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: [ 'uniform mat4 textureMatrix;', 'uniform float time;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', '#include <common>', '#include <fog_pars_vertex>', '#include <shadowmap_pars_vertex>', '#include <logdepthbuf_pars_vertex>', 'void main() {', ' mirrorCoord = modelMatrix * vec4( position, 1.0 );', ' worldPosition = mirrorCoord.xyzw;', ' mirrorCoord = textureMatrix * mirrorCoord;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '#include <beginnormal_vertex>', '#include <defaultnormal_vertex>', '#include <logdepthbuf_vertex>', '#include <fog_vertex>', '#include <shadowmap_vertex>', '}' ].join( '\n' ),
  83. fragmentShader: [ 'uniform sampler2D mirrorSampler;', 'uniform float alpha;', 'uniform float time;', 'uniform float size;', 'uniform float distortionScale;', 'uniform sampler2D normalSampler;', 'uniform vec3 sunColor;', 'uniform vec3 sunDirection;', 'uniform vec3 eye;', 'uniform vec3 waterColor;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', 'vec4 getNoise( vec2 uv ) {', ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);', ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );', ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );', ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );', ' vec4 noise = texture2D( normalSampler, uv0 ) +', ' texture2D( normalSampler, uv1 ) +', ' texture2D( normalSampler, uv2 ) +', ' texture2D( normalSampler, uv3 );', ' return noise * 0.5 - 1.0;', '}', 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {', ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );', ' float direction = max( 0.0, dot( eyeDirection, reflection ) );', ' specularColor += pow( direction, shiny ) * sunColor * spec;', ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;', '}', '#include <common>', '#include <packing>', '#include <bsdfs>', '#include <fog_pars_fragment>', '#include <logdepthbuf_pars_fragment>', '#include <lights_pars_begin>', '#include <shadowmap_pars_fragment>', '#include <shadowmask_pars_fragment>', 'void main() {', '#include <logdepthbuf_fragment>', ' vec4 noise = getNoise( worldPosition.xz * size );', ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );', ' vec3 diffuseLight = vec3(0.0);', ' vec3 specularLight = vec3(0.0);', ' vec3 worldToEye = eye-worldPosition.xyz;', ' vec3 eyeDirection = normalize( worldToEye );', ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );', ' float distance = length(worldToEye);', ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;', ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );', ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );', ' float rf0 = 0.3;', ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );', ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;', ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);', ' vec3 outgoingLight = albedo;', ' gl_FragColor = vec4( outgoingLight, alpha );', '#include <tonemapping_fragment>', '#include <fog_fragment>', '}' ].join( '\n' )
  84. };
  85. const material = new THREE.ShaderMaterial( {
  86. fragmentShader: mirrorShader.fragmentShader,
  87. vertexShader: mirrorShader.vertexShader,
  88. uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
  89. lights: true,
  90. side: side,
  91. fog: fog
  92. } );
  93. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  94. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  95. material.uniforms[ 'alpha' ].value = alpha;
  96. material.uniforms[ 'time' ].value = time;
  97. material.uniforms[ 'normalSampler' ].value = normalSampler;
  98. material.uniforms[ 'sunColor' ].value = sunColor;
  99. material.uniforms[ 'waterColor' ].value = waterColor;
  100. material.uniforms[ 'sunDirection' ].value = sunDirection;
  101. material.uniforms[ 'distortionScale' ].value = distortionScale;
  102. material.uniforms[ 'eye' ].value = eye;
  103. scope.material = material;
  104. scope.onBeforeRender = function ( renderer, scene, camera ) {
  105. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  106. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  107. rotationMatrix.extractRotation( scope.matrixWorld );
  108. normal.set( 0, 0, 1 );
  109. normal.applyMatrix4( rotationMatrix );
  110. view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away
  111. if ( view.dot( normal ) > 0 ) return;
  112. view.reflect( normal ).negate();
  113. view.add( mirrorWorldPosition );
  114. rotationMatrix.extractRotation( camera.matrixWorld );
  115. lookAtPosition.set( 0, 0, - 1 );
  116. lookAtPosition.applyMatrix4( rotationMatrix );
  117. lookAtPosition.add( cameraWorldPosition );
  118. target.subVectors( mirrorWorldPosition, lookAtPosition );
  119. target.reflect( normal ).negate();
  120. target.add( mirrorWorldPosition );
  121. mirrorCamera.position.copy( view );
  122. mirrorCamera.up.set( 0, 1, 0 );
  123. mirrorCamera.up.applyMatrix4( rotationMatrix );
  124. mirrorCamera.up.reflect( normal );
  125. mirrorCamera.lookAt( target );
  126. mirrorCamera.far = camera.far; // Used in WebGLBackground
  127. mirrorCamera.updateMatrixWorld();
  128. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix
  129. 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 );
  130. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  131. textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  132. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  133. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  134. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  135. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  136. const projectionMatrix = mirrorCamera.projectionMatrix;
  137. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  138. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  139. q.z = - 1.0;
  140. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector
  141. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix
  142. projectionMatrix.elements[ 2 ] = clipPlane.x;
  143. projectionMatrix.elements[ 6 ] = clipPlane.y;
  144. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  145. projectionMatrix.elements[ 14 ] = clipPlane.w;
  146. eye.setFromMatrixPosition( camera.matrixWorld ); // Render
  147. const currentRenderTarget = renderer.getRenderTarget();
  148. const currentXrEnabled = renderer.xr.enabled;
  149. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  150. scope.visible = false;
  151. renderer.xr.enabled = false; // Avoid camera modification and recursion
  152. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  153. renderer.setRenderTarget( renderTarget );
  154. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  155. if ( renderer.autoClear === false ) renderer.clear();
  156. renderer.render( scene, mirrorCamera );
  157. scope.visible = true;
  158. renderer.xr.enabled = currentXrEnabled;
  159. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  160. renderer.setRenderTarget( currentRenderTarget ); // Restore viewport
  161. const viewport = camera.viewport;
  162. if ( viewport !== undefined ) {
  163. renderer.state.viewport( viewport );
  164. }
  165. };
  166. }
  167. }
  168. Water.prototype.isWater = true;
  169. THREE.Water = Water;
  170. } )();