Water.js 12 KB

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  1. console.warn( "THREE.Water: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author jbouny / https://github.com/jbouny
  4. *
  5. * Work based on :
  6. * @author Slayvin / http://slayvin.net : Flat mirror for three.js
  7. * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
  8. * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  9. */
  10. THREE.Water = function ( geometry, options ) {
  11. THREE.Mesh.call( this, geometry );
  12. var scope = this;
  13. options = options || {};
  14. var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  15. var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  16. var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  17. var alpha = options.alpha !== undefined ? options.alpha : 1.0;
  18. var time = options.time !== undefined ? options.time : 0.0;
  19. var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  20. var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
  21. var sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  22. var waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  23. var eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
  24. var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  25. var side = options.side !== undefined ? options.side : THREE.FrontSide;
  26. var fog = options.fog !== undefined ? options.fog : false;
  27. //
  28. var mirrorPlane = new THREE.Plane();
  29. var normal = new THREE.Vector3();
  30. var mirrorWorldPosition = new THREE.Vector3();
  31. var cameraWorldPosition = new THREE.Vector3();
  32. var rotationMatrix = new THREE.Matrix4();
  33. var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
  34. var clipPlane = new THREE.Vector4();
  35. var view = new THREE.Vector3();
  36. var target = new THREE.Vector3();
  37. var q = new THREE.Vector4();
  38. var textureMatrix = new THREE.Matrix4();
  39. var mirrorCamera = new THREE.PerspectiveCamera();
  40. var parameters = {
  41. minFilter: THREE.LinearFilter,
  42. magFilter: THREE.LinearFilter,
  43. format: THREE.RGBFormat,
  44. stencilBuffer: false
  45. };
  46. var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
  47. if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) {
  48. renderTarget.texture.generateMipmaps = false;
  49. }
  50. var mirrorShader = {
  51. uniforms: THREE.UniformsUtils.merge( [
  52. THREE.UniformsLib[ 'fog' ],
  53. THREE.UniformsLib[ 'lights' ],
  54. {
  55. "normalSampler": { value: null },
  56. "mirrorSampler": { value: null },
  57. "alpha": { value: 1.0 },
  58. "time": { value: 0.0 },
  59. "size": { value: 1.0 },
  60. "distortionScale": { value: 20.0 },
  61. "textureMatrix": { value: new THREE.Matrix4() },
  62. "sunColor": { value: new THREE.Color( 0x7F7F7F ) },
  63. "sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
  64. "eye": { value: new THREE.Vector3() },
  65. "waterColor": { value: new THREE.Color( 0x555555 ) }
  66. }
  67. ] ),
  68. vertexShader: [
  69. 'uniform mat4 textureMatrix;',
  70. 'uniform float time;',
  71. 'varying vec4 mirrorCoord;',
  72. 'varying vec4 worldPosition;',
  73. '#include <common>',
  74. '#include <fog_pars_vertex>',
  75. '#include <shadowmap_pars_vertex>',
  76. '#include <logdepthbuf_pars_vertex>',
  77. 'void main() {',
  78. ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
  79. ' worldPosition = mirrorCoord.xyzw;',
  80. ' mirrorCoord = textureMatrix * mirrorCoord;',
  81. ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  82. ' gl_Position = projectionMatrix * mvPosition;',
  83. '#include <logdepthbuf_vertex>',
  84. '#include <fog_vertex>',
  85. '#include <shadowmap_vertex>',
  86. '}'
  87. ].join( '\n' ),
  88. fragmentShader: [
  89. 'uniform sampler2D mirrorSampler;',
  90. 'uniform float alpha;',
  91. 'uniform float time;',
  92. 'uniform float size;',
  93. 'uniform float distortionScale;',
  94. 'uniform sampler2D normalSampler;',
  95. 'uniform vec3 sunColor;',
  96. 'uniform vec3 sunDirection;',
  97. 'uniform vec3 eye;',
  98. 'uniform vec3 waterColor;',
  99. 'varying vec4 mirrorCoord;',
  100. 'varying vec4 worldPosition;',
  101. 'vec4 getNoise( vec2 uv ) {',
  102. ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
  103. ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
  104. ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
  105. ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
  106. ' vec4 noise = texture2D( normalSampler, uv0 ) +',
  107. ' texture2D( normalSampler, uv1 ) +',
  108. ' texture2D( normalSampler, uv2 ) +',
  109. ' texture2D( normalSampler, uv3 );',
  110. ' return noise * 0.5 - 1.0;',
  111. '}',
  112. 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
  113. ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
  114. ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
  115. ' specularColor += pow( direction, shiny ) * sunColor * spec;',
  116. ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
  117. '}',
  118. '#include <common>',
  119. '#include <packing>',
  120. '#include <bsdfs>',
  121. '#include <fog_pars_fragment>',
  122. '#include <logdepthbuf_pars_fragment>',
  123. '#include <lights_pars_begin>',
  124. '#include <shadowmap_pars_fragment>',
  125. '#include <shadowmask_pars_fragment>',
  126. 'void main() {',
  127. '#include <logdepthbuf_fragment>',
  128. ' vec4 noise = getNoise( worldPosition.xz * size );',
  129. ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
  130. ' vec3 diffuseLight = vec3(0.0);',
  131. ' vec3 specularLight = vec3(0.0);',
  132. ' vec3 worldToEye = eye-worldPosition.xyz;',
  133. ' vec3 eyeDirection = normalize( worldToEye );',
