Water.js 13 KB

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  1. import {
  2. Color,
  3. FrontSide,
  4. HalfFloatType,
  5. Matrix4,
  6. Mesh,
  7. PerspectiveCamera,
  8. Plane,
  9. ShaderMaterial,
  10. UniformsLib,
  11. UniformsUtils,
  12. Vector3,
  13. Vector4,
  14. WebGLRenderTarget
  15. } from 'three';
  16. /**
  17. * A basic flat, reflective water effect.
  18. *
  19. * Note that this class can only be used with {@link WebGLRenderer}.
  20. * When using {@link WebGPURenderer}, use {@link WaterMesh}.
  21. *
  22. * References:
  23. *
  24. * - [Flat mirror for three.js](https://github.com/Slayvin)
  25. * - [An implementation of water shader based on the flat mirror](https://home.adelphi.edu/~stemkoski/)
  26. * - [Water shader explanations in WebGL](http://29a.ch/slides/2012/webglwater/ )
  27. *
  28. * @augments Mesh
  29. * @three_import import { Water } from 'three/addons/objects/Water.js';
  30. */
  31. class Water extends Mesh {
  32. /**
  33. * Constructs a new water instance.
  34. *
  35. * @param {BufferGeometry} geometry - The water's geometry.
  36. * @param {Water~Options} [options] - The configuration options.
  37. */
  38. constructor( geometry, options = {} ) {
  39. super( geometry );
  40. /**
  41. * This flag can be used for type testing.
  42. *
  43. * @type {boolean}
  44. * @readonly
  45. * @default true
  46. */
  47. this.isWater = true;
  48. const scope = this;
  49. const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
  50. const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
  51. const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
  52. const alpha = options.alpha !== undefined ? options.alpha : 1.0;
  53. const time = options.time !== undefined ? options.time : 0.0;
  54. const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
  55. const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
  56. const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
  57. const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
  58. const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
  59. const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
  60. const side = options.side !== undefined ? options.side : FrontSide;
  61. const fog = options.fog !== undefined ? options.fog : false;
  62. //
  63. const mirrorPlane = new Plane();
  64. const normal = new Vector3();
  65. const mirrorWorldPosition = new Vector3();
  66. const cameraWorldPosition = new Vector3();
  67. const rotationMatrix = new Matrix4();
  68. const lookAtPosition = new Vector3( 0, 0, - 1 );
  69. const clipPlane = new Vector4();
  70. const view = new Vector3();
  71. const target = new Vector3();
  72. const q = new Vector4();
  73. const textureMatrix = new Matrix4();
  74. const mirrorCamera = new PerspectiveCamera();
  75. const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { type: HalfFloatType } );
  76. const mirrorShader = {
  77. name: 'MirrorShader',
  78. uniforms: UniformsUtils.merge( [
  79. UniformsLib[ 'fog' ],
  80. UniformsLib[ 'lights' ],
  81. {
  82. 'normalSampler': { value: null },
  83. 'mirrorSampler': { value: null },
  84. 'alpha': { value: 1.0 },
  85. 'time': { value: 0.0 },
  86. 'size': { value: 1.0 },
  87. 'distortionScale': { value: 20.0 },
  88. 'textureMatrix': { value: new Matrix4() },
  89. 'sunColor': { value: new Color( 0x7F7F7F ) },
  90. 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
  91. 'eye': { value: new Vector3() },
  92. 'waterColor': { value: new Color( 0x555555 ) }
  93. }
  94. ] ),
  95. vertexShader: /* glsl */`
  96. uniform mat4 textureMatrix;
  97. uniform float time;
  98. varying vec4 mirrorCoord;
  99. varying vec4 worldPosition;
  100. #include <common>
  101. #include <fog_pars_vertex>
  102. #include <shadowmap_pars_vertex>
  103. #include <logdepthbuf_pars_vertex>
  104. void main() {
  105. mirrorCoord = modelMatrix * vec4( position, 1.0 );
  106. worldPosition = mirrorCoord.xyzw;
  107. mirrorCoord = textureMatrix * mirrorCoord;
  108. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  109. gl_Position = projectionMatrix * mvPosition;
  110. #include <beginnormal_vertex>
  111. #include <defaultnormal_vertex>
  112. #include <logdepthbuf_vertex>
  113. #include <fog_vertex>
