Water.js 13 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. * A basic flat, reflective water effect.
  17. *
  18. * Note that this class can only be used with {@link WebGLRenderer}.
  19. * When using {@link WebGPURenderer}, use {@link WaterMesh}.
  20. *
  21. * References:
  22. *
  23. * - [Flat mirror for three.js]{@link https://github.com/Slayvin}
  24. * - [An implementation of water shader based on the flat mirror]{@link https://home.adelphi.edu/~stemkoski/}
  25. * - [Water shader explanations in WebGL]{@link http://29a.ch/slides/2012/webglwater/ }
  26. *
  27. * @augments Mesh
  28. * @three_import import { Water } from 'three/addons/objects/Water.js';
  29. */
  30. class Water extends Mesh {
  31. /**
  32. * Constructs a new water instance.
  33. *
  34. * @param {BufferGeometry} geometry - The water's geometry.
  35. * @param {Water~Options} [options] - The configuration options.
  36. */
  37. constructor( geometry, options = {} ) {
  38. super( geometry );
  39. /**
  40. * This flag can be used for type testing.
  41. *
  42. * @type {boolean}
  43. * @readonly
  44. * @default true
  45. */
  46. this.isWater = true;
  47. const scope = this;
  48. const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  49. const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  50. const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  51. const alpha = options.alpha !== undefined ? options.alpha : 1.0;
  52. const time = options.time !== undefined ? options.time : 0.0;
  53. const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  54. const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
  55. const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  56. const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  57. const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
  58. const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  59. const side = options.side !== undefined ? options.side : FrontSide;
  60. const fog = options.fog !== undefined ? options.fog : false;
  61. //
  62. const mirrorPlane = new Plane();
  63. const normal = new Vector3();
  64. const mirrorWorldPosition = new Vector3();
  65. const cameraWorldPosition = new Vector3();
  66. const rotationMatrix = new Matrix4();
  67. const lookAtPosition = new Vector3( 0, 0, - 1 );
  68. const clipPlane = new Vector4();
  69. const view = new Vector3();
  70. const target = new Vector3();
  71. const q = new Vector4();
  72. const textureMatrix = new Matrix4();
  73. const mirrorCamera = new PerspectiveCamera();
  74. const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
  75. const mirrorShader = {
  76. name: 'MirrorShader',
  77. uniforms: UniformsUtils.merge( [
  78. UniformsLib[ 'fog' ],
  79. UniformsLib[ 'lights' ],
  80. {
  81. 'normalSampler': { value: null },
  82. 'mirrorSampler': { value: null },
  83. 'alpha': { value: 1.0 },
  84. 'time': { value: 0.0 },
  85. 'size': { value: 1.0 },
  86. 'distortionScale': { value: 20.0 },
  87. 'textureMatrix': { value: new Matrix4() },
  88. 'sunColor': { value: new Color( 0x7F7F7F ) },
  89. 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
  90. 'eye': { value: new Vector3() },
  91. 'waterColor': { value: new Color( 0x555555 ) }
  92. }
  93. ] ),
  94. vertexShader: /* glsl */`
  95. uniform mat4 textureMatrix;
  96. uniform float time;
  97. varying vec4 mirrorCoord;
  98. varying vec4 worldPosition;
  99. #include <common>
  100. #include <fog_pars_vertex>
  101. #include <shadowmap_pars_vertex>
  102. #include <logdepthbuf_pars_vertex>
  103. void main() {
  104. mirrorCoord = modelMatrix * vec4( position, 1.0 );
  105. worldPosition = mirrorCoord.xyzw;
  106. mirrorCoord = textureMatrix * mirrorCoord;
  107. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  108. gl_Position = projectionMatrix * mvPosition;
  109. #include <beginnormal_vertex>
  110. #include <defaultnormal_vertex>
  111. #include <logdepthbuf_vertex>
  112. #include <fog_vertex>
  113. #include <shadowmap_vertex>
  114. }`,
  115. fragmentShader: /* glsl */`
  116. uniform sampler2D mirrorSampler;
  117. uniform float alpha;
  118. uniform float time;
  119. uniform float size;
  120. uniform float distortionScale;
  121. uniform sampler2D normalSampler;
  122. uniform vec3 sunColor;
  123. uniform vec3 sunDirection;
  124. uniform vec3 eye;
  125. uniform vec3 waterColor;
  126. varying vec4 mirrorCoord;
  127. varying vec4 worldPosition;
  128. vec4 getNoise( vec2 uv ) {
  129. vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
  130. vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
  131. vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
  132. vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
  133. vec4 noise = texture2D( normalSampler, uv0 ) +
  134. texture2D( normalSampler, uv1 ) +
  135. texture2D( normalSampler, uv2 ) +
  136. texture2D( normalSampler, uv3 );
  137. return noise * 0.5 - 1.0;
  138. }
  139. void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
  140. vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
  141. float direction = max( 0.0, dot( eyeDirection, reflection ) );
  142. specularColor += pow( direction, shiny ) * sunColor * spec;
  143. diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
  144. }
  145. #include <common>
  146. #include <packing>
  147. #include <bsdfs>
  148. #include <fog_pars_fragment>
  149. #include <logdepthbuf_pars_fragment>
  150. #include <lights_pars_begin>
  151. #include <shadowmap_pars_fragment>
  152. #include <shadowmask_pars_fragment>
  153. void main() {
  154. #include <logdepthbuf_fragment>
  155. vec4 noise = getNoise( worldPosition.xz * size );
  156. vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
  157. vec3 diffuseLight = vec3(0.0);
  158. vec3 specularLight = vec3(0.0);
  159. vec3 worldToEye = eye-worldPosition.xyz;
  160. vec3 eyeDirection = normalize( worldToEye );
  161. sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
  162. float distance = length(worldToEye);
  163. vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
  164. vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
