Water.js 12 KB

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  1. import {
  2. Color,
  3. FrontSide,
  4. LinearEncoding,
  5. LinearFilter,
  6. MathUtils,
  7. Matrix4,
  8. Mesh,
  9. NoToneMapping,
  10. PerspectiveCamera,
  11. Plane,
  12. RGBFormat,
  13. ShaderMaterial,
  14. UniformsLib,
  15. UniformsUtils,
  16. Vector3,
  17. Vector4,
  18. WebGLRenderTarget
  19. } from '../../../build/three.module.js';
  20. /**
  21. * Work based on :
  22. * http://slayvin.net : Flat mirror for three.js
  23. * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
  24. * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  25. */
  26. var Water = function ( geometry, options ) {
  27. Mesh.call( this, geometry );
  28. var scope = this;
  29. options = options || {};
  30. var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  31. var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  32. var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  33. var alpha = options.alpha !== undefined ? options.alpha : 1.0;
  34. var time = options.time !== undefined ? options.time : 0.0;
  35. var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  36. var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
  37. var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  38. var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  39. var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
  40. var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  41. var side = options.side !== undefined ? options.side : FrontSide;
  42. var fog = options.fog !== undefined ? options.fog : false;
  43. //
  44. var mirrorPlane = new Plane();
  45. var normal = new Vector3();
  46. var mirrorWorldPosition = new Vector3();
  47. var cameraWorldPosition = new Vector3();
  48. var rotationMatrix = new Matrix4();
  49. var lookAtPosition = new Vector3( 0, 0, - 1 );
  50. var clipPlane = new Vector4();
  51. var view = new Vector3();
  52. var target = new Vector3();
  53. var q = new Vector4();
  54. var textureMatrix = new Matrix4();
  55. var mirrorCamera = new PerspectiveCamera();
  56. var parameters = {
  57. minFilter: LinearFilter,
  58. magFilter: LinearFilter,
  59. format: RGBFormat
  60. };
  61. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  62. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  63. renderTarget.texture.generateMipmaps = false;
  64. }
  65. var mirrorShader = {
  66. uniforms: UniformsUtils.merge( [
  67. UniformsLib[ 'fog' ],
  68. UniformsLib[ 'lights' ],
  69. {
  70. 'normalSampler': { value: null },
  71. 'mirrorSampler': { value: null },
  72. 'alpha': { value: 1.0 },
  73. 'time': { value: 0.0 },
  74. 'size': { value: 1.0 },
  75. 'distortionScale': { value: 20.0 },
  76. 'textureMatrix': { value: new Matrix4() },
  77. 'sunColor': { value: new Color( 0x7F7F7F ) },
  78. 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
  79. 'eye': { value: new Vector3() },
  80. 'waterColor': { value: new Color( 0x555555 ) }
  81. }
  82. ] ),
  83. vertexShader: [
  84. 'uniform mat4 textureMatrix;',
  85. 'uniform float time;',
  86. 'varying vec4 mirrorCoord;',
  87. 'varying vec4 worldPosition;',
  88. '#include <common>',
  89. '#include <fog_pars_vertex>',
  90. '#include <shadowmap_pars_vertex>',
  91. '#include <logdepthbuf_pars_vertex>',
  92. 'void main() {',
  93. ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
  94. ' worldPosition = mirrorCoord.xyzw;',
  95. ' mirrorCoord = textureMatrix * mirrorCoord;',
  96. ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  97. ' gl_Position = projectionMatrix * mvPosition;',
  98. '#include <beginnormal_vertex>',
  99. '#include <defaultnormal_vertex>',
  100. '#include <logdepthbuf_vertex>',
  101. '#include <fog_vertex>',
  102. '#include <shadowmap_vertex>',
  103. '}'
  104. ].join( '\n' ),
  105. fragmentShader: [
  106. 'uniform sampler2D mirrorSampler;',
  107. 'uniform float alpha;',
  108. 'uniform float time;',
  109. 'uniform float size;',
  110. 'uniform float distortionScale;',
  111. 'uniform sampler2D normalSampler;',
  112. 'uniform vec3 sunColor;',
  113. 'uniform vec3 sunDirection;',
  114. 'uniform vec3 eye;',
  115. 'uniform vec3 waterColor;',
  116. 'varying vec4 mirrorCoord;',
  117. 'varying vec4 worldPosition;',
  118. 'vec4 getNoise( vec2 uv ) {',
  119. ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
  120. ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
  121. ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
  122. ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
  123. ' vec4 noise = texture2D( normalSampler, uv0 ) +',
  124. ' texture2D( normalSampler, uv1 ) +',
  125. ' texture2D( normalSampler, uv2 ) +',
  126. ' texture2D( normalSampler, uv3 );',
  127. ' return noise * 0.5 - 1.0;',
  128. '}',
  129. 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
  130. ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
  131. ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
  132. ' specularColor += pow( direction, shiny ) * sunColor * spec;',
  133. ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
  134. '}',
  135. '#include <common>',
  136. '#include <packing>',
  137. '#include <bsdfs>',
  138. '#include <fog_pars_fragment>',
  139. '#include <logdepthbuf_pars_fragment>',
  140. '#include <lights_pars_begin>',
  141. '#include <shadowmap_pars_fragment>',
  142. '#include <shadowmask_pars_fragment>',
  143. 'void main() {',
  144. '#include <logdepthbuf_fragment>',
  145. ' vec4 noise = getNoise( worldPosition.xz * size );',
  146. ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
  147. ' vec3 diffuseLight = vec3(0.0);',
  148. ' vec3 specularLight = vec3(0.0);',
  149. ' vec3 worldToEye = eye-worldPosition.xyz;',
