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https://ao-system.net/site/common/js/three/Water.js

js ao-system.net collected 2026-10-02 03:36:24 UTC 11,630 bytes, 300 lines download raw bytes

1( function () {
2
3	/**
4 * Work based on :
5 * http://slayvin.net : Flat mirror for three.js
6 * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
7 * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
8 */
9
10	class Water extends THREE.Mesh {
11
12		constructor( geometry, options = {} ) {
13
14			super( geometry );
15			const scope = this;
16			const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
17			const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
18			const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
19			const alpha = options.alpha !== undefined ? options.alpha : 1.0;
20			const time = options.time !== undefined ? options.time : 0.0;
21			const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
22			const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
23			const sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
24			const waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
25			const eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
26			const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
27			const side = options.side !== undefined ? options.side : THREE.FrontSide;
28			const fog = options.fog !== undefined ? options.fog : false; //
29
30			const mirrorPlane = new THREE.Plane();
31			const normal = new THREE.Vector3();
32			const mirrorWorldPosition = new THREE.Vector3();
33			const cameraWorldPosition = new THREE.Vector3();
34			const rotationMatrix = new THREE.Matrix4();
35			const lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
36			const clipPlane = new THREE.Vector4();
37			const view = new THREE.Vector3();
38			const target = new THREE.Vector3();
39			const q = new THREE.Vector4();
40			const textureMatrix = new THREE.Matrix4();
41			const mirrorCamera = new THREE.PerspectiveCamera();
42			const parameters = {
43				minFilter: THREE.LinearFilter,
44				magFilter: THREE.LinearFilter,
45				format: THREE.RGBFormat
46			};
47			const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
48
49			if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) {
50
51				renderTarget.texture.generateMipmaps = false;
52
53			}
54
55			const mirrorShader = {
56				uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'lights' ], {
57					'normalSampler': {
58						value: null
59					},
60					'mirrorSampler': {
61						value: null
62					},
63					'alpha': {
64						value: 1.0
65					},
66					'time': {
67						value: 0.0
68					},
69					'size': {
70						value: 1.0
71					},
72					'distortionScale': {
73						value: 20.0
74					},
75					'textureMatrix': {
76						value: new THREE.Matrix4()
77					},
78					'sunColor': {
79						value: new THREE.Color( 0x7F7F7F )
80					},
81					'sunDirection': {
82						value: new THREE.Vector3( 0.70707, 0.70707, 0 )
83					},
84					'eye': {
85						value: new THREE.Vector3()
86					},
87					'waterColor': {
88						value: new THREE.Color( 0x555555 )
89					}
90				} ] ),
91				vertexShader:
92      /* glsl */
93      `
94				uniform mat4 textureMatrix;
95				uniform float time;
96
97				varying vec4 mirrorCoord;
98				varying vec4 worldPosition;
99
100				#include <common>
101				#include <fog_pars_vertex>
102				#include <shadowmap_pars_vertex>
103				#include <logdepthbuf_pars_vertex>
104
105				void main() {
106					mirrorCoord = modelMatrix * vec4( position, 1.0 );
107					worldPosition = mirrorCoord.xyzw;
108					mirrorCoord = textureMatrix * mirrorCoord;
109					vec4 mvPosition =  modelViewMatrix * vec4( position, 1.0 );
110					gl_Position = projectionMatrix * mvPosition;
111
112				#include <beginnormal_vertex>
113				#include <defaultnormal_vertex>
114				#include <logdepthbuf_vertex>
115				#include <fog_vertex>
116				#include <shadowmap_vertex>
117			}`,
118				fragmentShader:
119      /* glsl */
120      `
121				uniform sampler2D mirrorSampler;
122				uniform float alpha;
123				uniform float time;
124				uniform float size;
125				uniform float distortionScale;
126				uniform sampler2D normalSampler;
127				uniform vec3 sunColor;
128				uniform vec3 sunDirection;
129				uniform vec3 eye;
130				uniform vec3 waterColor;
131
132				varying vec4 mirrorCoord;
133				varying vec4 worldPosition;
134
135				vec4 getNoise( vec2 uv ) {
136					vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
137					vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
138					vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
139					vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
140					vec4 noise = texture2D( normalSampler, uv0 ) +
141						texture2D( normalSampler, uv1 ) +
142						texture2D( normalSampler, uv2 ) +
143						texture2D( normalSampler, uv3 );
144					return noise * 0.5 - 1.0;
145				}
146
147				void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
148					vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
149					float direction = max( 0.0, dot( eyeDirection, reflection ) );
150					specularColor += pow( direction, shiny ) * sunColor * spec;
151					diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
152				}
153
154				#include <common>
155				#include <packing>
156				#include <bsdfs>
157				#include <fog_pars_fragment>
158				#include <logdepthbuf_pars_fragment>
159				#include <lights_pars_begin>
160				#include <shadowmap_pars_fragment>
161				#include <shadowmask_pars_fragment>
