Water.js 11 KB

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  1. ( function () {
  2. /**
  3. * Work based on :
  4. * http://slayvin.net : Flat mirror for three.js
  5. * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
  6. * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  7. */
  8. class Water extends THREE.Mesh {
  9. constructor( geometry, options = {} ) {
  10. super( geometry );
  11. const scope = this;
  12. const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  13. const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  14. const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  15. const alpha = options.alpha !== undefined ? options.alpha : 1.0;
  16. const time = options.time !== undefined ? options.time : 0.0;
  17. const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  18. const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
  19. const sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  20. const waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  21. const eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
  22. const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  23. const side = options.side !== undefined ? options.side : THREE.FrontSide;
  24. const fog = options.fog !== undefined ? options.fog : false; //
  25. const mirrorPlane = new THREE.Plane();
  26. const normal = new THREE.Vector3();
  27. const mirrorWorldPosition = new THREE.Vector3();
  28. const cameraWorldPosition = new THREE.Vector3();
  29. const rotationMatrix = new THREE.Matrix4();
  30. const lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
  31. const clipPlane = new THREE.Vector4();
  32. const view = new THREE.Vector3();
  33. const target = new THREE.Vector3();
  34. const q = new THREE.Vector4();
  35. const textureMatrix = new THREE.Matrix4();
  36. const mirrorCamera = new THREE.PerspectiveCamera();
  37. const parameters = {
  38. minFilter: THREE.LinearFilter,
  39. magFilter: THREE.LinearFilter,
  40. format: THREE.RGBFormat
  41. };
  42. const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
  43. if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) {
  44. renderTarget.texture.generateMipmaps = false;
  45. }
  46. const mirrorShader = {
  47. uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'lights' ], {
  48. 'normalSampler': {
  49. value: null
  50. },
  51. 'mirrorSampler': {
  52. value: null
  53. },
  54. 'alpha': {
  55. value: 1.0
  56. },
  57. 'time': {
  58. value: 0.0
  59. },
  60. 'size': {
  61. value: 1.0
  62. },
  63. 'distortionScale': {
  64. value: 20.0
  65. },
  66. 'textureMatrix': {
  67. value: new THREE.Matrix4()
  68. },
  69. 'sunColor': {
  70. value: new THREE.Color( 0x7F7F7F )
  71. },
  72. 'sunDirection': {
  73. value: new THREE.Vector3( 0.70707, 0.70707, 0 )
  74. },
  75. 'eye': {
  76. value: new THREE.Vector3()
  77. },
  78. 'waterColor': {
  79. value: new THREE.Color( 0x555555 )
  80. }
  81. } ] ),
  82. vertexShader:
  83. /* glsl */
  84. `
  85. uniform mat4 textureMatrix;
  86. uniform float time;
  87. varying vec4 mirrorCoord;
  88. varying vec4 worldPosition;
  89. #include <common>
  90. #include <fog_pars_vertex>
  91. #include <shadowmap_pars_vertex>
  92. #include <logdepthbuf_pars_vertex>
  93. void main() {
  94. mirrorCoord = modelMatrix * vec4( position, 1.0 );
  95. worldPosition = mirrorCoord.xyzw;
  96. mirrorCoord = textureMatrix * mirrorCoord;
  97. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  98. gl_Position = projectionMatrix * mvPosition;
  99. #include <beginnormal_vertex>
  100. #include <defaultnormal_vertex>
  101. #include <logdepthbuf_vertex>
  102. #include <fog_vertex>
  103. #include <shadowmap_vertex>
  104. }`,
  105. fragmentShader:
  106. /* glsl */
  107. `
  108. uniform sampler2D mirrorSampler;
  109. uniform float alpha;
  110. uniform float time;
  111. uniform float size;
  112. uniform float distortionScale;
  113. uniform sampler2D normalSampler;
  114. uniform vec3 sunColor;
  115. uniform vec3 sunDirection;
  116. uniform vec3 eye;
  117. uniform vec3 waterColor;
  118. varying vec4 mirrorCoord;
  119. varying vec4 worldPosition;
  120. vec4 getNoise( vec2 uv ) {
  121. vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
  122. vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
  123. vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
  124. vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
  125. vec4 noise = texture2D( normalSampler, uv0 ) +
  126. texture2D( normalSampler, uv1 ) +
  127. texture2D( normalSampler, uv2 ) +
  128. texture2D( normalSampler, uv3 );
  129. return noise * 0.5 - 1.0;
  130. }
  131. void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
  132. vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
  133. float direction = max( 0.0, dot( eyeDirection, reflection ) );
  134. specularColor += pow( direction, shiny ) * sunColor * spec;
  135. diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
  136. }
  137. #include <common>
  138. #include <packing>
  139. #include <bsdfs>
  140. #include <fog_pars_fragment>
  141. #include <logdepthbuf_pars_fragment>
  142. #include <lights_pars_begin>
  143. #include <shadowmap_pars_fragment>
