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clean foam code #18

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161 changes: 3 additions & 158 deletions examples/jsm/postprocessing/WebaWaterPass.js
Original file line number Diff line number Diff line change
Expand Up @@ -21,13 +21,13 @@ import {
import { Pass, FullScreenQuad } from '../postprocessing/Pass.js';
import { WebaWaterSSRShader } from '../shaders/WebaWaterShader.js';
import { WebaWaterSSRBlurShader } from '../shaders/WebaWaterShader.js';
import { WebaWaterEdgeHBlurShader, WebaWaterEdgeVBlurShader, WebaWaterMaskShader, WebaWaterBlankShader, WebaWaterCombineShader } from '../shaders/WebaWaterShader.js';
import { WebaWaterEdgeHBlurShader, WebaWaterEdgeVBlurShader, WebaWaterMaskShader} from '../shaders/WebaWaterShader.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { DoubleSide } from 'three';

class WebaWaterPass extends Pass {

constructor( { renderer, scene, camera, width, height, selects, bouncing = false, invisibleSelects } ) {
constructor( { renderer, scene, camera, width, height, selects, bouncing = false} ) {

super();

Expand All @@ -48,28 +48,6 @@ class WebaWaterPass extends Pass {

this.tempColor = new Color();

// this.foamDepthMaterial = foamDepthMaterial;
// this.foamRenderTarget = foamRenderTarget;

const pixelRatio = renderer.getPixelRatio();
this.foamRenderTarget = new WebGLRenderTarget(
window.innerWidth * pixelRatio,
window.innerHeight * pixelRatio
);
this.foamRenderTarget.texture.minFilter = NearestFilter;
this.foamRenderTarget.texture.magFilter = NearestFilter;
this.foamRenderTarget.texture.generateMipmaps = false;
this.foamRenderTarget.stencilBuffer = false;



this.foamDepthMaterial = new MeshDepthMaterial();
this.foamDepthMaterial.depthPacking = RGBADepthPacking;
this.foamDepthMaterial.blending = NoBlending;


this.invisibleSelects = invisibleSelects;

this._selects = selects;
this.selective = Array.isArray( this._selects );

Expand Down Expand Up @@ -351,42 +329,6 @@ class WebaWaterPass extends Pass {

this.originalClearColor = new Color();

this.blankMaterial = new ShaderMaterial( {
defines: Object.assign( {}, WebaWaterBlankShader.defines ),
uniforms: UniformsUtils.clone( WebaWaterBlankShader.uniforms ),
vertexShader: WebaWaterBlankShader.vertexShader,
fragmentShader: WebaWaterBlankShader.fragmentShader
} );
this.blankRenderTarget = this.ssrRenderTarget.clone();

this.combineMaterial = new ShaderMaterial( {
defines: Object.assign( {}, WebaWaterCombineShader.defines ),
uniforms: UniformsUtils.clone( WebaWaterCombineShader.uniforms ),
vertexShader: WebaWaterCombineShader.vertexShader,
fragmentShader: WebaWaterCombineShader.fragmentShader,
} );
this.combineRenderTarget = this.ssrRenderTarget.clone();
// this.combineMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
// this.combineMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
// this.combineMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
// this.combineMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
// this.combineMaterial.uniforms[ 'cameraMatrixWorldInverse' ].value.copy( this.camera.matrixWorldInverse );


this.playerOnMaterial = new MeshBasicMaterial( {
color: 'white',
side: DoubleSide,
} );
this.playerOffMaterial = new MeshBasicMaterial( {
color: 'black',
side: DoubleSide,
} );
this.playerRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );

}

dispose() {
Expand Down Expand Up @@ -620,45 +562,6 @@ class WebaWaterPass extends Pass {
console.warn( 'THREE.WebaWaterPass: Unknown output type.' );

}
if(this.foamDepthMaterial && this.foamRenderTarget){

this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;

renderer.setRenderTarget(this.foamRenderTarget);
renderer.autoClear = false;

const clearColor = this.foamDepthMaterial.clearColor || 0;
const clearAlpha = this.foamDepthMaterial.clearAlpha || 0;

if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {

renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();

}

for(const invisibleSelect of this.invisibleSelects){

invisibleSelect.visible = false;
}
this.scene.overrideMaterial = this.foamDepthMaterial;

// renderer.setRenderTarget(this.renderTarget);
renderer.render(this.scene, this.camera);
renderer.setRenderTarget(null);

this.scene.overrideMaterial = null;
for(const invisibleSelect of this.invisibleSelects){
invisibleSelect.visible = true;
}

renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}

}

Expand Down Expand Up @@ -800,69 +703,11 @@ class WebaWaterPass extends Pass {
}

} );
for(const invisibleSelect of this.invisibleSelects){
invisibleSelect.visible = false;
}
renderer.render( this.scene, this.camera );
for(const invisibleSelect of this.invisibleSelects){

invisibleSelect.visible = true;
}
this.scene.traverseVisible( child => {

child.material = child._WebaWaterPassBackupMaterial;

} );


// restore original state

renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );

this.renderPlayer( renderer, this.playerOnMaterial, this.playerRenderTarget, 0, 0 );

}
renderPlayer( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {

this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;

renderer.setRenderTarget( renderTarget );
renderer.autoClear = false;

clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;

if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {

renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();