  134. ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
  135. ' float distance = length(worldToEye);',
  136. ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
  137. ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
  138. ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
  139. ' float rf0 = 0.3;',
  140. ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
  141. ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
  142. ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
  143. ' vec3 outgoingLight = albedo;',
  144. ' gl_FragColor = vec4( outgoingLight, alpha );',
  145. '#include <tonemapping_fragment>',
  146. '#include <fog_fragment>',
  147. '}'
  148. ].join( '\n' )
  149. };
  150. var material = new THREE.ShaderMaterial( {
  151. fragmentShader: mirrorShader.fragmentShader,
  152. vertexShader: mirrorShader.vertexShader,
  153. uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
  154. lights: true,
  155. side: side,
  156. fog: fog
  157. } );
  158. material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
  159. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  160. material.uniforms[ "alpha" ].value = alpha;
  161. material.uniforms[ "time" ].value = time;
  162. material.uniforms[ "normalSampler" ].value = normalSampler;
  163. material.uniforms[ "sunColor" ].value = sunColor;
  164. material.uniforms[ "waterColor" ].value = waterColor;
  165. material.uniforms[ "sunDirection" ].value = sunDirection;
  166. material.uniforms[ "distortionScale" ].value = distortionScale;
  167. material.uniforms[ "eye" ].value = eye;
  168. scope.material = material;
  169. scope.onBeforeRender = function ( renderer, scene, camera ) {
  170. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  171. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  172. rotationMatrix.extractRotation( scope.matrixWorld );
  173. normal.set( 0, 0, 1 );
  174. normal.applyMatrix4( rotationMatrix );
  175. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  176. // Avoid rendering when mirror is facing away
  177. if ( view.dot( normal ) > 0 ) return;
  178. view.reflect( normal ).negate();
  179. view.add( mirrorWorldPosition );
  180. rotationMatrix.extractRotation( camera.matrixWorld );
  181. lookAtPosition.set( 0, 0, - 1 );
  182. lookAtPosition.applyMatrix4( rotationMatrix );
  183. lookAtPosition.add( cameraWorldPosition );
  184. target.subVectors( mirrorWorldPosition, lookAtPosition );
  185. target.reflect( normal ).negate();
  186. target.add( mirrorWorldPosition );
  187. mirrorCamera.position.copy( view );
  188. mirrorCamera.up.set( 0, 1, 0 );
  189. mirrorCamera.up.applyMatrix4( rotationMatrix );
  190. mirrorCamera.up.reflect( normal );
  191. mirrorCamera.lookAt( target );
  192. mirrorCamera.far = camera.far; // Used in WebGLBackground
  193. mirrorCamera.updateMatrixWorld();
  194. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  195. // Update the texture matrix
  196. textureMatrix.set(
  197. 0.5, 0.0, 0.0, 0.5,
  198. 0.0, 0.5, 0.0, 0.5,
  199. 0.0, 0.0, 0.5, 0.5,
  200. 0.0, 0.0, 0.0, 1.0
  201. );
  202. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  203. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  204. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  205. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  206. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  207. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  208. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  209. var projectionMatrix = mirrorCamera.projectionMatrix;
  210. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  211. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  212. q.z = - 1.0;
  213. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  214. // Calculate the scaled plane vector
  215. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  216. // Replacing the third row of the projection matrix
  217. projectionMatrix.elements[ 2 ] = clipPlane.x;
  218. projectionMatrix.elements[ 6 ] = clipPlane.y;
  219. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  220. projectionMatrix.elements[ 14 ] = clipPlane.w;
  221. eye.setFromMatrixPosition( camera.matrixWorld );
  222. // Render
  223. if ( renderer.outputEncoding !== THREE.LinearEncoding ) {
  224. console.warn( 'THREE.Water: WebGLRenderer must use LinearEncoding as outputEncoding.' );
  225. scope.onBeforeRender = function () {};
  226. return;
  227. }
  228. if ( renderer.toneMapping !== THREE.NoToneMapping ) {
  229. console.warn( 'THREE.Water: WebGLRenderer must use NoToneMapping as toneMapping.' );
  230. scope.onBeforeRender = function () {};
  231. return;
  232. }
  233. var currentRenderTarget = renderer.getRenderTarget();
  234. var currentXrEnabled = renderer.xr.enabled;
  235. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  236. scope.visible = false;
  237. renderer.xr.enabled = false; // Avoid camera modification and recursion
  238. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  239. renderer.setRenderTarget( renderTarget );
  240. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  241. if ( renderer.autoClear === false ) renderer.clear();
  242. renderer.render( scene, mirrorCamera );
  243. scope.visible = true;
  244. renderer.xr.enabled = currentXrEnabled;
  245. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  246. renderer.setRenderTarget( currentRenderTarget );
  247. // Restore viewport
  248. var viewport = camera.viewport;
  249. if ( viewport !== undefined ) {
  250. renderer.state.viewport( viewport );
  251. }
  252. };
  253. };
  254. THREE.Water.prototype = Object.create( THREE.Mesh.prototype );
  255. THREE.Water.prototype.constructor = THREE.Water;