Water.js 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344
  1. import {
  2. Color,
  3. FrontSide,
  4. LinearFilter,
  5. MathUtils,
  6. Matrix4,
  7. Mesh,
  8. PerspectiveCamera,
  9. Plane,
  10. RGBFormat,
  11. ShaderMaterial,
  12. UniformsLib,
  13. UniformsUtils,
  14. Vector3,
  15. Vector4,
  16. WebGLRenderTarget
  17. } from '../../../build/three.module.js';
  18. /**
  19. * Work based on :
  20. * http://slayvin.net : Flat mirror for three.js
  21. * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
  22. * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  23. */
  24. class Water extends Mesh {
  25. constructor( geometry, options = {} ) {
  26. super( geometry );
  27. const scope = this;
  28. const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  29. const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  30. const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  31. const alpha = options.alpha !== undefined ? options.alpha : 1.0;
  32. const time = options.time !== undefined ? options.time : 0.0;
  33. const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  34. const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
  35. const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  36. const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  37. const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
  38. const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  39. const side = options.side !== undefined ? options.side : FrontSide;
  40. const fog = options.fog !== undefined ? options.fog : false;
  41. //
  42. const mirrorPlane = new Plane();
  43. const normal = new Vector3();
  44. const mirrorWorldPosition = new Vector3();
  45. const cameraWorldPosition = new Vector3();
  46. const rotationMatrix = new Matrix4();
  47. const lookAtPosition = new Vector3( 0, 0, - 1 );
  48. const clipPlane = new Vector4();
  49. const view = new Vector3();
  50. const target = new Vector3();
  51. const q = new Vector4();
  52. const textureMatrix = new Matrix4();
  53. const mirrorCamera = new PerspectiveCamera();
  54. const parameters = {
  55. minFilter: LinearFilter,
  56. magFilter: LinearFilter,
  57. format: RGBFormat
  58. };
  59. const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  60. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  61. renderTarget.texture.generateMipmaps = false;
  62. }
  63. const mirrorShader = {
  64. uniforms: UniformsUtils.merge( [
  65. UniformsLib[ 'fog' ],
  66. UniformsLib[ 'lights' ],
  67. {
  68. 'normalSampler': { value: null },
  69. 'mirrorSampler': { value: null },
  70. 'alpha': { value: 1.0 },
  71. 'time': { value: 0.0 },
  72. 'size': { value: 1.0 },
  73. 'distortionScale': { value: 20.0 },
  74. 'textureMatrix': { value: new Matrix4() },
  75. 'sunColor': { value: new Color( 0x7F7F7F ) },
  76. 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
  77. 'eye': { value: new Vector3() },
  78. 'waterColor': { value: new Color( 0x555555 ) }
  79. }
  80. ] ),
  81. vertexShader: /* glsl */`
  82. uniform mat4 textureMatrix;
  83. uniform float time;
  84. varying vec4 mirrorCoord;
  85. varying vec4 worldPosition;
  86. #include <common>
  87. #include <fog_pars_vertex>
  88. #include <shadowmap_pars_vertex>
  89. #include <logdepthbuf_pars_vertex>
  90. void main() {
  91. mirrorCoord = modelMatrix * vec4( position, 1.0 );
  92. worldPosition = mirrorCoord.xyzw;
  93. mirrorCoord = textureMatrix * mirrorCoord;
  94. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  95. gl_Position = projectionMatrix * mvPosition;
  96. #include <beginnormal_vertex>
  97. #include <defaultnormal_vertex>
  98. #include <logdepthbuf_vertex>
  99. #include <fog_vertex>
  100. #include <shadowmap_vertex>
  101. }`,
  102. fragmentShader: /* glsl */`
  103. uniform sampler2D mirrorSampler;
  104. uniform float alpha;
  105. uniform float time;
  106. uniform float size;
  107. uniform float distortionScale;
  108. uniform sampler2D normalSampler;
  109. uniform vec3 sunColor;
  110. uniform vec3 sunDirection;
  111. uniform vec3 eye;
  112. uniform vec3 waterColor;
  113. varying vec4 mirrorCoord;
  114. varying vec4 worldPosition;
  115. vec4 getNoise( vec2 uv ) {
  116. vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
  117. vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
  118. vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
  119. vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
  120. vec4 noise = texture2D( normalSampler, uv0 ) +
  121. texture2D( normalSampler, uv1 ) +
  122. texture2D( normalSampler, uv2 ) +
  123. texture2D( normalSampler, uv3 );
  124. return noise * 0.5 - 1.0;
  125. }
  126. void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
  127. vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
  128. float direction = max( 0.0, dot( eyeDirection, reflection ) );
  129. specularColor += pow( direction, shiny ) * sunColor * spec;
  130. diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
  131. }
  132. #include <common>
  133. #include <packing>
  134. #include <bsdfs>
  135. #include <fog_pars_fragment>
  136. #include <logdepthbuf_pars_fragment>
  137. #include <lights_pars_begin>
  138. #include <shadowmap_pars_fragment>
  139. #include <shadowmask_pars_fragment>
  140. void main() {
  141. #include <logdepthbuf_fragment>
  142. vec4 noise = getNoise( worldPosition.xz * size );