}

this.scene.traverseVisible( child => {

child._WebaWaterPassBackupMaterial = child.material;
if ( this._selects.includes( child ) ) {

child.material = this.playerOnMaterial;

} else {

child.material = this.playerOffMaterial;

}

} );
renderer.render( this.scene, this.camera );

this.scene.traverseVisible( child => {

child.material = child._WebaWaterPassBackupMaterial;

} );


Expand Down
115 changes: 5 additions & 110 deletions examples/jsm/shaders/WebaWaterShader.js
Original file line number Diff line number Diff line change
Expand Up @@ -158,10 +158,10 @@ var WebaWaterSSRShader = {
#endif

// v1
vec3 distortion = (texture2D(distortionTexture, vec2(0.5 * vUv.x + uTime / 10., 3. * vUv.y) * 1.).rgb) * 0.025;
vec3 distortion2 = (texture2D(distortionTexture, vec2(0.3 * -vUv.x - uTime / 30., 0.1 * vUv.y - uTime / 30.)).rgb) * 0.025;
vec3 distortion = (texture2D(distortionTexture, vec2(0.5 * vUv.x + uTime / 30., 3. * vUv.y - uTime / 30.) * 1.).rgb) * 0.1;
vec3 distortion2 = (texture2D(distortionTexture, vec2(0.3 * -vUv.x - uTime / 30., 0.1 * vUv.y - uTime / 30.)).rgb) * 0.1;
vec3 reflectUv = distortion + distortion2;
reflectUv = clamp(reflectUv, 0.001, 0.999);
reflectUv = clamp(reflectUv, 0.035, 0.999);

// v2
// vec2 flowmap = texture2D(distortionTexture, vUv / 20.).rg * 2. - 1.;
Expand Down Expand Up @@ -395,7 +395,7 @@ var WebaWaterSSRBlurShader = {

vec2 offset;

offset=(vec2(-1,0))*texelSize * 20.;
offset=(vec2(-1,0))*texelSize;
vec4 cl=texture2D(tDiffuse,vUv+offset);

offset=(vec2(1,0))*texelSize;
Expand Down Expand Up @@ -628,111 +628,6 @@ var WebaWaterMaskShader = {


};
var WebaWaterBlankShader = {
vertexShader: /* glsl */`
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}

`,

fragmentShader: /* glsl */`
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`


};

var WebaWaterCombineShader = {

uniforms: {
'time': { value: 0 },
'tDiffuse': { value: null },
'tMask': { value: null },
'tDepth': { value: null },
'tPlayer': { value: null },
'dudvMap': { value: null },
'resolution': { value: new Vector2()},
'cameraInverseProjectionMatrix': { value: new Matrix4() },
'uMatrixWorld': { value: new Matrix4() },


},

vertexShader: /* glsl */`

varying vec2 vUv;
varying vec3 vPos;

void main() {

vUv = uv;
vPos = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );


}

`,

fragmentShader: /* glsl */`
#include <common>
#include <packing>
uniform mat4 cameraInverseProjectionMatrix;
uniform mat4 uMatrixWorld;


uniform sampler2D tDiffuse;
uniform sampler2D tMask;
uniform sampler2D tPlayer;
uniform sampler2D dudvMap;
uniform sampler2D tDepth;
uniform vec2 resolution;
uniform float time;

varying vec2 vUv;
varying vec3 vPos;

void main() {
vec4 diffuse = texture2D( tDiffuse, vUv );
vec4 mask = texture2D( tMask, vUv );
vec4 player = texture2D( tPlayer, vUv );

float normalizedDepth = unpackRGBAToDepth( texture2D( tDepth, gl_FragCoord.xy / resolution) );
vec4 ndc = vec4(
(vUv.x - 0.5) * 2.0,
(vUv.y - 0.5) * 2.0,
(normalizedDepth - 0.5) * 2.0,
1.0);


vec4 clip = cameraInverseProjectionMatrix * ndc;
vec4 view = uMatrixWorld * (clip / clip.w);
vec3 worldPos = view.xyz;


if(mask.a > 0.1 && mask.r < 1. && player.r > 0.1){
float diff = mask.r;


vec2 channelA = texture2D( dudvMap, vec2(0.25 * worldPos.x + time * 0.08, 0.5 * worldPos.z - time * 0.05) ).rg;
vec2 channelB = texture2D( dudvMap, vec2(0.5 * worldPos.x - time * 0.07, 0.35 * worldPos.z + time * 0.06) ).rg;

vec2 displacement = (channelA + channelB) * 0.5;
displacement = ( ( displacement * 2.0 ) - 1.0 ) * 1.0;
diff += displacement.x;

gl_FragColor = mix( vec4(1.0, 1.0, 1.0, diffuse.a), diffuse, step( 0.5, diff ) );
}
else{
gl_FragColor = diffuse;
}
}
`


};

export { WebaWaterSSRShader, WebaWaterSSRDepthShader, WebaWaterSSRBlurShader, WebaWaterEdgeHBlurShader, WebaWaterEdgeVBlurShader, WebaWaterMaskShader, WebaWaterBlankShader, WebaWaterCombineShader };
export { WebaWaterSSRShader, WebaWaterSSRDepthShader, WebaWaterSSRBlurShader, WebaWaterEdgeHBlurShader, WebaWaterEdgeVBlurShader, WebaWaterMaskShader};