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renderer.js
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renderer.js
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/*
* WebGL Water
* http://madebyevan.com/webgl-water/
*
* Copyright 2011 Evan Wallace
* Released under the MIT license
*/
var helperFunctions = '\
const float IOR_AIR = 1.0;\
const float IOR_WATER = 1.333;\
const vec3 abovewaterColor = vec3(0.25, 1.0, 1.25);\
const vec3 underwaterColor = vec3(0.4, 0.9, 1.0);\
const float poolHeight = 1.0;\
uniform vec3 light;\
uniform vec3 sphereCenter;\
uniform float sphereRadius;\
uniform sampler2D tiles;\
uniform sampler2D causticTex;\
uniform sampler2D water;\
\
vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeMin, vec3 cubeMax) {\
vec3 tMin = (cubeMin - origin) / ray;\
vec3 tMax = (cubeMax - origin) / ray;\
vec3 t1 = min(tMin, tMax);\
vec3 t2 = max(tMin, tMax);\
float tNear = max(max(t1.x, t1.y), t1.z);\
float tFar = min(min(t2.x, t2.y), t2.z);\
return vec2(tNear, tFar);\
}\
\
float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {\
vec3 toSphere = origin - sphereCenter;\
float a = dot(ray, ray);\
float b = 2.0 * dot(toSphere, ray);\
float c = dot(toSphere, toSphere) - sphereRadius * sphereRadius;\
float discriminant = b*b - 4.0*a*c;\
if (discriminant > 0.0) {\
float t = (-b - sqrt(discriminant)) / (2.0 * a);\
if (t > 0.0) return t;\
}\
return 1.0e6;\
}\
\
vec3 getSphereColor(vec3 point) {\
vec3 color = vec3(0.5);\
\
/* ambient occlusion with walls */\
color *= 1.0 - 0.9 / pow((1.0 + sphereRadius - abs(point.x)) / sphereRadius, 3.0);\
color *= 1.0 - 0.9 / pow((1.0 + sphereRadius - abs(point.z)) / sphereRadius, 3.0);\
color *= 1.0 - 0.9 / pow((point.y + 1.0 + sphereRadius) / sphereRadius, 3.0);\
\
/* caustics */\
vec3 sphereNormal = (point - sphereCenter) / sphereRadius;\
vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);\
float diffuse = max(0.0, dot(-refractedLight, sphereNormal)) * 0.5;\
vec4 info = texture2D(water, point.xz * 0.5 + 0.5);\
if (point.y < info.r) {\
vec4 caustic = texture2D(causticTex, 0.75 * (point.xz - point.y * refractedLight.xz / refractedLight.y) * 0.5 + 0.5);\
diffuse *= caustic.r * 4.0;\
}\
color += diffuse;\
\
return color;\
}\
\
vec3 getWallColor(vec3 point) {\
float scale = 0.5;\
\
vec3 wallColor;\
vec3 normal;\
if (abs(point.x) > 0.999) {\
wallColor = texture2D(tiles, point.yz * 0.5 + vec2(1.0, 0.5)).rgb;\
normal = vec3(-point.x, 0.0, 0.0);\
} else if (abs(point.z) > 0.999) {\
wallColor = texture2D(tiles, point.yx * 0.5 + vec2(1.0, 0.5)).rgb;\
normal = vec3(0.0, 0.0, -point.z);\
} else {\
wallColor = texture2D(tiles, point.xz * 0.5 + 0.5).rgb;\
normal = vec3(0.0, 1.0, 0.0);\
}\
\
scale /= length(point); /* pool ambient occlusion */\
scale *= 1.0 - 0.9 / pow(length(point - sphereCenter) / sphereRadius, 4.0); /* sphere ambient occlusion */\
\
/* caustics */\
vec3 refractedLight = -refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);\
float diffuse = max(0.0, dot(refractedLight, normal));\
vec4 info = texture2D(water, point.xz * 0.5 + 0.5);\
if (point.y < info.r) {\
vec4 caustic = texture2D(causticTex, 0.75 * (point.xz - point.y * refractedLight.xz / refractedLight.y) * 0.5 + 0.5);\
scale += diffuse * caustic.r * 2.0 * caustic.g;\
} else {\
/* shadow for the rim of the pool */\
vec2 t = intersectCube(point, refractedLight, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));\
diffuse *= 1.0 / (1.0 + exp(-200.0 / (1.0 + 10.0 * (t.y - t.x)) * (point.y + refractedLight.y * t.y - 2.0 / 12.0)));\
\
scale += diffuse * 0.5;\
}\
\
return wallColor * scale;\
}\
';
function Renderer() {
this.tileTexture = GL.Texture.fromImage(document.getElementById('tiles'), {
minFilter: gl.LINEAR_MIPMAP_LINEAR,
wrap: gl.REPEAT,
format: gl.RGB
});
this.lightDir = new GL.Vector(2.0, 2.0, -1.0).unit();
this.causticTex = new GL.Texture(1024, 1024);
