Water.js 11 KB

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