Water.js 11 KB

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