162
163				void main() {
164
165					#include <logdepthbuf_fragment>
166					vec4 noise = getNoise( worldPosition.xz * size );
167					vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
168
169					vec3 diffuseLight = vec3(0.0);
170					vec3 specularLight = vec3(0.0);
171
172					vec3 worldToEye = eye-worldPosition.xyz;
173					vec3 eyeDirection = normalize( worldToEye );
174					sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
175
176					float distance = length(worldToEye);
177
178					vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
179					vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
180
181					float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
182					float rf0 = 0.3;
183					float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
184					vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
185					vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
186					vec3 outgoingLight = albedo;
187					gl_FragColor = vec4( outgoingLight, alpha );
188
189					#include <tonemapping_fragment>
190					#include <fog_fragment>
191				}`
192			};
193			const material = new THREE.ShaderMaterial( {
194				fragmentShader: mirrorShader.fragmentShader,
195				vertexShader: mirrorShader.vertexShader,
196				uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
197				lights: true,
198				side: side,
199				fog: fog
200			} );
201			material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
202			material.uniforms[ 'textureMatrix' ].value = textureMatrix;
203			material.uniforms[ 'alpha' ].value = alpha;
204			material.uniforms[ 'time' ].value = time;
205			material.uniforms[ 'normalSampler' ].value = normalSampler;
206			material.uniforms[ 'sunColor' ].value = sunColor;
207			material.uniforms[ 'waterColor' ].value = waterColor;
208			material.uniforms[ 'sunDirection' ].value = sunDirection;
209			material.uniforms[ 'distortionScale' ].value = distortionScale;
210			material.uniforms[ 'eye' ].value = eye;
211			scope.material = material;
212
213			scope.onBeforeRender = function ( renderer, scene, camera ) {
214
215				mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
216				cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
217				rotationMatrix.extractRotation( scope.matrixWorld );
218				normal.set( 0, 0, 1 );
219				normal.applyMatrix4( rotationMatrix );
220				view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away
221
222				if ( view.dot( normal ) > 0 ) return;
223				view.reflect( normal ).negate();
224				view.add( mirrorWorldPosition );
225				rotationMatrix.extractRotation( camera.matrixWorld );
226				lookAtPosition.set( 0, 0, - 1 );
227				lookAtPosition.applyMatrix4( rotationMatrix );
228				lookAtPosition.add( cameraWorldPosition );
229				target.subVectors( mirrorWorldPosition, lookAtPosition );
230				target.reflect( normal ).negate();
231				target.add( mirrorWorldPosition );
232				mirrorCamera.position.copy( view );
233				mirrorCamera.up.set( 0, 1, 0 );
234				mirrorCamera.up.applyMatrix4( rotationMatrix );
235				mirrorCamera.up.reflect( normal );
236				mirrorCamera.lookAt( target );
237				mirrorCamera.far = camera.far; // Used in WebGLBackground
238
239				mirrorCamera.updateMatrixWorld();
240				mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix
241
242				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 );
243				textureMatrix.multiply( mirrorCamera.projectionMatrix );
244				textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
245				// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
246
247				mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
248				mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
249				clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
250				const projectionMatrix = mirrorCamera.projectionMatrix;
251				q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
252				q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
253				q.z = - 1.0;
254				q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector
255
256				clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix
257
258				projectionMatrix.elements[ 2 ] = clipPlane.x;
259				projectionMatrix.elements[ 6 ] = clipPlane.y;
260				projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
261				projectionMatrix.elements[ 14 ] = clipPlane.w;
262				eye.setFromMatrixPosition( camera.matrixWorld ); // Render
263
264				const currentRenderTarget = renderer.getRenderTarget();
265				const currentXrEnabled = renderer.xr.enabled;
266				const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
267				scope.visible = false;
268				renderer.xr.enabled = false; // Avoid camera modification and recursion
269
270				renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
271
272				renderer.setRenderTarget( renderTarget );
273				renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
274
275				if ( renderer.autoClear === false ) renderer.clear();
276				renderer.render( scene, mirrorCamera );
277				scope.visible = true;
278				renderer.xr.enabled = currentXrEnabled;
279				renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
280				renderer.setRenderTarget( currentRenderTarget ); // Restore viewport
281
282				const viewport = camera.viewport;
283
284				if ( viewport !== undefined ) {
285
286					renderer.state.viewport( viewport );
287
288				}
289
290			};
291
292		}
293
294	}
295
296	Water.prototype.isWater = true;
297
298	THREE.Water = Water;
299
300} )();

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