I am currently experimenting with creating a realistic water surface in WebGL using Three.js. My initial approach involves starting with a simple mirror effect and then adding displacement to achieve basic ripple effects.
Here's what I have learned so far: Typically, reflections are achieved by rendering a scene flipped vertically along the y-axis onto a Frame Buffer Object (FBO) using the water plane as a culling plane. This FBO is then applied as a texture to the water plane. By utilizing a displacement map or noise texture, the image can be distorted to create a realistic water effect.
The challenges I'm facing: Firstly, I am unable to find a straightforward method to flip the scene in ThreeJS. While OpenGL allows for flipping using glScale with -1 on the Y-axis, this functionality seems missing in WebGL based on GLES. Although there is a scale parameter for geometry in ThreeJS, there isn't one for scenes. One potential workaround could involve modifying .matrixWorldInverse in the Camera, but I'm unsure how to proceed with that. Any suggestions?
The second obstacle pertains to clipping/culling planes. The traditional glClipPlane method is no longer supported in modern OpenGL versions, including WebGL. I've heard about implementing this in the vertex shader, but in ThreeJS, I only know how to apply shaders as materials rather than during FBO rendering.
Lastly, accurately rendering the FBO onto the water plane with correct texture coordinates involves projecting from the camera position, which presents another challenge.
Information on this topic is scarce online. Only a few WebGL reflection examples exist, and the closest reference I found utilized an "Oblique View Frustum" technique for culling. Is manual coding the best solution nowadays instead of relying on built-in functions? Also, cube reflections provided in ThreeJS aren't suitable for a flat plane, despite my attempts.
If anyone could provide a simplified example demonstrating the process, I would greatly appreciate it.