/** * @author jbouny / https://github.com/jbouny * * Work based on : * @author Slayvin / http://slayvin.net : Flat mirror for three.js * @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror * @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL */ import { Color, FrontSide, LinearFilter, Math as _Math, Matrix4, Mesh, PerspectiveCamera, Plane, RGBFormat, ShaderChunk, ShaderMaterial, UniformsLib, UniformsUtils, Vector3, Vector4, WebGLRenderTarget } from "../../../build/three.module.js"; var Water = function ( geometry, options ) { Mesh.call( this, geometry ); var scope = this; options = options || {}; var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512; var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512; var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0; var alpha = options.alpha !== undefined ? options.alpha : 1.0; var time = options.time !== undefined ? options.time : 0.0; var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null; var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 ); var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff ); var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F ); var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 ); var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0; var side = options.side !== undefined ? options.side : FrontSide; var fog = options.fog !== undefined ? options.fog : false; // var mirrorPlane = new Plane(); var normal = new Vector3(); var mirrorWorldPosition = new Vector3(); var cameraWorldPosition = new Vector3(); var rotationMatrix = new Matrix4(); var lookAtPosition = new Vector3( 0, 0, - 1 ); var clipPlane = new Vector4(); var view = new Vector3(); var target = new Vector3(); var q = new Vector4(); var textureMatrix = new Matrix4(); var mirrorCamera = new PerspectiveCamera(); var parameters = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat, stencilBuffer: false }; var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); if ( ! _Math.isPowerOfTwo( textureWidth ) || ! _Math.isPowerOfTwo( textureHeight ) ) { renderTarget.texture.generateMipmaps = false; } var mirrorShader = { uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], UniformsLib[ 'lights' ], { "normalSampler": { value: null }, "mirrorSampler": { value: null }, "alpha": { value: 1.0 }, "time": { value: 0.0 }, "size": { value: 1.0 }, "distortionScale": { value: 20.0 }, "textureMatrix": { value: new Matrix4() }, "sunColor": { value: new Color( 0x7F7F7F ) }, "sunDirection": { value: new Vector3( 0.70707, 0.70707, 0 ) }, "eye": { value: new Vector3() }, "waterColor": { value: new Color( 0x555555 ) } } ] ), vertexShader: [ 'uniform mat4 textureMatrix;', 'uniform float time;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', ShaderChunk[ 'fog_pars_vertex' ], ShaderChunk[ 'shadowmap_pars_vertex' ], 'void main() {', ' mirrorCoord = modelMatrix * vec4( position, 1.0 );', ' worldPosition = mirrorCoord.xyzw;', ' mirrorCoord = textureMatrix * mirrorCoord;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', ShaderChunk[ 'fog_vertex' ], ShaderChunk[ 'shadowmap_vertex' ], '}' ].join( '\n' ), fragmentShader: [ 'uniform sampler2D mirrorSampler;', 'uniform float alpha;', 'uniform float time;', 'uniform float size;', 'uniform float distortionScale;', 'uniform sampler2D normalSampler;', 'uniform vec3 sunColor;', 'uniform vec3 sunDirection;', 'uniform vec3 eye;', 'uniform vec3 waterColor;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', 'vec4 getNoise( vec2 uv ) {', ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);', ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );', ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );', ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );', ' vec4 noise = texture2D( normalSampler, uv0 ) +', ' texture2D( normalSampler, uv1 ) +', ' texture2D( normalSampler, uv2 ) +', ' texture2D( normalSampler, uv3 );', ' return noise * 0.5 - 1.0;', '}', 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {', ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );', ' float direction = max( 0.0, dot( eyeDirection, reflection ) );', ' specularColor += pow( direction, shiny ) * sunColor * spec;', ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;', '}', ShaderChunk[ 'common' ], ShaderChunk[ 'packing' ], ShaderChunk[ 'bsdfs' ], ShaderChunk[ 