Water, complete with artifacts! (still wip)

This commit is contained in:
Evert Prants 2019-12-29 17:18:37 +02:00
parent bada6f86b4
commit d55389dacb
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
5 changed files with 125 additions and 40 deletions

View File

@ -5,24 +5,67 @@ varying vec4 clipSpace;
uniform sampler2D reflectionTexture;
uniform sampler2D refractionTexture;
uniform sampler2D dudvMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
uniform float uReflectivity;
uniform vec4 uTint;
uniform float uDUDVOffset;
uniform vec3 uLightColor;
varying vec2 uv;
const float waveStrength = 0.002;
varying vec3 toCameraVector;
varying vec3 fromLightVector;
const float waterDistortionStrength = 0.02;
const float shineDamper = 20.0;
const float reflectivity = 0.6;
const float near = 0.1;
const float far = 10000.0;
void main() {
vec2 ndc = (clipSpace.xy / clipSpace.w) / 2.0 + 0.5;
vec2 refractTexCoords = vec2(ndc.x, ndc.y);
vec2 reflectTexCoords = vec2(ndc.x, 1.0 - ndc.y);
vec2 reflectTexCoords = vec2(ndc.x, -ndc.y);
float depth = 2.0 * texture2D(depthMap, refractTexCoords).r - 1.0;
float floorDistance = 2.0 * near * far / (far + near - depth * (far - near));
depth = 2.0 * gl_FragCoord.z - 1.0;
float waterDistance = 2.0 * near * far / (far + near - depth * (far - near));
float waterDepth = floorDistance - waterDistance;
vec2 distortedTexCoords = texture2D(dudvMap, vec2(uv.x + uDUDVOffset, uv.y)).rg * 0.1;
distortedTexCoords = uv + vec2(distortedTexCoords.x, distortedTexCoords.y + uDUDVOffset);
// Between -1 and 1
vec2 totalDistortion = (texture2D(dudvMap, distortedTexCoords).rg * 2.0 - 1.0) * waterDistortionStrength;
refractTexCoords += totalDistortion;
reflectTexCoords += totalDistortion;
vec2 distortion1 = texture2D(dudvMap, uv).xy * 2.0 - 1.0 * waveStrength;
refractTexCoords += distortion1;
refractTexCoords = clamp(refractTexCoords, 0.001, 0.999);
reflectTexCoords += distortion1;
reflectTexCoords.x = clamp(reflectTexCoords.x, 0.001, 0.999);
reflectTexCoords.y = clamp(reflectTexCoords.y, -0.999, -0.001);
reflectTexCoords.y = 1.0 + reflectTexCoords.y;
vec4 reflectColor = texture2D(reflectionTexture, reflectTexCoords);
vec4 refractColor = texture2D(refractionTexture, refractTexCoords);
gl_FragColor = mix(reflectColor, refractColor, 0.5);
vec3 viewVector = normalize(toCameraVector);
float refractiveFactor = dot(viewVector, vec3(0.0, 1.0, 0.0));
refractiveFactor = pow(refractiveFactor, uReflectivity);
vec4 normalMapColor = texture2D(normalMap, distortedTexCoords);
vec3 normal = vec3(normalMapColor.r * 2.0 - 1.0, normalMapColor.b, normalMapColor.g * 2.0 - 1.0);
normal = normalize(normal);
vec3 reflectedLight = reflect(normalize(fromLightVector), normal);
float specular = max(dot(reflectedLight, viewVector), 0.0);
specular = pow(specular, shineDamper);
vec3 specularHighlights = uLightColor * specular * reflectivity;
gl_FragColor = mix(reflectColor, refractColor, refractiveFactor);
gl_FragColor = mix(gl_FragColor, vec4(uTint.xyz, 1.0), uTint.w) + vec4(specularHighlights, 0.0);
}

