Water.js 11 KB

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