  144. #include <shadowmask_pars_fragment>
  145. void main() {
  146. #include <logdepthbuf_fragment>
  147. vec4 noise = getNoise( worldPosition.xz * size );
  148. vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
  149. vec3 diffuseLight = vec3(0.0);
  150. vec3 specularLight = vec3(0.0);
  151. vec3 worldToEye = eye-worldPosition.xyz;
  152. vec3 eyeDirection = normalize( worldToEye );
  153. sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
  154. float distance = length(worldToEye);
  155. vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
  156. vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
  157. float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
  158. float rf0 = 0.3;
  159. float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
  160. vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
  161. vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
  162. vec3 outgoingLight = albedo;
  163. gl_FragColor = vec4( outgoingLight, alpha );
  164. #include <tonemapping_fragment>
  165. #include <fog_fragment>
  166. }`
  167. };
  168. const material = new THREE.ShaderMaterial( {
  169. fragmentShader: mirrorShader.fragmentShader,
  170. vertexShader: mirrorShader.vertexShader,
  171. uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
  172. lights: true,
  173. side: side,
  174. fog: fog
  175. } );
  176. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  177. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  178. material.uniforms[ 'alpha' ].value = alpha;
  179. material.uniforms[ 'time' ].value = time;
  180. material.uniforms[ 'normalSampler' ].value = normalSampler;
  181. material.uniforms[ 'sunColor' ].value = sunColor;
  182. material.uniforms[ 'waterColor' ].value = waterColor;
  183. material.uniforms[ 'sunDirection' ].value = sunDirection;
  184. material.uniforms[ 'distortionScale' ].value = distortionScale;
  185. material.uniforms[ 'eye' ].value = eye;
  186. scope.material = material;
  187. scope.onBeforeRender = function ( renderer, scene, camera ) {
  188. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  189. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  190. rotationMatrix.extractRotation( scope.matrixWorld );
  191. normal.set( 0, 0, 1 );
  192. normal.applyMatrix4( rotationMatrix );
  193. view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away
  194. if ( view.dot( normal ) > 0 ) return;
  195. view.reflect( normal ).negate();
  196. view.add( mirrorWorldPosition );
  197. rotationMatrix.extractRotation( camera.matrixWorld );
  198. lookAtPosition.set( 0, 0, - 1 );
  199. lookAtPosition.applyMatrix4( rotationMatrix );
  200. lookAtPosition.add( cameraWorldPosition );
  201. target.subVectors( mirrorWorldPosition, lookAtPosition );
  202. target.reflect( normal ).negate();
  203. target.add( mirrorWorldPosition );
  204. mirrorCamera.position.copy( view );
  205. mirrorCamera.up.set( 0, 1, 0 );
  206. mirrorCamera.up.applyMatrix4( rotationMatrix );
  207. mirrorCamera.up.reflect( normal );
  208. mirrorCamera.lookAt( target );
  209. mirrorCamera.far = camera.far; // Used in WebGLBackground
  210. mirrorCamera.updateMatrixWorld();
  211. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix
  212. 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 );
  213. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  214. textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  215. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  216. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  217. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  218. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  219. const projectionMatrix = mirrorCamera.projectionMatrix;
  220. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  221. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  222. q.z = - 1.0;
  223. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector
  224. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix
  225. projectionMatrix.elements[ 2 ] = clipPlane.x;
  226. projectionMatrix.elements[ 6 ] = clipPlane.y;
  227. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  228. projectionMatrix.elements[ 14 ] = clipPlane.w;
  229. eye.setFromMatrixPosition( camera.matrixWorld ); // Render
  230. const currentRenderTarget = renderer.getRenderTarget();
  231. const currentXrEnabled = renderer.xr.enabled;
  232. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  233. scope.visible = false;
  234. renderer.xr.enabled = false; // Avoid camera modification and recursion
  235. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  236. renderer.setRenderTarget( renderTarget );
  237. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  238. if ( renderer.autoClear === false ) renderer.clear();
  239. renderer.render( scene, mirrorCamera );
  240. scope.visible = true;
  241. renderer.xr.enabled = currentXrEnabled;
  242. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  243. renderer.setRenderTarget( currentRenderTarget ); // Restore viewport
  244. const viewport = camera.viewport;
  245. if ( viewport !== undefined ) {
  246. renderer.state.viewport( viewport );
  247. }
  248. };
  249. }
  250. }
  251. Water.prototype.isWater = true;
  252. THREE.Water = Water;
  253. } )();