  143. vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
  144. vec3 diffuseLight = vec3(0.0);
  145. vec3 specularLight = vec3(0.0);
  146. vec3 worldToEye = eye-worldPosition.xyz;
  147. vec3 eyeDirection = normalize( worldToEye );
  148. sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
  149. float distance = length(worldToEye);
  150. vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
  151. vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
  152. float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
  153. float rf0 = 0.3;
  154. float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
  155. vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
  156. vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
  157. vec3 outgoingLight = albedo;
  158. gl_FragColor = vec4( outgoingLight, alpha );
  159. #include <tonemapping_fragment>
  160. #include <fog_fragment>
  161. }`
  162. };
  163. const material = new ShaderMaterial( {
  164. fragmentShader: mirrorShader.fragmentShader,
  165. vertexShader: mirrorShader.vertexShader,
  166. uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
  167. lights: true,
  168. side: side,
  169. fog: fog
  170. } );
  171. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  172. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  173. material.uniforms[ 'alpha' ].value = alpha;
  174. material.uniforms[ 'time' ].value = time;
  175. material.uniforms[ 'normalSampler' ].value = normalSampler;
  176. material.uniforms[ 'sunColor' ].value = sunColor;
  177. material.uniforms[ 'waterColor' ].value = waterColor;
  178. material.uniforms[ 'sunDirection' ].value = sunDirection;
  179. material.uniforms[ 'distortionScale' ].value = distortionScale;
  180. material.uniforms[ 'eye' ].value = eye;
  181. scope.material = material;
  182. scope.onBeforeRender = function ( renderer, scene, camera ) {
  183. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  184. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  185. rotationMatrix.extractRotation( scope.matrixWorld );
  186. normal.set( 0, 0, 1 );
  187. normal.applyMatrix4( rotationMatrix );
  188. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  189. // Avoid rendering when mirror is facing away
  190. if ( view.dot( normal ) > 0 ) return;
  191. view.reflect( normal ).negate();
  192. view.add( mirrorWorldPosition );
  193. rotationMatrix.extractRotation( camera.matrixWorld );
  194. lookAtPosition.set( 0, 0, - 1 );
  195. lookAtPosition.applyMatrix4( rotationMatrix );
  196. lookAtPosition.add( cameraWorldPosition );
  197. target.subVectors( mirrorWorldPosition, lookAtPosition );
  198. target.reflect( normal ).negate();
  199. target.add( mirrorWorldPosition );
  200. mirrorCamera.position.copy( view );
  201. mirrorCamera.up.set( 0, 1, 0 );
  202. mirrorCamera.up.applyMatrix4( rotationMatrix );
  203. mirrorCamera.up.reflect( normal );
  204. mirrorCamera.lookAt( target );
  205. mirrorCamera.far = camera.far; // Used in WebGLBackground
  206. mirrorCamera.updateMatrixWorld();
  207. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  208. // Update the texture matrix
  209. textureMatrix.set(
  210. 0.5, 0.0, 0.0, 0.5,
  211. 0.0, 0.5, 0.0, 0.5,
  212. 0.0, 0.0, 0.5, 0.5,
  213. 0.0, 0.0, 0.0, 1.0
  214. );
  215. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  216. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  217. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  218. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  219. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  220. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  221. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  222. const projectionMatrix = mirrorCamera.projectionMatrix;
  223. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  224. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  225. q.z = - 1.0;
  226. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  227. // Calculate the scaled plane vector
  228. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  229. // Replacing the third row of the projection matrix
  230. projectionMatrix.elements[ 2 ] = clipPlane.x;
  231. projectionMatrix.elements[ 6 ] = clipPlane.y;
  232. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  233. projectionMatrix.elements[ 14 ] = clipPlane.w;
  234. eye.setFromMatrixPosition( camera.matrixWorld );
  235. // Render
  236. const currentRenderTarget = renderer.getRenderTarget();
  237. const currentXrEnabled = renderer.xr.enabled;
  238. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  239. scope.visible = false;
  240. renderer.xr.enabled = false; // Avoid camera modification and recursion
  241. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  242. renderer.setRenderTarget( renderTarget );
  243. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  244. if ( renderer.autoClear === false ) renderer.clear();
  245. renderer.render( scene, mirrorCamera );
  246. scope.visible = true;
  247. renderer.xr.enabled = currentXrEnabled;
  248. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  249. renderer.setRenderTarget( currentRenderTarget );
  250. // Restore viewport
  251. const viewport = camera.viewport;
  252. if ( viewport !== undefined ) {
  253. renderer.state.viewport( viewport );
  254. }
  255. };
  256. }
  257. }
  258. Water.prototype.isWater = true;
  259. export { Water };