'fog_pars_fragment' ], ShaderChunk[ 'lights_pars_begin' ], ShaderChunk[ 'shadowmap_pars_fragment' ], ShaderChunk[ 'shadowmask_pars_fragment' ], 'void main() {', ' vec4 noise = getNoise( worldPosition.xz * size );', ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );', ' vec3 diffuseLight = vec3(0.0);', ' vec3 specularLight = vec3(0.0);', ' vec3 worldToEye = eye-worldPosition.xyz;', ' vec3 eyeDirection = normalize( worldToEye );', ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );', ' float distance = length(worldToEye);', ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;', ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );', ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );', ' float rf0 = 0.3;', ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );', ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;', ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);', ' vec3 outgoingLight = albedo;', ' gl_FragColor = vec4( outgoingLight, alpha );', ShaderChunk[ 'tonemapping_fragment' ], ShaderChunk[ 'fog_fragment' ], '}' ].join( '\n' ) }; var material = new ShaderMaterial( { fragmentShader: mirrorShader.fragmentShader, vertexShader: mirrorShader.vertexShader, uniforms: UniformsUtils.clone( mirrorShader.uniforms ), transparent: true, lights: true, side: side, fog: fog } ); material.uniforms[ "mirrorSampler" ].value = renderTarget.texture; material.uniforms[ "textureMatrix" ].value = textureMatrix; material.uniforms[ "alpha" ].value = alpha; material.uniforms[ "time" ].value = time; material.uniforms[ "normalSampler" ].value = normalSampler; material.uniforms[ "sunColor" ].value = sunColor; material.uniforms[ "waterColor" ].value = waterColor; material.uniforms[ "sunDirection" ].value = sunDirection; material.uniforms[ "distortionScale" ].value = distortionScale; material.uniforms[ "eye" ].value = eye; scope.material = material; scope.onBeforeRender = function ( renderer, scene, camera ) { mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld ); cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); rotationMatrix.extractRotation( scope.matrixWorld ); normal.set( 0, 0, 1 ); normal.applyMatrix4( rotationMatrix ); view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away if ( view.dot( normal ) > 0 ) return; view.reflect( normal ).negate(); view.add( mirrorWorldPosition ); rotationMatrix.extractRotation( camera.matrixWorld ); lookAtPosition.set( 0, 0, - 1 ); lookAtPosition.applyMatrix4( rotationMatrix ); lookAtPosition.add( cameraWorldPosition ); target.subVectors( mirrorWorldPosition, lookAtPosition ); target.reflect( normal ).negate(); target.add( mirrorWorldPosition ); mirrorCamera.position.copy( view ); mirrorCamera.up.set( 0, 1, 0 ); mirrorCamera.up.applyMatrix4( rotationMatrix ); mirrorCamera.up.reflect( normal ); mirrorCamera.lookAt( target ); mirrorCamera.far = camera.far; // Used in WebGLBackground mirrorCamera.updateMatrixWorld(); mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ); textureMatrix.multiply( mirrorCamera.projectionMatrix ); textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition ); mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse ); clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant ); var projectionMatrix = mirrorCamera.projectionMatrix; q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ]; q.z = - 1.0; q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix projectionMatrix.elements[ 2 ] = clipPlane.x; projectionMatrix.elements[ 6 ] = clipPlane.y; projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias; projectionMatrix.elements[ 14 ] = clipPlane.w; eye.setFromMatrixPosition( camera.matrixWorld ); // var currentRenderTarget = renderer.getRenderTarget(); var currentVrEnabled = renderer.vr.enabled; var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; scope.visible = false; renderer.vr.enabled = false; // Avoid camera modification and recursion renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.setRenderTarget( renderTarget ); renderer.clear(); renderer.render( scene, mirrorCamera ); scope.visible = true; renderer.vr.enabled = currentVrEnabled; renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; renderer.setRenderTarget( currentRenderTarget ); }; }; Water.prototype = Object.create( Mesh.prototype ); Water.prototype.constructor = Water; export { Water };