  114. #include <shadowmap_vertex>
  115. }`,
  116. fragmentShader: /* glsl */`
  117. uniform sampler2D mirrorSampler;
  118. uniform float alpha;
  119. uniform float time;
  120. uniform float size;
  121. uniform float distortionScale;
  122. uniform sampler2D normalSampler;
  123. uniform vec3 sunColor;
  124. uniform vec3 sunDirection;
  125. uniform vec3 eye;
  126. uniform vec3 waterColor;
  127. varying vec4 mirrorCoord;
  128. varying vec4 worldPosition;
  129. vec4 getNoise( vec2 uv ) {
  130. vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
  131. vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
  132. vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
  133. vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
  134. vec4 noise = texture2D( normalSampler, uv0 ) +
  135. texture2D( normalSampler, uv1 ) +
  136. texture2D( normalSampler, uv2 ) +
  137. texture2D( normalSampler, uv3 );
  138. return noise * 0.5 - 1.0;
  139. }
  140. void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
  141. vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
  142. float direction = max( 0.0, dot( eyeDirection, reflection ) );
  143. specularColor += pow( direction, shiny ) * sunColor * spec;
  144. diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
  145. }
  146. #include <common>
  147. #include <packing>
  148. #include <bsdfs>
  149. #include <fog_pars_fragment>
  150. #include <logdepthbuf_pars_fragment>
  151. #include <lights_pars_begin>
  152. #include <shadowmap_pars_fragment>
  153. #include <shadowmask_pars_fragment>
  154. void main() {
  155. #include <logdepthbuf_fragment>
  156. vec4 noise = getNoise( worldPosition.xz * size );
  157. vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
  158. vec3 diffuseLight = vec3(0.0);
  159. vec3 specularLight = vec3(0.0);
  160. vec3 worldToEye = eye-worldPosition.xyz;
  161. vec3 eyeDirection = normalize( worldToEye );
  162. sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
  163. float distance = length(worldToEye);
  164. vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
  165. vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
  166. float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
  167. float rf0 = 0.02;
  168. float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
  169. vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
  170. vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), reflectionSample + specularLight, reflectance );
  171. vec3 outgoingLight = albedo;
  172. gl_FragColor = vec4( outgoingLight, alpha );
  173. #include <tonemapping_fragment>
  174. #include <colorspace_fragment>
  175. #include <fog_fragment>
  176. }`
  177. };
  178. const material = new ShaderMaterial( {
  179. name: mirrorShader.name,
  180. uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
  181. vertexShader: mirrorShader.vertexShader,
  182. fragmentShader: mirrorShader.fragmentShader,
  183. lights: true,
  184. side: side,
  185. fog: fog
  186. } );
  187. material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
  188. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  189. material.uniforms[ 'alpha' ].value = alpha;
  190. material.uniforms[ 'time' ].value = time;
  191. material.uniforms[ 'normalSampler' ].value = normalSampler;
  192. material.uniforms[ 'sunColor' ].value = sunColor;
  193. material.uniforms[ 'waterColor' ].value = waterColor;
  194. material.uniforms[ 'sunDirection' ].value = sunDirection;
  195. material.uniforms[ 'distortionScale' ].value = distortionScale;
  196. material.uniforms[ 'eye' ].value = eye;
  197. scope.material = material;
  198. scope.onBeforeRender = function ( renderer, scene, camera ) {
  199. mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  200. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  201. rotationMatrix.extractRotation( scope.matrixWorld );
  202. normal.set( 0, 0, 1 );
  203. normal.applyMatrix4( rotationMatrix );
  204. view.subVectors( mirrorWorldPosition, cameraWorldPosition );
  205. // Avoid rendering when mirror is facing away
  206. if ( view.dot( normal ) > 0 ) return;
  207. view.reflect( normal ).negate();
  208. view.add( mirrorWorldPosition );
  209. rotationMatrix.extractRotation( camera.matrixWorld );
