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 ( geometry, options ) {
  10. THREE.Mesh.call( this, geometry );
  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.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.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. "textureMatrix": { value: new THREE.Matrix4() },
  61. "sunColor": { value: new THREE.Color( 0x7F7F7F ) },
  62. "sunDirection": { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
  63. "eye": { value: new THREE.Vector3() },
  64. "waterColor": { value: new THREE.Color( 0x555555 ) }
  65. }
  66. ] ),
  67. vertexShader: [
  68. 'uniform mat4 textureMatrix;',
  69. 'uniform float time;',
  70. 'varying vec4 mirrorCoord;',
  71. 'varying vec4 worldPosition;',
  72. '#include <common>',
  73. '#include <fog_pars_vertex>',
  74. '#include <shadowmap_pars_vertex>',
  75. '#include <logdepthbuf_pars_vertex>',
  76. 'void main() {',
  77. ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
  78. ' worldPosition = mirrorCoord.xyzw;',
  79. ' mirrorCoord = textureMatrix * mirrorCoord;',
  80. ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  81. ' gl_Position = projectionMatrix * mvPosition;',
  82. '#include <logdepthbuf_vertex>',
  83. '#include <fog_vertex>',
  84. '#include <shadowmap_vertex>',
  85. '}'
  86. ].join( '\n' ),
  87. fragmentShader: [
  88. 'uniform sampler2D mirrorSampler;',
  89. 'uniform float alpha;',
  90. 'uniform float time;',
  91. 'uniform float size;',
  92. 'uniform float distortionScale;',
  93. 'uniform sampler2D normalSampler;',
  94. 'uniform vec3 sunColor;',
  95. 'uniform vec3 sunDirection;',
  96. 'uniform vec3 eye;',
  97. 'uniform vec3 waterColor;',
  98. 'varying vec4 mirrorCoord;',
  99. 'varying vec4 worldPosition;',
  100. 'vec4 getNoise( vec2 uv ) {',
  101. ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
  102. ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
  103. ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
  104. ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
  105. ' vec4 noise = texture2D( normalSampler, uv0 ) +',
  106. ' texture2D( normalSampler, uv1 ) +',
  107. ' texture2D( normalSampler, uv2 ) +',
  108. ' texture2D( normalSampler, uv3 );',
  109. ' return noise * 0.5 - 1.0;',
  110. '}',
  111. 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
  112. ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
  113. ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
  114. ' specularColor += pow( direction, shiny ) * sunColor * spec;',
  115. ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
  116. '}',
  117. '#include <common>',
  118. '#include <packing>',
  119. '#include <bsdfs>',
  120. '#include <fog_pars_fragment>',
  121. '#include <logdepthbuf_pars_fragment>',
  122. '#include <lights_pars_begin>',
  123. '#include <shadowmap_pars_fragment>',
  124. '#include <shadowmask_pars_fragment>',
  125. 'void main() {',
  126. '#include <logdepthbuf_fragment>',
  127. ' vec4 noise = getNoise( worldPosition.xz * size );',
  128. ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
  129. ' vec3 diffuseLight = vec3(0.0);',
  130. ' vec3 specularLight = vec3(0.0);',
  131. ' vec3 worldToEye = eye-worldPosition.xyz;',
  132. ' vec3 eyeDirection = normalize( worldToEye );',
  133. ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
  134. ' float distance = length(worldToEye);',
  135. ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
  136. ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
  137. ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
  138. ' float rf0 = 0.3;',
  139. ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
  140. ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
  141. ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
  142. ' vec3 outgoingLight = albedo;',
  143. ' gl_FragColor = vec4( outgoingLight, alpha );',
  144. '#include <tonemapping_fragment>',
  145. '#include <fog_fragment>',
  146. '}'
  147. ].join( '\n' )
  148. };
  149. var material = new THREE.ShaderMaterial( {
  150. fragmentShader: mirrorShader.fragmentShader,
  151. vertexShader: mirrorShader.vertexShader,
  152. uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
  153. lights: true,
  154. side: side,
  155. fog: fog