  150. ' vec3 eyeDirection = normalize( worldToEye );',
  151. ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
  152. ' float distance = length(worldToEye);',
  153. ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
  154. ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
  155. ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
  156. ' float rf0 = 0.3;',
  157. ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
  158. ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
  159. ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
  160. ' vec3 outgoingLight = albedo;',
  161. ' gl_FragColor = vec4( outgoingLight, alpha );',
  162. '#include <tonemapping_fragment>',
  163. '#include <fog_fragment>',
  164. '}'
  165. ].join( '\n' )
  166. };
  167. var material = new ShaderMaterial( {
  168. fragmentShader: mirrorShader.fragmentShader,
  169. vertexShader: mirrorShader.vertexShader,
  170. uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
  171. lights: true,
  172. side: side,
  173. fog: fog
  174. } );
  175. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  176. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  177. material.uniforms[ 'alpha' ].value = alpha;
  178. material.uniforms[ 'time' ].value = time;
  179. material.uniforms[ 'normalSampler' ].value = normalSampler;
  180. material.uniforms[ 'sunColor' ].value = sunColor;
  181. material.uniforms[ 'waterColor' ].value = waterColor;
  182. material.uniforms[ 'sunDirection' ].value = sunDirection;
  183. material.uniforms[ 'distortionScale' ].value = distortionScale;
  184. material.uniforms[ 'eye' ].value = eye;
  185. scope.material = material;
  186. scope.onBeforeRender = function ( renderer, scene, camera ) {
  187. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  188. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  189. rotationMatrix.extractRotation( scope.matrixWorld );
  190. normal.set( 0, 0, 1 );
  191. normal.applyMatrix4( rotationMatrix );
  192. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  193. // Avoid rendering when mirror is facing away
  194. if ( view.dot( normal ) > 0 ) return;
  195. view.reflect( normal ).negate();
  196. view.add( mirrorWorldPosition );
  197. rotationMatrix.extractRotation( camera.matrixWorld );
  198. lookAtPosition.set( 0, 0, - 1 );
  199. lookAtPosition.applyMatrix4( rotationMatrix );
  200. lookAtPosition.add( cameraWorldPosition );
  201. target.subVectors( mirrorWorldPosition, lookAtPosition );
  202. target.reflect( normal ).negate();
  203. target.add( mirrorWorldPosition );
  204. mirrorCamera.position.copy( view );
  205. mirrorCamera.up.set( 0, 1, 0 );
  206. mirrorCamera.up.applyMatrix4( rotationMatrix );
  207. mirrorCamera.up.reflect( normal );
  208. mirrorCamera.lookAt( target );
  209. mirrorCamera.far = camera.far; // Used in WebGLBackground
  210. mirrorCamera.updateMatrixWorld();
  211. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  212. // Update the texture matrix
  213. textureMatrix.set(
  214. 0.5, 0.0, 0.0, 0.5,
  215. 0.0, 0.5, 0.0, 0.5,
  216. 0.0, 0.0, 0.5, 0.5,
  217. 0.0, 0.0, 0.0, 1.0
  218. );
  219. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  220. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  221. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  222. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  223. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  224. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  225. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  226. var projectionMatrix = mirrorCamera.projectionMatrix;
  227. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  228. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  229. q.z = - 1.0;
  230. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  231. // Calculate the scaled plane vector
  232. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  233. // Replacing the third row of the projection matrix
  234. projectionMatrix.elements[ 2 ] = clipPlane.x;
  235. projectionMatrix.elements[ 6 ] = clipPlane.y;
  236. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  237. projectionMatrix.elements[ 14 ] = clipPlane.w;
  238. eye.setFromMatrixPosition( camera.matrixWorld );
  239. // Render
  240. if ( renderer.outputEncoding !== LinearEncoding ) {
  241. console.warn( 'THREE.Water: WebGLRenderer must use LinearEncoding as outputEncoding.' );
  242. scope.onBeforeRender = function () {};
  243. return;
  244. }
  245. if ( renderer.toneMapping !== NoToneMapping ) {
  246. console.warn( 'THREE.Water: WebGLRenderer must use NoToneMapping as toneMapping.' );
  247. scope.onBeforeRender = function () {};
  248. return;
  249. }
  250. var currentRenderTarget = renderer.getRenderTarget();
  251. var currentXrEnabled = renderer.xr.enabled;
  252. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  253. scope.visible = false;
  254. renderer.xr.enabled = false; // Avoid camera modification and recursion
  255. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  256. renderer.setRenderTarget( renderTarget );
  257. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  258. if ( renderer.autoClear === false ) renderer.clear();
  259. renderer.render( scene, mirrorCamera );
  260. scope.visible = true;
  261. renderer.xr.enabled = currentXrEnabled;
  262. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  263. renderer.setRenderTarget( currentRenderTarget );
  264. // Restore viewport
  265. var viewport = camera.viewport;
  266. if ( viewport !== undefined ) {
  267. renderer.state.viewport( viewport );
  268. }
  269. };
  270. };
  271. Water.prototype = Object.create( Mesh.prototype );
  272. Water.prototype.constructor = Water;
  273. export { Water };