Water.js 11 KB

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  1. import {
  2. Color,
  3. FrontSide,
  4. Matrix4,
  5. Mesh,
  6. PerspectiveCamera,
  7. Plane,
  8. ShaderMaterial,
  9. UniformsLib,
  10. UniformsUtils,
  11. Vector3,
  12. Vector4,
  13. WebGLRenderTarget
  14. } from 'three';
  15. /**
  16. * Work based on :
  17. * https://github.com/Slayvin: Flat mirror for three.js
  18. * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
  19. * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
  20. */
  21. class Water extends Mesh {
  22. constructor( geometry, options = {} ) {
  23. super( geometry );
  24. this.isWater = true;
  25. const scope = this;
  26. const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  27. const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  28. const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  29. const alpha = options.alpha !== undefined ? options.alpha : 1.0;
  30. const time = options.time !== undefined ? options.time : 0.0;
  31. const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  32. const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
  33. const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  34. const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  35. const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
  36. const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  37. const side = options.side !== undefined ? options.side : FrontSide;
  38. const fog = options.fog !== undefined ? options.fog : false;
  39. //
  40. const mirrorPlane = new Plane();
  41. const normal = new Vector3();
  42. const mirrorWorldPosition = new Vector3();
  43. const cameraWorldPosition = new Vector3();
  44. const rotationMatrix = new Matrix4();
  45. const lookAtPosition = new Vector3( 0, 0, - 1 );
  46. const clipPlane = new Vector4();
  47. const view = new Vector3();
  48. const target = new Vector3();
  49. const q = new Vector4();
  50. const textureMatrix = new Matrix4();
  51. const mirrorCamera = new PerspectiveCamera();
  52. const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
  53. const mirrorShader = {
  54. uniforms: UniformsUtils.merge( [
  55. UniformsLib[ 'fog' ],
  56. UniformsLib[ 'lights' ],
  57. {
  58. 'normalSampler': { value: null },
  59. 'mirrorSampler': { value: null },
  60. 'alpha': { value: 1.0 },
  61. 'time': { value: 0.0 },
  62. 'size': { value: 1.0 },
  63. 'distortionScale': { value: 20.0 },
  64. 'textureMatrix': { value: new Matrix4() },
  65. 'sunColor': { value: new Color( 0x7F7F7F ) },
  66. 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
  67. 'eye': { value: new Vector3() },
  68. 'waterColor': { value: new Color( 0x555555 ) }
  69. }
  70. ] ),
  71. vertexShader: /* glsl */`
  72. uniform mat4 textureMatrix;
  73. uniform float time;
  74. varying vec4 mirrorCoord;
  75. varying vec4 worldPosition;
  76. #include <common>
  77. #include <fog_pars_vertex>
  78. #include <shadowmap_pars_vertex>
  79. #include <logdepthbuf_pars_vertex>
  80. void main() {
  81. mirrorCoord = modelMatrix * vec4( position, 1.0 );
  82. worldPosition = mirrorCoord.xyzw;
  83. mirrorCoord = textureMatrix * mirrorCoord;
  84. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  85. gl_Position = projectionMatrix * mvPosition;
  86. #include <beginnormal_vertex>
  87. #include <defaultnormal_vertex>
  88. #include <logdepthbuf_vertex>
  89. #include <fog_vertex>
  90. #include <shadowmap_vertex>
  91. }`,
  92. fragmentShader: /* glsl */`
  93. uniform sampler2D mirrorSampler;
  94. uniform float alpha;
  95. uniform float time;
  96. uniform float size;
  97. uniform float distortionScale;
  98. uniform sampler2D normalSampler;
  99. uniform vec3 sunColor;
  100. uniform vec3 sunDirection;
  101. uniform vec3 eye;
  102. uniform vec3 waterColor;
  103. varying vec4 mirrorCoord;
  104. varying vec4 worldPosition;
  105. vec4 getNoise( vec2 uv ) {
  106. vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
  107. vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
  108. vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
  109. vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
  110. vec4 noise = texture2D( normalSampler, uv0 ) +