this.waterMesh = GL.Mesh.plane({ detail: 200 });
this.waterShaders = [];
for (var i = 0; i < 2; i++) {
this.waterShaders[i] = new GL.Shader('\
uniform sampler2D water;\
varying vec3 position;\
void main() {\
vec4 info = texture2D(water, gl_Vertex.xy * 0.5 + 0.5);\
position = gl_Vertex.xzy;\
position.y += info.r;\
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);\
}\
', helperFunctions + '\
uniform vec3 eye;\
varying vec3 position;\
uniform samplerCube sky;\
\
vec3 getSurfaceRayColor(vec3 origin, vec3 ray, vec3 waterColor) {\
vec3 color;\
float q = intersectSphere(origin, ray, sphereCenter, sphereRadius);\
if (q < 1.0e6) {\
color = getSphereColor(origin + ray * q);\
} else if (ray.y < 0.0) {\
vec2 t = intersectCube(origin, ray, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));\
color = getWallColor(origin + ray * t.y);\
} else {\
vec2 t = intersectCube(origin, ray, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));\
vec3 hit = origin + ray * t.y;\
if (hit.y < 2.0 / 12.0) {\
color = getWallColor(hit);\
} else {\
color = textureCube(sky, ray).rgb;\
color += vec3(pow(max(0.0, dot(light, ray)), 5000.0)) * vec3(10.0, 8.0, 6.0);\
}\
}\
if (ray.y < 0.0) color *= waterColor;\
return color;\
}\
\
void main() {\
vec2 coord = position.xz * 0.5 + 0.5;\
vec4 info = texture2D(water, coord);\
\
/* make water look more "peaked" */\
for (int i = 0; i < 5; i++) {\
coord += info.ba * 0.005;\
info = texture2D(water, coord);\
}\
\
vec3 normal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a);\
vec3 incomingRay = normalize(position - eye);\
\
' + (i ? /* underwater */ '\
normal = -normal;\
vec3 reflectedRay = reflect(incomingRay, normal);\
vec3 refractedRay = refract(incomingRay, normal, IOR_WATER / IOR_AIR);\
float fresnel = mix(0.5, 1.0, pow(1.0 - dot(normal, -incomingRay), 3.0));\
\
vec3 reflectedColor = getSurfaceRayColor(position, reflectedRay, underwaterColor);\
vec3 refractedColor = getSurfaceRayColor(position, refractedRay, vec3(1.0)) * vec3(0.8, 1.0, 1.1);\
\
gl_FragColor = vec4(mix(reflectedColor, refractedColor, (1.0 - fresnel) * length(refractedRay)), 1.0);\
' : /* above water */ '\
vec3 reflectedRay = reflect(incomingRay, normal);\
vec3 refractedRay = refract(incomingRay, normal, IOR_AIR / IOR_WATER);\
float fresnel = mix(0.25, 1.0, pow(1.0 - dot(normal, -incomingRay), 3.0));\
\
vec3 reflectedColor = getSurfaceRayColor(position, reflectedRay, abovewaterColor);\
vec3 refractedColor = getSurfaceRayColor(position, refractedRay, abovewaterColor);\
\
gl_FragColor = vec4(mix(refractedColor, reflectedColor, fresnel), 1.0);\
') + '\
}\
');
}
this.sphereMesh = GL.Mesh.sphere({ detail: 10 });
this.sphereShader = new GL.Shader(helperFunctions + '\
varying vec3 position;\
void main() {\
position = sphereCenter + gl_Vertex.xyz * sphereRadius;\
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);\
}\
', helperFunctions + '\
varying vec3 position;\
void main() {\
gl_FragColor = vec4(getSphereColor(position), 1.0);\
vec4 info = texture2D(water, position.xz * 0.5 + 0.5);\
if (position.y < info.r) {\
gl_FragColor.rgb *= underwaterColor * 1.2;\
}\
}\
');
this.cubeMesh = GL.Mesh.cube();
this.cubeMesh.triangles.splice(4, 2);
this.cubeMesh.compile();
this.cubeShader = new GL.Shader(helperFunctions + '\
varying vec3 position;\
void main() {\
position = gl_Vertex.xyz;\
position.y = ((1.0 - position.y) * (7.0 / 12.0) - 1.0) * poolHeight;\
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);\
}\
', helperFunctions + '\
varying vec3 position;\
void main() {\
gl_FragColor = vec4(getWallColor(position), 1.0);\
vec4 info = texture2D(water, position.xz * 0.5 + 0.5);\
if (position.y < info.r) {\
gl_FragColor.rgb *= underwaterColor * 1.2;\
}\
}\
');
this.sphereCenter = new GL.Vector();
this.sphereRadius = 0;
var hasDerivatives = !!gl.getExtension('OES_standard_derivatives');