  156. } );
  157. material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
  158. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  159. material.uniforms[ "alpha" ].value = alpha;
  160. material.uniforms[ "time" ].value = time;
  161. material.uniforms[ "normalSampler" ].value = normalSampler;
  162. material.uniforms[ "sunColor" ].value = sunColor;
  163. material.uniforms[ "waterColor" ].value = waterColor;
  164. material.uniforms[ "sunDirection" ].value = sunDirection;
  165. material.uniforms[ "distortionScale" ].value = distortionScale;
  166. material.uniforms[ "eye" ].value = eye;
  167. scope.material = material;
  168. scope.onBeforeRender = function ( renderer, scene, camera ) {
  169. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  170. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  171. rotationMatrix.extractRotation( scope.matrixWorld );
  172. normal.set( 0, 0, 1 );
  173. normal.applyMatrix4( rotationMatrix );
  174. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  175. // Avoid rendering when mirror is facing away
  176. if ( view.dot( normal ) > 0 ) return;
  177. view.reflect( normal ).negate();
  178. view.add( mirrorWorldPosition );
  179. rotationMatrix.extractRotation( camera.matrixWorld );
  180. lookAtPosition.set( 0, 0, - 1 );
  181. lookAtPosition.applyMatrix4( rotationMatrix );
  182. lookAtPosition.add( cameraWorldPosition );
  183. target.subVectors( mirrorWorldPosition, lookAtPosition );
  184. target.reflect( normal ).negate();
  185. target.add( mirrorWorldPosition );
  186. mirrorCamera.position.copy( view );
  187. mirrorCamera.up.set( 0, 1, 0 );
  188. mirrorCamera.up.applyMatrix4( rotationMatrix );
  189. mirrorCamera.up.reflect( normal );
  190. mirrorCamera.lookAt( target );
  191. mirrorCamera.far = camera.far; // Used in WebGLBackground
  192. mirrorCamera.updateMatrixWorld();
  193. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  194. // Update the texture matrix
  195. textureMatrix.set(
  196. 0.5, 0.0, 0.0, 0.5,
  197. 0.0, 0.5, 0.0, 0.5,
  198. 0.0, 0.0, 0.5, 0.5,
  199. 0.0, 0.0, 0.0, 1.0
  200. );
  201. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  202. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  203. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  204. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  205. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  206. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  207. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  208. var projectionMatrix = mirrorCamera.projectionMatrix;
  209. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  210. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  211. q.z = - 1.0;
  212. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  213. // Calculate the scaled plane vector
  214. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  215. // Replacing the third row of the projection matrix
  216. projectionMatrix.elements[ 2 ] = clipPlane.x;
  217. projectionMatrix.elements[ 6 ] = clipPlane.y;
  218. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  219. projectionMatrix.elements[ 14 ] = clipPlane.w;
  220. eye.setFromMatrixPosition( camera.matrixWorld );
  221. //
  222. var currentRenderTarget = renderer.getRenderTarget();
  223. var currentXrEnabled = renderer.xr.enabled;
  224. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  225. scope.visible = false;
  226. renderer.xr.enabled = false; // Avoid camera modification and recursion
  227. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  228. renderer.setRenderTarget( renderTarget );
  229. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  230. if ( renderer.autoClear === false ) renderer.clear();
  231. renderer.render( scene, mirrorCamera );
  232. scope.visible = true;
  233. renderer.xr.enabled = currentXrEnabled;
  234. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  235. renderer.setRenderTarget( currentRenderTarget );
  236. // Restore viewport
  237. var viewport = camera.viewport;
  238. if ( viewport !== undefined ) {
  239. renderer.state.viewport( viewport );
  240. }
  241. };
  242. };
  243. THREE.Water.prototype = Object.create( THREE.Mesh.prototype );
  244. THREE.Water.prototype.constructor = THREE.Water;