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Importing @jbouny Ocean/Water example which is based on the Mirror Sh…
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…ader (see mrdoob#3856)
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zz85 committed Jan 1, 2014
1 parent a1d6af3 commit b1653ec
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1 change: 1 addition & 0 deletions examples/index.html
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Expand Up @@ -243,6 +243,7 @@ <h1><a href="http://threejs.org">three.js</a> / examples</h1>
"webgl_sandbox",
"webgl_shader",
"webgl_shader2",
"webgl_shaders_ocean",
"webgl_shader_lava",
"webgl_shading_physical",
"webgl_shadowmap",
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272 changes: 272 additions & 0 deletions examples/js/WaterShader.js
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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.ShaderLib['water'] = {

uniforms: { "normalSampler": { type: "t", value: null },
"mirrorSampler": { type: "t", value: null },
"alpha": { type: "f", value: 1.0 },
"time": { type: "f", value: 0.0 },
"distortionScale": { type: "f", value: 20.0 },
"textureMatrix" : { type: "m4", value: new THREE.Matrix4() },
"sunColor": { type: "c", value: new THREE.Color( 0x7F7F7F ) },
"sunDirection": { type: "v3", value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
"eye": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
"waterColor": { type: "c", value: new THREE.Color( 0x555555 ) }
},

vertexShader: [
'uniform mat4 textureMatrix;',
'uniform float time;',

'varying vec4 mirrorCoord;',
'varying vec3 worldPosition;',

'void main()',
'{',
' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
' worldPosition = mirrorCoord.xyz;',
' mirrorCoord = textureMatrix * mirrorCoord;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),

fragmentShader: [
'precision highp float;',

'uniform sampler2D mirrorSampler;',
'uniform float alpha;',
'uniform float time;',
'uniform float distortionScale;',
'uniform sampler2D normalSampler;',
'uniform vec3 sunColor;',
'uniform vec3 sunDirection;',
'uniform vec3 eye;',
'uniform vec3 waterColor;',

'varying vec4 mirrorCoord;',
'varying vec3 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;',
'}',

'void main()',
'{',
' vec4 noise = getNoise( worldPosition.xz );',
' 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;',
' 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, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
' gl_FragColor = vec4( albedo, alpha );',
'}'
].join('\n')

};

THREE.Water = function ( renderer, camera, scene, options ) {

THREE.Object3D.call( this );
this.name = 'water_' + this.id;

function isPowerOfTwo ( value ) {
return ( value & ( value - 1 ) ) === 0;
};
function optionalParameter ( value, defaultValue ) {
return value !== undefined ? value : defaultValue;
};

options = options || {};

this.matrixNeedsUpdate = true;

var width = optionalParameter( options.textureWidth, 512 );
var height = optionalParameter( options.textureHeight, 512 );
this.clipBias = optionalParameter( options.clipBias, 0.0 );
this.alpha = optionalParameter( options.alpha, 1.0 );
this.time = optionalParameter( options.time, 0.0 );
this.normalSampler = optionalParameter( options.waterNormals, null );
this.sunDirection = optionalParameter( options.sunDirection, new THREE.Vector3( 0.70707, 0.70707, 0.0 ) );
this.sunColor = new THREE.Color( optionalParameter( options.sunColor, 0xffffff ) );
this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
this.distortionScale = optionalParameter( options.distortionScale, 20.0 );

this.renderer = renderer;
this.scene = scene;
this.mirrorPlane = new THREE.Plane();
this.normal = new THREE.Vector3( 0, 0, 1 );
this.mirrorWorldPosition = new THREE.Vector3();
this.cameraWorldPosition = new THREE.Vector3();
this.rotationMatrix = new THREE.Matrix4();
this.lookAtPosition = new THREE.Vector3( 0, 0, -1 );
this.clipPlane = new THREE.Vector4();