  111. texture2D( normalSampler, uv1 ) +
  112. texture2D( normalSampler, uv2 ) +
  113. texture2D( normalSampler, uv3 );
  114. return noise * 0.5 - 1.0;
  115. }
  116. void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
  117. vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
  118. float direction = max( 0.0, dot( eyeDirection, reflection ) );
  119. specularColor += pow( direction, shiny ) * sunColor * spec;
  120. diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
  121. }
  122. #include <common>
  123. #include <packing>
  124. #include <bsdfs>
  125. #include <fog_pars_fragment>
  126. #include <logdepthbuf_pars_fragment>
  127. #include <lights_pars_begin>
  128. #include <shadowmap_pars_fragment>
  129. #include <shadowmask_pars_fragment>
  130. void main() {
  131. #include <logdepthbuf_fragment>
  132. vec4 noise = getNoise( worldPosition.xz * size );
  133. vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
  134. vec3 diffuseLight = vec3(0.0);
  135. vec3 specularLight = vec3(0.0);
  136. vec3 worldToEye = eye-worldPosition.xyz;
  137. vec3 eyeDirection = normalize( worldToEye );
  138. sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
  139. float distance = length(worldToEye);
  140. vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
  141. vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
  142. float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
  143. float rf0 = 0.3;
  144. float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
  145. vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
  146. vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
  147. vec3 outgoingLight = albedo;
  148. gl_FragColor = vec4( outgoingLight, alpha );
  149. #include <tonemapping_fragment>
  150. #include <fog_fragment>
  151. }`
  152. };
  153. const material = new ShaderMaterial( {
  154. fragmentShader: mirrorShader.fragmentShader,
  155. vertexShader: mirrorShader.vertexShader,
  156. uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
  157. lights: true,
  158. side: side,
  159. fog: fog
  160. } );
  161. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  162. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  163. material.uniforms[ 'alpha' ].value = alpha;
  164. material.uniforms[ 'time' ].value = time;
  165. material.uniforms[ 'normalSampler' ].value = normalSampler;
  166. material.uniforms[ 'sunColor' ].value = sunColor;
  167. material.uniforms[ 'waterColor' ].value = waterColor;
  168. material.uniforms[ 'sunDirection' ].value = sunDirection;
  169. material.uniforms[ 'distortionScale' ].value = distortionScale;
  170. material.uniforms[ 'eye' ].value = eye;
  171. scope.material = material;
  172. scope.onBeforeRender = function ( renderer, scene, camera ) {
  173. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  174. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  175. rotationMatrix.extractRotation( scope.matrixWorld );
  176. normal.set( 0, 0, 1 );
  177. normal.applyMatrix4( rotationMatrix );
  178. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  179. // Avoid rendering when mirror is facing away
  180. if ( view.dot( normal ) > 0 ) return;
  181. view.reflect( normal ).negate();
  182. view.add( mirrorWorldPosition );
  183. rotationMatrix.extractRotation( camera.matrixWorld );
  184. lookAtPosition.set( 0, 0, - 1 );
  185. lookAtPosition.applyMatrix4( rotationMatrix );
  186. lookAtPosition.add( cameraWorldPosition );
  187. target.subVectors( mirrorWorldPosition, lookAtPosition );
  188. target.reflect( normal ).negate();
  189. target.add( mirrorWorldPosition );
  190. mirrorCamera.position.copy( view );
  191. mirrorCamera.up.set( 0, 1, 0 );
  192. mirrorCamera.up.applyMatrix4( rotationMatrix );
  193. mirrorCamera.up.reflect( normal );
  194. mirrorCamera.lookAt( target );
  195. mirrorCamera.far = camera.far; // Used in WebGLBackground
  196. mirrorCamera.updateMatrixWorld();
  197. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  198. // Update the texture matrix
  199. textureMatrix.set(
  200. 0.5, 0.0, 0.0, 0.5,
  201. 0.0, 0.5, 0.0, 0.5,
  202. 0.0, 0.0, 0.5, 0.5,
  203. 0.0, 0.0, 0.0, 1.0
  204. );
  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. export { Water };