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- /**
- * @author jbouny / https://github.com/jbouny
- *
- * Work based on :
- * @author Slayvin / http://slayvin.net : Flat mirror for three.js
- * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
- * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
- */
- import {
- Color,
- FrontSide,
- LinearFilter,
- MathUtils,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- Plane,
- RGBFormat,
- ShaderChunk,
- ShaderMaterial,
- UniformsLib,
- UniformsUtils,
- Vector3,
- Vector4,
- WebGLRenderTarget
- } from "../../../build/three.module.js";
- var Water = function ( geometry, options ) {
- Mesh.call( this, geometry );
- var scope = this;
- options = options || {};
- var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
- var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
- var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
- var alpha = options.alpha !== undefined ? options.alpha : 1.0;
- var time = options.time !== undefined ? options.time : 0.0;
- var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
- var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
- var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
- var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
- var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
- var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
- var side = options.side !== undefined ? options.side : FrontSide;
- var fog = options.fog !== undefined ? options.fog : false;
- //
- var mirrorPlane = new Plane();
- var normal = new Vector3();
- var mirrorWorldPosition = new Vector3();
- var cameraWorldPosition = new Vector3();
- var rotationMatrix = new Matrix4();
- var lookAtPosition = new Vector3( 0, 0, - 1 );
- var clipPlane = new Vector4();
- var view = new Vector3();
- var target = new Vector3();
- var q = new Vector4();
- var textureMatrix = new Matrix4();
- var mirrorCamera = new PerspectiveCamera();
- var parameters = {
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- format: RGBFormat,
- stencilBuffer: false
- };
- var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
- renderTarget.texture.generateMipmaps = false;
- }
- var mirrorShader = {
- uniforms: UniformsUtils.merge( [
- UniformsLib[ 'fog' ],
- UniformsLib[ 'lights' ],
- {
- "normalSampler": { value: null },
- "mirrorSampler": { value: null },
- "alpha": { value: 1.0 },
- "time": { value: 0.0 },
- "size": { value: 1.0 },
- "distortionScale": { value: 20.0 },
- "textureMatrix": { value: new Matrix4() },
- "sunColor": { value: new Color( 0x7F7F7F ) },
- "sunDirection": { value: new Vector3( 0.70707, 0.70707, 0 ) },
- "eye": { value: new Vector3() },
- "waterColor": { value: new Color( 0x555555 ) }
- }
- ] ),
- vertexShader: [
- 'uniform mat4 textureMatrix;',
- 'uniform float time;',
- 'varying vec4 mirrorCoord;',
- 'varying vec4 worldPosition;',
- ShaderChunk[ 'fog_pars_vertex' ],
- ShaderChunk[ 'shadowmap_pars_vertex' ],
- 'void main() {',
- ' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
- ' worldPosition = mirrorCoord.xyzw;',
- ' mirrorCoord = textureMatrix * mirrorCoord;',
- ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
- ' gl_Position = projectionMatrix * mvPosition;',
- ShaderChunk[ 'fog_vertex' ],
- ShaderChunk[ 'shadowmap_vertex' ],
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform sampler2D mirrorSampler;',
- 'uniform float alpha;',
- 'uniform float time;',
- 'uniform float size;',
- 'uniform float distortionScale;',
- 'uniform sampler2D normalSampler;',
- 'uniform vec3 sunColor;',
- 'uniform vec3 sunDirection;',
- 'uniform vec3 eye;',
- 'uniform vec3 waterColor;',
- 'varying vec4 mirrorCoord;',
- 'varying vec4 worldPosition;',
- 'vec4 getNoise( vec2 uv ) {',
- ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
- ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
- ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
- ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
- ' vec4 noise = texture2D( normalSampler, uv0 ) +',
- ' texture2D( normalSampler, uv1 ) +',
- ' texture2D( normalSampler, uv2 ) +',
- ' texture2D( normalSampler, uv3 );',
- ' return noise * 0.5 - 1.0;',
- '}',
- 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
- ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
- ' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
- ' specularColor += pow( direction, shiny ) * sunColor * spec;',
- ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
- '}',
- ShaderChunk[ 'common' ],
- ShaderChunk[ 'packing' ],
- ShaderChunk[ 'bsdfs' ],
- ShaderChunk[ 'fog_pars_fragment' ],
- ShaderChunk[ 'lights_pars_begin' ],
- ShaderChunk[ 'shadowmap_pars_fragment' ],
- ShaderChunk[ 'shadowmask_pars_fragment' ],
- 'void main() {',
- ' vec4 noise = getNoise( worldPosition.xz * size );',
- ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
