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three

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JavaScript 3D library

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import { Color, Mesh, Vector3, MeshLambertNodeMaterial } from 'three/webgpu'; import { Fn, add, cameraPosition, div, normalize, positionWorld, sub, time, texture, vec2, vec3, max, dot, reflect, pow, length, float, uniform, reflector, mul, mix, diffuseColor } from 'three/tsl'; /** * A basic flat, reflective water effect. * * Note that this class can only be used with {@link WebGPURenderer}. * When using {@link WebGLRenderer}, use {@link Water}. * * References: * * - [Flat mirror for three.js]{@link https://github.com/Slayvin} * - [An implementation of water shader based on the flat mirror]{@link https://home.adelphi.edu/~stemkoski/} * - [Water shader explanations in WebGL]{@link http://29a.ch/slides/2012/webglwater/ } * * @augments Mesh */ class WaterMesh extends Mesh { /** * Constructs a new water mesh. * * @param {BufferGeometry} geometry - The water mesh's geometry. * @param {WaterMesh~Options} [options] - The configuration options. */ constructor( geometry, options ) { const material = new MeshLambertNodeMaterial(); super( geometry, material ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isWaterMesh = true; /** * The effect's resolution scale. * * @type {number} * @default 0.5 */ this.resolution = options.resolution !== undefined ? options.resolution : 0.5; // Uniforms /** * The water's normal map. * * @type {TextureNode} */ this.waterNormals = texture( options.waterNormals ); /** * The alpha value. * * @type {UniformNode<float>} * @default 1 */ this.alpha = uniform( options.alpha !== undefined ? options.alpha : 1.0 ); /** * The size value. * * @type {UniformNode<float>} * @default 1 */ this.size = uniform( options.size !== undefined ? options.size : 1.0 ); /** * The sun color. * * @type {UniformNode<color>} * @default 0xffffff */ this.sunColor = uniform( new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff ) ); /** * The sun direction. * * @type {UniformNode<vec3>} * @default (0.70707,0.70707,0.0) */ this.sunDirection = uniform( options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 ) ); /** * The water color. * * @type {UniformNode<color>} * @default 0x7f7f7f */ this.waterColor = uniform( new Color( options.waterColor !== undefined ? options.waterColor : 0x7f7f7f ) ); /** * The distortion scale. * * @type {UniformNode<float>} * @default 20 */ this.distortionScale = uniform( options.distortionScale !== undefined ? options.distortionScale : 20.0 ); // TSL const getNoise = Fn( ( [ uv ] ) => { const offset = time; const uv0 = add( div( uv, 103 ), vec2( div( offset, 17 ), div( offset, 29 ) ) ).toVar(); const uv1 = div( uv, 107 ).sub( vec2( div( offset, - 19 ), div( offset, 31 ) ) ).toVar(); const uv2 = add( div( uv, vec2( 8907.0, 9803.0 ) ), vec2( div( offset, 101 ), div( offset, 97 ) ) ).toVar(); const uv3 = sub( div( uv, vec2( 1091.0, 1027.0 ) ), vec2( div( offset, 109 ), div( offset, - 113 ) ) ).toVar(); const sample0 = this.waterNormals.sample( uv0 ); const sample1 = this.waterNormals.sample( uv1 ); const sample2 = this.waterNormals.sample( uv2 ); const sample3 = this.waterNormals.sample( uv3 ); const noise = sample0.add( sample1 ).add( sample2 ).add( sample3 ); return noise.mul( 0.5 ).sub( 1 ); } ); const noise = getNoise( positionWorld.xz.mul( this.size ) ); const surfaceNormal = normalize( noise.xzy.mul( 1.5, 1.0, 1.5 ) ); const worldToEye = cameraPosition.sub( positionWorld ); const eyeDirection = normalize( worldToEye ); const reflection = normalize( reflect( this.sunDirection.negate(), surfaceNormal ) ); const direction = max( 0.0, dot( eyeDirection, reflection ) ); const specularLight = pow( direction, 100 ).mul( this.sunColor ).mul( 2.0 ); const diffuseLight = max( dot( this.sunDirection, surfaceNormal ), 0.0 ).mul( this.sunColor ).mul( 0.5 ); const distance = length( worldToEye ); const distortion = surfaceNormal.xz.mul( float( 0.001 ).add( float( 1.0 ).div( distance ) ) ).mul( this.distortionScale ); // Material material.transparent = true; material.opacityNode = this.alpha; material.shadowPositionNode = positionWorld.add( distortion ); material.setupOutgoingLight = () => diffuseColor.rgb; // backwards compatibility material.colorNode = Fn( () => { const mirrorSampler = reflector(); mirrorSampler.uvNode = mirrorSampler.uvNode.add( distortion ); mirrorSampler.resolution = this.resolution; this.add( mirrorSampler.target ); const theta = max( dot( eyeDirection, surfaceNormal ), 0.0 ); const rf0 = float( 0.3 ); const reflectance = mul( pow( float( 1.0 ).sub( theta ), 5.0 ), float( 1.0 ).sub( rf0 ) ).add( rf0 ); const scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ).mul( this.waterColor ); const albedo = mix( this.sunColor.mul( diffuseLight ).mul( 0.3 ).add( scatter ), mirrorSampler.rgb.mul( specularLight ).add( mirrorSampler.rgb.mul( 0.9 ) ).add( vec3( 0.1 ) ), reflectance ); return albedo; } )(); } } /** * Constructor options of `WaterMesh`. * * @typedef {Object} WaterMesh~Options * @property {number} [resolution=0.5] - The resolution scale. * @property {?Texture} [waterNormals=null] - The water's normal map. * @property {number} [alpha=1] - The alpha value. * @property {number} [size=1] - The size value. * @property {number|Color|string} [sunColor=0xffffff] - The sun color. * @property {Vector3} [sunDirection=(0.70707,0.70707,0.0)] - The sun direction. * @property {number|Color|string} [waterColor=0x7F7F7F] - The water color. * @property {number} [distortionScale=20] - The distortion scale. **/ export { WaterMesh };