Water.js 11 KB

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