if ( camera instanceof THREE.PerspectiveCamera )
this.camera = camera;
else
{
this.camera = new THREE.PerspectiveCamera();
console.log(this.name + ': camera is not a Perspective Camera!')
}

this.textureMatrix = new THREE.Matrix4();

this.mirrorCamera = this.camera.clone();

this.texture = new THREE.WebGLRenderTarget( width, height );
this.tempTexture = new THREE.WebGLRenderTarget( width, height );

var mirrorShader = THREE.ShaderLib[ "water" ];
var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );

this.material = new THREE.ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: mirrorUniforms,
transparent: true
} );

this.material.uniforms.mirrorSampler.value = this.texture;
this.material.uniforms.textureMatrix.value = this.textureMatrix;
this.material.uniforms.alpha.value = this.alpha;
this.material.uniforms.time.value = this.time;
this.material.uniforms.normalSampler.value = this.normalSampler;
this.material.uniforms.sunColor.value = this.sunColor;
this.material.uniforms.waterColor.value = this.waterColor;
this.material.uniforms.sunDirection.value = this.sunDirection;
this.material.uniforms.distortionScale.value = this.distortionScale;

this.material.uniforms.eye.value = this.eye;

if ( !isPowerOfTwo(width) || !isPowerOfTwo(height) )
{
this.texture.generateMipmaps = false;
this.tempTexture.generateMipmaps = false;
}

this.updateTextureMatrix();
this.render();
};

THREE.Water.prototype = Object.create( THREE.Mirror.prototype );


THREE.Water.prototype.updateTextureMatrix = function () {

function sign(x) { return x ? x < 0 ? -1 : 1 : 0; }

this.updateMatrixWorld();
this.camera.updateMatrixWorld();

this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );

this.rotationMatrix.extractRotation( this.matrixWorld );

this.normal.set( 0, 0, 1 );
this.normal.applyMatrix4( this.rotationMatrix );

var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
var reflectView = view.reflect( this.normal );
reflectView.add( this.mirrorWorldPosition );

this.rotationMatrix.extractRotation( this.camera.matrixWorld );

this.lookAtPosition.set(0, 0, -1);
this.lookAtPosition.applyMatrix4( this.rotationMatrix );
this.lookAtPosition.add( this.cameraWorldPosition );

var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
var reflectTarget = target.reflect( this.normal );
reflectTarget.add( this.mirrorWorldPosition );

this.up.set(0, -1, 0);
this.up.applyMatrix4( this.rotationMatrix );
var reflectUp = this.up.reflect( this.normal );

this.mirrorCamera.position.copy(reflectView);
this.mirrorCamera.up = reflectUp;
this.mirrorCamera.lookAt(reflectTarget);
this.mirrorCamera.aspect = this.camera.aspect;

this.mirrorCamera.updateProjectionMatrix();
this.mirrorCamera.updateMatrixWorld();
this.mirrorCamera.matrixWorldInverse.getInverse(this.mirrorCamera.matrixWorld);

// Update the texture matrix
this.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 );
this.textureMatrix.multiply(this.mirrorCamera.projectionMatrix);
this.textureMatrix.multiply(this.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
this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
this.mirrorPlane.applyMatrix4(this.mirrorCamera.matrixWorldInverse);

this.clipPlane.set(this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );

var q = new THREE.Vector4();
var projectionMatrix = this.mirrorCamera.projectionMatrix;

q.x = (sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
q.y = (sign(this.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
var c = new THREE.Vector4();
c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot(q) );

// Replacing the third row of the projection matrix
projectionMatrix.elements[2] = c.x;
projectionMatrix.elements[6] = c.y;
projectionMatrix.elements[10] = c.z + 1.0 - this.clipBias;
projectionMatrix.elements[14] = c.w;

var worldCoordinates = new THREE.Vector3();
worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
this.eye = worldCoordinates;
this.material.uniforms.eye.value = this.eye;
};
Binary file added examples/textures/waternormals.jpg
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