View File

@ -5,14 +5,21 @@ attribute vec2 aVertexPosition;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uCameraPosition;
uniform vec3 uLightPosition;
varying vec4 clipSpace;
varying vec2 uv;
varying vec3 toCameraVector;
varying vec3 fromLightVector;
const float tiling = 6.0;
const float tiling = 8.0;
void main() {
clipSpace = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0);
vec4 worldPosition = uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0);
clipSpace = uProjectionMatrix * uViewMatrix * worldPosition;
gl_Position = clipSpace;
uv = vec2(aVertexPosition.x/2.0+0.5,aVertexPosition.y/2.0+0.5) * tiling;
uv = (aVertexPosition / 2.0 + 0.5) * tiling;
toCameraVector = uCameraPosition - worldPosition.xyz;
fromLightVector = worldPosition.xyz - uLightPosition;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 KiB

View File

@ -78,10 +78,8 @@ class WaterFBOs {
let texture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, texture, 0)
return texture
}
@ -96,9 +94,12 @@ class WaterFBOs {
}
class WaterTile extends Node {
constructor (pos, scale, rot) {
super(pos, [scale, 0.0, scale], rot)
constructor (pos, scale, reflectivity = 1, tint = [0.0, 0.3, 0.5, 0.2]) {
super(pos, [scale, 0.0, scale])
this.fbos = new WaterFBOs()
this.reflectivity = reflectivity
this.tint = tint
this.phase = 1.0
}
initialize (gl) {
@ -107,7 +108,11 @@ class WaterTile extends Node {
}
async useDUDV (gl, file) {
this.dudv = await Texture.createTexture2D(gl, await Resource.loadImage(file + '.png'), false, gl.LINEAR)
this.dudvMap = await Texture.createTexture2D(gl, await Resource.loadImage(file + '.png'), false, gl.LINEAR)
}
async useNormalMap (gl, file) {
this.normalMap = await Texture.createTexture2D(gl, await Resource.loadImage(file + '.png'), false, gl.LINEAR)
}
reflect (gl, cam, render) {
@ -129,20 +134,49 @@ class WaterTile extends Node {
this.fbos.unbindFrameBuffer(gl)
}
draw (gl, shader) {
super.draw(gl, shader)
prepare (gl, shader, cam, sun) {
const transformLoc = shader.getUniformLocation(gl, 'uModelMatrix')
const camPosLoc = shader.getUniformLocation(gl, 'uCameraPosition')
const refrLoc = shader.getUniformLocation(gl, 'refractionTexture')
const reflLoc = shader.getUniformLocation(gl, 'reflectionTexture')
const depthLoc = shader.getUniformLocation(gl, 'depthTexture')
const dudvLoc = shader.getUniformLocation(gl, 'dudvMap')
const normalLoc = shader.getUniformLocation(gl, 'dudvMap')
const reflectivityLoc = shader.getUniformLocation(gl, 'uReflectivity')
const tintLoc = shader.getUniformLocation(gl, 'uTint')
const phaseLoc = shader.getUniformLocation(gl, 'uDUDVOffset')
const sunPosLoc = shader.getUniformLocation(gl, 'uLightPosition')
const sunColorLoc = shader.getUniformLocation(gl, 'uLightColor')
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(transformLocation, false, this.transform)
gl.uniformMatrix4fv(transformLoc, false, this.transform)
gl.uniform3fv(camPosLoc, cam.pos)
gl.uniform3fv(sunPosLoc, sun.pos)
gl.uniform3fv(sunColorLoc, sun.color)
gl.uniform1f(reflectivityLoc, this.reflectivity)
gl.uniform1f(phaseLoc, this.phase)
gl.uniform4fv(tintLoc, this.tint)
gl.uniform1i(reflLoc, 0)
gl.uniform1i(refrLoc, 1)
gl.uniform1i(dudvLoc, 2)
gl.uniform1i(normalLoc, 3)
gl.uniform1i(depthLoc, 4)
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, this.fbos.reflectionTexture)
gl.activeTexture(gl.TEXTURE1)
gl.bindTexture(gl.TEXTURE_2D, this.fbos.refractionTexture)
if (this.dudv) {
gl.activeTexture(gl.TEXTURE2)
gl.bindTexture(gl.TEXTURE_2D, this.dudv.id)
}
gl.activeTexture(gl.TEXTURE2)
gl.bindTexture(gl.TEXTURE_2D, this.dudvMap.id)
gl.activeTexture(gl.TEXTURE3)
gl.bindTexture(gl.TEXTURE_2D, this.normalMap.id)
gl.activeTexture(gl.TEXTURE4)
gl.bindTexture(gl.TEXTURE_2D, this.fbos.refractionDepthTexture)
}
draw (gl, shader, cam, sun) {
super.draw(gl, shader)
this.prepare(gl, shader, cam, sun)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)

