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