  165. float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
  166. float rf0 = 0.3;
  167. float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
  168. vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
  169. vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
  170. vec3 outgoingLight = albedo;
  171. gl_FragColor = vec4( outgoingLight, alpha );
  172. #include <tonemapping_fragment>
  173. #include <colorspace_fragment>
  174. #include <fog_fragment>
  175. }`
  176. };
  177. const material = new ShaderMaterial( {
  178. name: mirrorShader.name,
  179. uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
  180. vertexShader: mirrorShader.vertexShader,
  181. fragmentShader: mirrorShader.fragmentShader,
  182. lights: true,
  183. side: side,
  184. fog: fog
  185. } );
  186. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  187. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  188. material.uniforms[ 'alpha' ].value = alpha;
  189. material.uniforms[ 'time' ].value = time;
  190. material.uniforms[ 'normalSampler' ].value = normalSampler;
  191. material.uniforms[ 'sunColor' ].value = sunColor;
  192. material.uniforms[ 'waterColor' ].value = waterColor;
  193. material.uniforms[ 'sunDirection' ].value = sunDirection;
  194. material.uniforms[ 'distortionScale' ].value = distortionScale;
  195. material.uniforms[ 'eye' ].value = eye;
  196. scope.material = material;
  197. scope.onBeforeRender = function ( renderer, scene, camera ) {
  198. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  199. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  200. rotationMatrix.extractRotation( scope.matrixWorld );
  201. normal.set( 0, 0, 1 );
  202. normal.applyMatrix4( rotationMatrix );
  203. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  204. // Avoid rendering when mirror is facing away
  205. if ( view.dot( normal ) > 0 ) return;
  206. view.reflect( normal ).negate();
  207. view.add( mirrorWorldPosition );
  208. rotationMatrix.extractRotation( camera.matrixWorld );
  209. lookAtPosition.set( 0, 0, - 1 );
  210. lookAtPosition.applyMatrix4( rotationMatrix );
  211. lookAtPosition.add( cameraWorldPosition );
  212. target.subVectors( mirrorWorldPosition, lookAtPosition );
  213. target.reflect( normal ).negate();
  214. target.add( mirrorWorldPosition );
  215. mirrorCamera.position.copy( view );
  216. mirrorCamera.up.set( 0, 1, 0 );
  217. mirrorCamera.up.applyMatrix4( rotationMatrix );
  218. mirrorCamera.up.reflect( normal );
  219. mirrorCamera.lookAt( target );
  220. mirrorCamera.far = camera.far; // Used in WebGLBackground
  221. mirrorCamera.updateMatrixWorld();
  222. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  223. // Update the texture matrix
  224. textureMatrix.set(
  225. 0.5, 0.0, 0.0, 0.5,
  226. 0.0, 0.5, 0.0, 0.5,
  227. 0.0, 0.0, 0.5, 0.5,
  228. 0.0, 0.0, 0.0, 1.0
  229. );
  230. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  231. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  232. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  233. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  234. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  235. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  236. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  237. const projectionMatrix = mirrorCamera.projectionMatrix;
  238. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  239. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  240. q.z = - 1.0;
  241. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  242. // Calculate the scaled plane vector
  243. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  244. // Replacing the third row of the projection matrix
  245. projectionMatrix.elements[ 2 ] = clipPlane.x;
  246. projectionMatrix.elements[ 6 ] = clipPlane.y;
  247. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  248. projectionMatrix.elements[ 14 ] = clipPlane.w;
  249. eye.setFromMatrixPosition( camera.matrixWorld );
  250. // Render
  251. const currentRenderTarget = renderer.getRenderTarget();
  252. const currentXrEnabled = renderer.xr.enabled;
  253. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  254. scope.visible = false;
  255. renderer.xr.enabled = false; // Avoid camera modification and recursion
  256. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  257. renderer.setRenderTarget( renderTarget );
  258. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  259. if ( renderer.autoClear === false ) renderer.clear();
  260. renderer.render( scene, mirrorCamera );
  261. scope.visible = true;
  262. renderer.xr.enabled = currentXrEnabled;
  263. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  264. renderer.setRenderTarget( currentRenderTarget );
  265. // Restore viewport
  266. const viewport = camera.viewport;
  267. if ( viewport !== undefined ) {
  268. renderer.state.viewport( viewport );
  269. }
  270. };
  271. }
  272. }
  273. /**
  274. * Constructor options of `Water`.
  275. *
  276. * @typedef {Object} Water~Options
  277. * @property {number} [textureWidth=512] - The texture width. A higher value results in more clear reflections but is also more expensive.
  278. * @property {number} [textureHeight=512] - The texture height. A higher value results in more clear reflections but is also more expensive.
  279. * @property {number} [clipBias=0] - The clip bias.
  280. * @property {number} [alpha=1] - The alpha value.
  281. * @property {number} [time=0] - The time value.
  282. * @property {?Texture} [waterNormals=null] - The water's normal map.
  283. * @property {Vector3} [sunDirection=(0.70707,0.70707,0.0)] - The sun direction.
  284. * @property {number|Color|string} [sunColor=0xffffff] - The sun color.
  285. * @property {number|Color|string} [waterColor=0x7F7F7F] - The water color.
  286. * @property {Vector3} [eye] - The eye vector.
  287. * @property {number} [distortionScale=20] - The distortion scale.
  288. * @property {(FrontSide|BackSide|DoubleSide)} [side=FrontSide] - The water material's `side` property.
  289. * @property {boolean} [fog=false] - Whether the water should be affected by fog or not.
  290. **/
  291. export { Water };