View File

@ -6,7 +6,7 @@ import loadMesh from './engine/mesh/loader'
import { Environment } from './engine/environment'
import { LODTerrain } from './engine/components/terrain/lod'
import { Skybox } from './engine/components/skybox'
// import { WaterTile } from './engine/components/water'
import { WaterTile } from './engine/components/water'
import { SimplexHeightMap } from './engine/components/terrain/heightmap'
import { Material, Texture } from './engine/mesh/material'
import { GUIRenderer, GUIImage, Dim4 } from './engine/gui'
@ -22,13 +22,14 @@ async function pipeline () {
let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false)
let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
let skyboxShader = await game.shaders.createShaderFromFiles(game.gl, 'skybox', false)
// let waterShader = await game.shaders.createShaderFromFiles(game.gl, 'water', false)
let waterShader = await game.shaders.createShaderFromFiles(game.gl, 'water', false)
entity.setRotation([0.0, 0.0, -90.0])
// let water = new WaterTile([100.0, 0.0, 100.0], 100.0)
// water.initialize(game.gl)
// await water.useDUDV(game.gl, 'dudv')
let water = new WaterTile([100.0, 0.0, 100.0], 100.0)
water.initialize(game.gl)
await water.useDUDV(game.gl, 'dudv')
await water.useNormalMap(game.gl, 'normalmap')
let arialFont = await Font.fromFile('arial')
await arialFont.loadTextures(game.gl)
@ -75,8 +76,8 @@ async function pipeline () {
// Load textures and generate a mesh
await skybox.initialize(game.gl)
// itms.push(new GUIImage(water.fbos.reflectionTexture, new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
// itms.push(new GUIImage(water.fbos.refractionTexture, new Dim4(-0.3, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
itms.push(new GUIImage(water.fbos.reflectionTexture, new Dim4(-0.9, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
itms.push(new GUIImage(water.fbos.refractionTexture, new Dim4(-0.3, 0.0, 0.9, 0.0), new Dim4(0.1, 0.0, 0.1, 0.0)))
// Update function for camera and terrain
game.addUpdateFunction(function (dt) {
@ -105,10 +106,6 @@ async function pipeline () {
function drawEverything (gl) {
game.prepare()
shader.use(gl)
cam.draw(gl, shader)
entity.draw(gl, shader)
// Use terrain shader
terrainShader.use(gl)
@ -121,6 +118,10 @@ async function pipeline () {
// Draw terrain
terrain.draw(gl, terrainShader)
shader.use(gl)
cam.draw(gl, shader)
entity.draw(gl, shader)
// Draw the skybox
skyboxShader.use(gl)
skybox.draw(gl, skyboxShader, cam)
@ -128,14 +129,14 @@ async function pipeline () {
// Render function for the triangle
game.addRenderFunction(function (gl) {
// water.reflect(gl, cam, drawEverything)
// water.refract(gl, cam, drawEverything)
water.reflect(gl, cam, drawEverything)
water.refract(gl, cam, drawEverything)
drawEverything(gl)
// waterShader.use(gl)
// cam.draw(gl, waterShader)
// water.draw(gl, waterShader)
waterShader.use(gl)
cam.draw(gl, waterShader)
water.draw(gl, waterShader, cam, env.sun)
// Draw GUIs
gui.draw(gl, cam, itms)