this.causticsShader = new GL.Shader(helperFunctions + '\
varying vec3 oldPos;\
varying vec3 newPos;\
varying vec3 ray;\
\
/* project the ray onto the plane */\
vec3 project(vec3 origin, vec3 ray, vec3 refractedLight) {\
vec2 tcube = intersectCube(origin, ray, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));\
origin += ray * tcube.y;\
float tplane = (-origin.y - 1.0) / refractedLight.y;\
return origin + refractedLight * tplane;\
}\
\
void main() {\
vec4 info = texture2D(water, gl_Vertex.xy * 0.5 + 0.5);\
info.ba *= 0.5;\
vec3 normal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a);\
\
/* project the vertices along the refracted vertex ray */\
vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);\
ray = refract(-light, normal, IOR_AIR / IOR_WATER);\
oldPos = project(gl_Vertex.xzy, refractedLight, refractedLight);\
newPos = project(gl_Vertex.xzy + vec3(0.0, info.r, 0.0), ray, refractedLight);\
\
gl_Position = vec4(0.75 * (newPos.xz + refractedLight.xz / refractedLight.y), 0.0, 1.0);\
}\
', (hasDerivatives ? '#extension GL_OES_standard_derivatives : enable\n' : '') + '\
' + helperFunctions + '\
varying vec3 oldPos;\
varying vec3 newPos;\
varying vec3 ray;\
\
void main() {\
' + (hasDerivatives ? '\
/* if the triangle gets smaller, it gets brighter, and vice versa */\
float oldArea = length(dFdx(oldPos)) * length(dFdy(oldPos));\
float newArea = length(dFdx(newPos)) * length(dFdy(newPos));\
gl_FragColor = vec4(oldArea / newArea * 0.2, 1.0, 0.0, 0.0);\
' : '\
gl_FragColor = vec4(0.2, 0.2, 0.0, 0.0);\
' ) + '\
\
vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);\
\
/* compute a blob shadow and make sure we only draw a shadow if the player is blocking the light */\
vec3 dir = (sphereCenter - newPos) / sphereRadius;\
vec3 area = cross(dir, refractedLight);\
float shadow = dot(area, area);\
float dist = dot(dir, -refractedLight);\
shadow = 1.0 + (shadow - 1.0) / (0.05 + dist * 0.025);\
shadow = clamp(1.0 / (1.0 + exp(-shadow)), 0.0, 1.0);\
shadow = mix(1.0, shadow, clamp(dist * 2.0, 0.0, 1.0));\
gl_FragColor.g = shadow;\
\
/* shadow for the rim of the pool */\
vec2 t = intersectCube(newPos, -refractedLight, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));\
gl_FragColor.r *= 1.0 / (1.0 + exp(-200.0 / (1.0 + 10.0 * (t.y - t.x)) * (newPos.y - refractedLight.y * t.y - 2.0 / 12.0)));\
}\
');
}
Renderer.prototype.updateCaustics = function(water) {
if (!this.causticsShader) return;
var this_ = this;
this.causticTex.drawTo(function() {
gl.clear(gl.COLOR_BUFFER_BIT);
water.textureA.bind(0);
this_.causticsShader.uniforms({
light: this_.lightDir,
water: 0,
sphereCenter: this_.sphereCenter,
sphereRadius: this_.sphereRadius
}).draw(this_.waterMesh);
});
};
Renderer.prototype.renderWater = function(water, sky) {
var tracer = new GL.Raytracer();
water.textureA.bind(0);
this.tileTexture.bind(1);
sky.bind(2);
this.causticTex.bind(3);
gl.enable(gl.CULL_FACE);
for (var i = 0; i < 2; i++) {
gl.cullFace(i ? gl.BACK : gl.FRONT);
this.waterShaders[i].uniforms({
light: this.lightDir,
water: 0,
tiles: 1,
sky: 2,
causticTex: 3,
eye: tracer.eye,
sphereCenter: this.sphereCenter,
sphereRadius: this.sphereRadius
}).draw(this.waterMesh);
}
gl.disable(gl.CULL_FACE);
};
Renderer.prototype.renderSphere = function() {
water.textureA.bind(0);
this.causticTex.bind(1);
this.sphereShader.uniforms({
light: this.lightDir,
water: 0,
causticTex: 1,
sphereCenter: this.sphereCenter,
sphereRadius: this.sphereRadius
}).draw(this.sphereMesh);
};
Renderer.prototype.renderCube = function() {
gl.enable(gl.CULL_FACE);
water.textureA.bind(0);
this.tileTexture.bind(1);
this.causticTex.bind(2);
this.cubeShader.uniforms({
light: this.lightDir,
water: 0,
tiles: 1,
causticTex: 2,
sphereCenter: this.sphereCenter,
sphereRadius: this.sphereRadius
}).draw(this.cubeMesh);
gl.disable(gl.CULL_FACE);
};