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