  210. lookAtPosition.set( 0, 0, - 1 );
  211. lookAtPosition.applyMatrix4( rotationMatrix );
  212. lookAtPosition.add( cameraWorldPosition );
  213. target.subVectors( mirrorWorldPosition, lookAtPosition );
  214. target.reflect( normal ).negate();
  215. target.add( mirrorWorldPosition );
  216. mirrorCamera.position.copy( view );
  217. mirrorCamera.up.set( 0, 1, 0 );
  218. mirrorCamera.up.applyMatrix4( rotationMatrix );
  219. mirrorCamera.up.reflect( normal );
  220. mirrorCamera.lookAt( target );
  221. mirrorCamera.far = camera.far; // Used in WebGLBackground
  222. mirrorCamera.updateMatrixWorld();
  223. mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
  224. // Update the texture matrix
  225. textureMatrix.set(
  226. 0.5, 0.0, 0.0, 0.5,
  227. 0.0, 0.5, 0.0, 0.5,
  228. 0.0, 0.0, 0.5, 0.5,
  229. 0.0, 0.0, 0.0, 1.0
  230. );
  231. textureMatrix.multiply( mirrorCamera.projectionMatrix );
  232. textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
  233. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  234. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  235. mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
  236. mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
  237. clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
  238. const projectionMatrix = mirrorCamera.projectionMatrix;
  239. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  240. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  241. q.z = - 1.0;
  242. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  243. // Calculate the scaled plane vector
  244. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  245. // Replacing the third row of the projection matrix
  246. projectionMatrix.elements[ 2 ] = clipPlane.x;
  247. projectionMatrix.elements[ 6 ] = clipPlane.y;
  248. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  249. projectionMatrix.elements[ 14 ] = clipPlane.w;
  250. eye.setFromMatrixPosition( camera.matrixWorld );
  251. // Render
  252. const currentRenderTarget = renderer.getRenderTarget();
  253. const currentXrEnabled = renderer.xr.enabled;
  254. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  255. scope.visible = false;
  256. renderer.xr.enabled = false; // Avoid camera modification and recursion
  257. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  258. renderer.setRenderTarget( renderTarget );
  259. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  260. if ( renderer.autoClear === false ) renderer.clear();
  261. renderer.render( scene, mirrorCamera );
  262. scope.visible = true;
  263. renderer.xr.enabled = currentXrEnabled;
  264. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  265. renderer.setRenderTarget( currentRenderTarget );
  266. // Restore viewport
  267. const viewport = camera.viewport;
  268. if ( viewport !== undefined ) {
  269. renderer.state.viewport( viewport );
  270. }
  271. };
  272. }
  273. }
  274. /**
  275. * Constructor options of `Water`.
  276. *
  277. * @typedef {Object} Water~Options
  278. * @property {number} [textureWidth=512] - The texture width. A higher value results in more clear reflections but is also more expensive.
  279. * @property {number} [textureHeight=512] - The texture height. A higher value results in more clear reflections but is also more expensive.
  280. * @property {number} [clipBias=0] - The clip bias.
  281. * @property {number} [alpha=1] - The alpha value.
  282. * @property {number} [time=0] - The time value.
  283. * @property {?Texture} [waterNormals=null] - The water's normal map.
  284. * @property {Vector3} [sunDirection=(0.70707,0.70707,0.0)] - The sun direction.
  285. * @property {number|Color|string} [sunColor=0xffffff] - The sun color.
  286. * @property {number|Color|string} [waterColor=0x7F7F7F] - The water color.
  287. * @property {Vector3} [eye] - The eye vector.
  288. * @property {number} [distortionScale=20] - The distortion scale.
  289. * @property {(FrontSide|BackSide|DoubleSide)} [side=FrontSide] - The water material's `side` property.
  290. * @property {boolean} [fog=false] - Whether the water should be affected by fog or not.
  291. **/
  292. export { Water };
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