- ' vec3 diffuseLight = vec3(0.0);',
- ' vec3 specularLight = vec3(0.0);',
- ' vec3 worldToEye = eye-worldPosition.xyz;',
- ' vec3 eyeDirection = normalize( worldToEye );',
- ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
- ' float distance = length(worldToEye);',
- ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
- ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
- ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
- ' float rf0 = 0.3;',
- ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
- ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
- ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
- ' vec3 outgoingLight = albedo;',
- ' gl_FragColor = vec4( outgoingLight, alpha );',
- ShaderChunk[ 'tonemapping_fragment' ],
- ShaderChunk[ 'fog_fragment' ],
- '}'
- ].join( '\n' )
- };
- var material = new ShaderMaterial( {
- fragmentShader: mirrorShader.fragmentShader,
- vertexShader: mirrorShader.vertexShader,
- uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
- lights: true,
- side: side,
- fog: fog
- } );
- material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
- material.uniforms[ "textureMatrix" ].value = textureMatrix;
- material.uniforms[ "alpha" ].value = alpha;
- material.uniforms[ "time" ].value = time;
- material.uniforms[ "normalSampler" ].value = normalSampler;
- material.uniforms[ "sunColor" ].value = sunColor;
- material.uniforms[ "waterColor" ].value = waterColor;
- material.uniforms[ "sunDirection" ].value = sunDirection;
- material.uniforms[ "distortionScale" ].value = distortionScale;
- material.uniforms[ "eye" ].value = eye;
- scope.material = material;
- scope.onBeforeRender = function ( renderer, scene, camera ) {
- mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
- cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
- rotationMatrix.extractRotation( scope.matrixWorld );
- normal.set( 0, 0, 1 );
- normal.applyMatrix4( rotationMatrix );
- view.subVectors( mirrorWorldPosition, cameraWorldPosition );
- // Avoid rendering when mirror is facing away
- if ( view.dot( normal ) > 0 ) return;
- view.reflect( normal ).negate();
- view.add( mirrorWorldPosition );
- rotationMatrix.extractRotation( camera.matrixWorld );
- lookAtPosition.set( 0, 0, - 1 );
- lookAtPosition.applyMatrix4( rotationMatrix );
- lookAtPosition.add( cameraWorldPosition );
- target.subVectors( mirrorWorldPosition, lookAtPosition );
- target.reflect( normal ).negate();
- target.add( mirrorWorldPosition );
- mirrorCamera.position.copy( view );
- mirrorCamera.up.set( 0, 1, 0 );
- mirrorCamera.up.applyMatrix4( rotationMatrix );
- mirrorCamera.up.reflect( normal );
- mirrorCamera.lookAt( target );
- mirrorCamera.far = camera.far; // Used in WebGLBackground
- mirrorCamera.updateMatrixWorld();
- mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
- // Update the texture matrix
- 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
- );
- textureMatrix.multiply( mirrorCamera.projectionMatrix );
- textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
- // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
- mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
- mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
- clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
- var projectionMatrix = mirrorCamera.projectionMatrix;
- q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
- q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
- q.z = - 1.0;
- q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
- // Calculate the scaled plane vector
- clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
- // Replacing the third row of the projection matrix
- projectionMatrix.elements[ 2 ] = clipPlane.x;
- projectionMatrix.elements[ 6 ] = clipPlane.y;
- projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
- projectionMatrix.elements[ 14 ] = clipPlane.w;
- eye.setFromMatrixPosition( camera.matrixWorld );
- //
- var currentRenderTarget = renderer.getRenderTarget();
- var currentXrEnabled = renderer.xr.enabled;
- var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
- scope.visible = false;
- renderer.xr.enabled = false; // Avoid camera modification and recursion
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
- renderer.setRenderTarget( renderTarget );
- renderer.clear();
- renderer.render( scene, mirrorCamera );
- scope.visible = true;
- renderer.xr.enabled = currentXrEnabled;
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
- renderer.setRenderTarget( currentRenderTarget );
- // Restore viewport
- var viewport = camera.viewport;
- if ( viewport !== undefined ) {
- renderer.state.viewport( viewport );
- }
- };
- };
- Water.prototype = Object.create( Mesh.prototype );
- Water.prototype.constructor = Water;
- export { Water };
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