'normalSampler': { |
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value: null |
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}, |
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'mirrorSampler': { |
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value: null |
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}, |
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'alpha': { |
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value: 1.0 |
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}, |
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'time': { |
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value: 0.0 |
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}, |
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'size': { |
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value: 1.0 |
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}, |
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'distortionScale': { |
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value: 20.0 |
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}, |
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'textureMatrix': { |
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value: new THREE.Matrix4() |
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}, |
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'sunColor': { |
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value: new THREE.Color( 0x7F7F7F ) |
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}, |
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'sunDirection': { |
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value: new THREE.Vector3( 0.70707, 0.70707, 0 ) |
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}, |
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'eye': { |
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value: new THREE.Vector3() |
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}, |
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'waterColor': { |
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value: new THREE.Color( 0x555555 ) |
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} |
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} ] ), |
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vertexShader: |
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/* glsl */ |
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` |
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uniform mat4 textureMatrix; |
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uniform float time; |
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varying vec4 mirrorCoord; |
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varying vec4 worldPosition; |
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#include <common> |
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#include <fog_pars_vertex> |
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#include <shadowmap_pars_vertex> |
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#include <logdepthbuf_pars_vertex> |
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void main() { |
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mirrorCoord = modelMatrix * vec4( position, 1.0 ); |
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worldPosition = mirrorCoord.xyzw; |
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mirrorCoord = textureMatrix * mirrorCoord; |
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); |
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gl_Position = projectionMatrix * mvPosition; |
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#include <beginnormal_vertex> |
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#include <defaultnormal_vertex> |
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#include <logdepthbuf_vertex> |
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#include <fog_vertex> |
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#include <shadowmap_vertex> |
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}`, |
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fragmentShader: |
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/* glsl */ |
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` |
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uniform sampler2D mirrorSampler; |
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uniform float alpha; |
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uniform float time; |
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uniform float size; |
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uniform float distortionScale; |
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uniform sampler2D normalSampler; |
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uniform vec3 sunColor; |
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uniform vec3 sunDirection; |
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uniform vec3 eye; |
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uniform vec3 waterColor; |
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varying vec4 mirrorCoord; |
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varying vec4 worldPosition; |
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vec4 getNoise( vec2 uv ) { |
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vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0); |
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vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 ); |
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vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 ); |
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vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 ); |
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vec4 noise = texture2D( normalSampler, uv0 ) + |
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texture2D( normalSampler, uv1 ) + |
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texture2D( normalSampler, uv2 ) + |
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texture2D( normalSampler, uv3 ); |
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return noise * 0.5 - 1.0; |
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} |
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void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) { |
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vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) ); |
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float direction = max( 0.0, dot( eyeDirection, reflection ) ); |
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specularColor += pow( direction, shiny ) * sunColor * spec; |
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diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse; |
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} |
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#include <common> |
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#include <packing> |
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#include <bsdfs> |
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#include <fog_pars_fragment> |
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#include <logdepthbuf_pars_fragment> |
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#include <lights_pars_begin> |
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#include <shadowmap_pars_fragment> |
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#include <shadowmask_pars_fragment> |
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void main() { |
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#include <logdepthbuf_fragment> |
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vec4 noise = getNoise( worldPosition.xz * size ); |
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vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) ); |
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vec3 diffuseLight = vec3(0.0); |
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vec3 specularLight = vec3(0.0); |
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vec3 worldToEye = eye-worldPosition.xyz; |
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vec3 eyeDirection = normalize( worldToEye ); |
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sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight ); |
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float distance = length(worldToEye); |
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vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale; |
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vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) ); |
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float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 ); |
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float rf0 = 0.3; |
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float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 ); |
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vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor; |
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vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance); |
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vec3 outgoingLight = albedo; |
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gl_FragColor = vec4( outgoingLight, alpha ); |
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#include <tonemapping_fragment> |
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#include <fog_fragment> |
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}` |
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}; |
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const material = new THREE.ShaderMaterial( { |
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fragmentShader: mirrorShader.fragmentShader, |
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vertexShader: mirrorShader.vertexShader, |
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uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ), |
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lights: true, |
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side: side, |
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fog: fog |
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} ); |
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material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture; |
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material.uniforms[ 'textureMatrix' ].value = textureMatrix; |
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material.uniforms[ 'alpha' ].value = alpha; |
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material.uniforms[ 'time' ].value = time; |
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material.uniforms[ 'normalSampler' ].value = normalSampler; |
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material.uniforms[ 'sunColor' ].value = sunColor; |
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material.uniforms[ 'waterColor' ].value = waterColor; |
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material.uniforms[ 'sunDirection' ].value = sunDirection; |
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material.uniforms[ 'distortionScale' ].value = distortionScale; |
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material.uniforms[ 'eye' ].value = eye; |
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scope.material = material; |
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scope.onBeforeRender = function ( renderer, scene, camera ) { |
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mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld ); |
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); |
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rotationMatrix.extractRotation( scope.matrixWorld ); |
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normal.set( 0, 0, 1 ); |
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normal.applyMatrix4( rotationMatrix ); |
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view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away |
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if ( view.dot( normal ) > 0 ) return; |
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view.reflect( normal ).negate(); |
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view.add( mirrorWorldPosition ); |
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rotationMatrix.extractRotation( camera.matrixWorld ); |
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lookAtPosition.set( 0, 0, - 1 ); |
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lookAtPosition.applyMatrix4( rotationMatrix ); |
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lookAtPosition.add( cameraWorldPosition ); |
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target.subVectors( mirrorWorldPosition, lookAtPosition ); |
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target.reflect( normal ).negate(); |
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target.add( mirrorWorldPosition ); |
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mirrorCamera.position.copy( view ); |
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mirrorCamera.up.set( 0, 1, 0 ); |
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mirrorCamera.up.applyMatrix4( rotationMatrix ); |
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mirrorCamera.up.reflect( normal ); |
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mirrorCamera.lookAt( target ); |
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mirrorCamera.far = camera.far; // Used in WebGLBackground |
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mirrorCamera.updateMatrixWorld(); |
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mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix |
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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 ); |
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textureMatrix.multiply( mirrorCamera.projectionMatrix ); |
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textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html |
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf |
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mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition ); |
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mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse ); |
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clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant ); |
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const projectionMatrix = mirrorCamera.projectionMatrix; |
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; |
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ]; |
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q.z = - 1.0; |
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector |
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix |
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projectionMatrix.elements[ 2 ] = clipPlane.x; |
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projectionMatrix.elements[ 6 ] = clipPlane.y; |
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias; |
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projectionMatrix.elements[ 14 ] = clipPlane.w; |
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eye.setFromMatrixPosition( camera.matrixWorld ); // Render |
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const currentRenderTarget = renderer.getRenderTarget(); |
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const currentXrEnabled = renderer.xr.enabled; |
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; |
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scope.visible = false; |
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renderer.xr.enabled = false; // Avoid camera modification and recursion |
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows |
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renderer.setRenderTarget( renderTarget ); |
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897 |
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if ( renderer.autoClear === false ) renderer.clear(); |
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renderer.render( scene, mirrorCamera ); |
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scope.visible = true; |
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renderer.xr.enabled = currentXrEnabled; |
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; |
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renderer.setRenderTarget( currentRenderTarget ); // Restore viewport |
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const viewport = camera.viewport; |
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if ( viewport !== undefined ) { |
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renderer.state.viewport( viewport ); |
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} |
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}; |
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} |
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} |
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Water.prototype.isWater = true; |
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THREE.Water = Water; |
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} )();
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