262 lines
8.4 KiB
JavaScript
262 lines
8.4 KiB
JavaScript
"use strict";
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const Reflector = require("./Reflector.cjs");
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const Refractor = require("./Refractor.cjs");
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const constants = require("../_polyfill/constants.cjs");
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const Water2 = /* @__PURE__ */ (() => {
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const _Water2 = class extends THREE.Mesh {
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constructor(geometry, options = {}) {
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super(geometry);
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this.isWater = true;
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this.type = "Water";
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const scope = this;
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const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(16777215);
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const textureWidth = options.textureWidth || 512;
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const textureHeight = options.textureHeight || 512;
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const clipBias = options.clipBias || 0;
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const flowDirection = options.flowDirection || new THREE.Vector2(1, 0);
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const flowSpeed = options.flowSpeed || 0.03;
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const reflectivity = options.reflectivity || 0.02;
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const scale = options.scale || 1;
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const shader = options.shader || _Water2.WaterShader;
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const encoding = options.encoding !== void 0 ? options.encoding : 3e3;
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const flowMap = options.flowMap || void 0;
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const normalMap0 = options.normalMap0;
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const normalMap1 = options.normalMap1;
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const cycle = 0.15;
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const halfCycle = cycle * 0.5;
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const textureMatrix = new THREE.Matrix4();
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const clock = new THREE.Clock();
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if (Reflector.Reflector === void 0) {
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console.error("THREE.Water: Required component Reflector not found.");
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return;
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}
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if (Refractor.Refractor === void 0) {
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console.error("THREE.Water: Required component Refractor not found.");
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return;
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}
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const reflector = new Reflector.Reflector(geometry, {
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textureWidth,
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textureHeight,
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clipBias,
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encoding
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});
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const refractor = new Refractor.Refractor(geometry, {
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textureWidth,
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textureHeight,
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clipBias,
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encoding
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});
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reflector.matrixAutoUpdate = false;
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refractor.matrixAutoUpdate = false;
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this.material = new THREE.ShaderMaterial({
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uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["fog"], shader.uniforms]),
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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transparent: true,
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fog: true
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});
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if (flowMap !== void 0) {
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this.material.defines.USE_FLOWMAP = "";
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this.material.uniforms["tFlowMap"] = {
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type: "t",
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value: flowMap
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};
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} else {
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this.material.uniforms["flowDirection"] = {
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type: "v2",
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value: flowDirection
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};
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}
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normalMap0.wrapS = normalMap0.wrapT = THREE.RepeatWrapping;
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normalMap1.wrapS = normalMap1.wrapT = THREE.RepeatWrapping;
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this.material.uniforms["tReflectionMap"].value = reflector.getRenderTarget().texture;
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this.material.uniforms["tRefractionMap"].value = refractor.getRenderTarget().texture;
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this.material.uniforms["tNormalMap0"].value = normalMap0;
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this.material.uniforms["tNormalMap1"].value = normalMap1;
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this.material.uniforms["color"].value = color;
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this.material.uniforms["reflectivity"].value = reflectivity;
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this.material.uniforms["textureMatrix"].value = textureMatrix;
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this.material.uniforms["config"].value.x = 0;
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this.material.uniforms["config"].value.y = halfCycle;
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this.material.uniforms["config"].value.z = halfCycle;
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this.material.uniforms["config"].value.w = scale;
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function updateTextureMatrix(camera) {
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textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
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textureMatrix.multiply(camera.projectionMatrix);
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textureMatrix.multiply(camera.matrixWorldInverse);
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textureMatrix.multiply(scope.matrixWorld);
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}
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function updateFlow() {
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const delta = clock.getDelta();
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const config = scope.material.uniforms["config"];
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config.value.x += flowSpeed * delta;
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config.value.y = config.value.x + halfCycle;
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if (config.value.x >= cycle) {
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config.value.x = 0;
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config.value.y = halfCycle;
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} else if (config.value.y >= cycle) {
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config.value.y = config.value.y - cycle;
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}
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}
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this.onBeforeRender = function(renderer, scene, camera) {
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updateTextureMatrix(camera);
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updateFlow();
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scope.visible = false;
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reflector.matrixWorld.copy(scope.matrixWorld);
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refractor.matrixWorld.copy(scope.matrixWorld);
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reflector.onBeforeRender(renderer, scene, camera);
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refractor.onBeforeRender(renderer, scene, camera);
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scope.visible = true;
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};
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}
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};
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let Water22 = _Water2;
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__publicField(Water22, "WaterShader", {
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uniforms: {
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color: {
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value: null
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},
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reflectivity: {
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value: 0
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},
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tReflectionMap: {
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value: null
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},
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tRefractionMap: {
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value: null
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},
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tNormalMap0: {
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value: null
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},
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tNormalMap1: {
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value: null
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},
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textureMatrix: {
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value: null
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},
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config: {
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value: /* @__PURE__ */ new THREE.Vector4()
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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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#include <common>
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#include <fog_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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uniform mat4 textureMatrix;
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varying vec4 vCoord;
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varying vec2 vUv;
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varying vec3 vToEye;
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void main() {
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vUv = uv;
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vCoord = textureMatrix * vec4( position, 1.0 );
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vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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vToEye = cameraPosition - worldPosition.xyz;
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vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex
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gl_Position = projectionMatrix * mvPosition;
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#include <logdepthbuf_vertex>
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#include <fog_vertex>
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}`
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),
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fragmentShader: (
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/* glsl */
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`
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#include <common>
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#include <fog_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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uniform sampler2D tReflectionMap;
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uniform sampler2D tRefractionMap;
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uniform sampler2D tNormalMap0;
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uniform sampler2D tNormalMap1;
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#ifdef USE_FLOWMAP
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uniform sampler2D tFlowMap;
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#else
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uniform vec2 flowDirection;
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#endif
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uniform vec3 color;
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uniform float reflectivity;
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uniform vec4 config;
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varying vec4 vCoord;
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varying vec2 vUv;
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varying vec3 vToEye;
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void main() {
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#include <logdepthbuf_fragment>
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float flowMapOffset0 = config.x;
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float flowMapOffset1 = config.y;
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float halfCycle = config.z;
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float scale = config.w;
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vec3 toEye = normalize( vToEye );
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// determine flow direction
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vec2 flow;
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#ifdef USE_FLOWMAP
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flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
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#else
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flow = flowDirection;
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#endif
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flow.x *= - 1.0;
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// sample normal maps (distort uvs with flowdata)
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vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
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vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
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// linear interpolate to get the final normal color
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float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
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vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
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// calculate normal vector
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vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
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// calculate the fresnel term to blend reflection and refraction maps
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float theta = max( dot( toEye, normal ), 0.0 );
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float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
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// calculate final uv coords
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vec3 coord = vCoord.xyz / vCoord.w;
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vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
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vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
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vec4 refractColor = texture2D( tRefractionMap, uv );
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// multiply water color with the mix of both textures
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gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
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#include <tonemapping_fragment>
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#include <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
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#include <fog_fragment>
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}`
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)
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});
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return Water22;
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})();
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exports.Water2 = Water2;
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//# sourceMappingURL=Water2.cjs.map
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