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							- ( function () {
 
- 	class Reflector extends THREE.Mesh {
 
- 		constructor( geometry, options = {} ) {
 
- 			super( geometry );
 
- 			this.type = 'Reflector';
 
- 			const scope = this;
 
- 			const color = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
 
- 			const textureWidth = options.textureWidth || 512;
 
- 			const textureHeight = options.textureHeight || 512;
 
- 			const clipBias = options.clipBias || 0;
 
- 			const shader = options.shader || Reflector.ReflectorShader; //
 
- 			const reflectorPlane = new THREE.Plane();
 
- 			const normal = new THREE.Vector3();
 
- 			const reflectorWorldPosition = new THREE.Vector3();
 
- 			const cameraWorldPosition = new THREE.Vector3();
 
- 			const rotationMatrix = new THREE.Matrix4();
 
- 			const lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
 
- 			const clipPlane = new THREE.Vector4();
 
- 			const view = new THREE.Vector3();
 
- 			const target = new THREE.Vector3();
 
- 			const q = new THREE.Vector4();
 
- 			const textureMatrix = new THREE.Matrix4();
 
- 			const virtualCamera = new THREE.PerspectiveCamera();
 
- 			const parameters = {
 
- 				minFilter: THREE.LinearFilter,
 
- 				magFilter: THREE.LinearFilter,
 
- 				format: THREE.RGBFormat
 
- 			};
 
- 			const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
 
- 			if ( ! THREE.MathUtils.isPowerOfTwo( textureWidth ) || ! THREE.MathUtils.isPowerOfTwo( textureHeight ) ) {
 
- 				renderTarget.texture.generateMipmaps = false;
 
- 			}
 
- 			const material = new THREE.ShaderMaterial( {
 
- 				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
 
- 				fragmentShader: shader.fragmentShader,
 
- 				vertexShader: shader.vertexShader
 
- 			} );
 
- 			material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
 
- 			material.uniforms[ 'color' ].value = color;
 
- 			material.uniforms[ 'textureMatrix' ].value = textureMatrix;
 
- 			this.material = material;
 
- 			this.onBeforeRender = function ( renderer, scene, camera ) {
 
- 				reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
 
- 				cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
 
- 				rotationMatrix.extractRotation( scope.matrixWorld );
 
- 				normal.set( 0, 0, 1 );
 
- 				normal.applyMatrix4( rotationMatrix );
 
- 				view.subVectors( reflectorWorldPosition, cameraWorldPosition ); // Avoid rendering when reflector is facing away
 
- 				if ( view.dot( normal ) > 0 ) return;
 
- 				view.reflect( normal ).negate();
 
- 				view.add( reflectorWorldPosition );
 
- 				rotationMatrix.extractRotation( camera.matrixWorld );
 
- 				lookAtPosition.set( 0, 0, - 1 );
 
- 				lookAtPosition.applyMatrix4( rotationMatrix );
 
- 				lookAtPosition.add( cameraWorldPosition );
 
- 				target.subVectors( reflectorWorldPosition, lookAtPosition );
 
- 				target.reflect( normal ).negate();
 
- 				target.add( reflectorWorldPosition );
 
- 				virtualCamera.position.copy( view );
 
- 				virtualCamera.up.set( 0, 1, 0 );
 
- 				virtualCamera.up.applyMatrix4( rotationMatrix );
 
- 				virtualCamera.up.reflect( normal );
 
- 				virtualCamera.lookAt( target );
 
- 				virtualCamera.far = camera.far; // Used in WebGLBackground
 
- 				virtualCamera.updateMatrixWorld();
 
- 				virtualCamera.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( virtualCamera.projectionMatrix );
 
- 				textureMatrix.multiply( virtualCamera.matrixWorldInverse );
 
- 				textureMatrix.multiply( scope.matrixWorld ); // 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
 
- 				reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
 
- 				reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
 
- 				clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
 
- 				const projectionMatrix = virtualCamera.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; // Render
 
- 				renderTarget.texture.encoding = renderer.outputEncoding;
 
- 				scope.visible = false;
 
- 				const currentRenderTarget = renderer.getRenderTarget();
 
- 				const currentXrEnabled = renderer.xr.enabled;
 
- 				const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
 
- 				renderer.xr.enabled = false; // Avoid camera modification
 
- 				renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
 
- 				renderer.setRenderTarget( renderTarget );
 
- 				renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
 
- 				if ( renderer.autoClear === false ) renderer.clear();
 
- 				renderer.render( scene, virtualCamera );
 
- 				renderer.xr.enabled = currentXrEnabled;
 
- 				renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
 
- 				renderer.setRenderTarget( currentRenderTarget ); // Restore viewport
 
- 				const viewport = camera.viewport;
 
- 				if ( viewport !== undefined ) {
 
- 					renderer.state.viewport( viewport );
 
- 				}
 
- 				scope.visible = true;
 
- 			};
 
- 			this.getRenderTarget = function () {
 
- 				return renderTarget;
 
- 			};
 
- 		}
 
- 	}
 
- 	Reflector.prototype.isReflector = true;
 
- 	Reflector.ReflectorShader = {
 
- 		uniforms: {
 
- 			'color': {
 
- 				value: null
 
- 			},
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'textureMatrix': {
 
- 				value: null
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		uniform mat4 textureMatrix;
 
- 		varying vec4 vUv;
 
- 		#include <common>
 
- 		#include <logdepthbuf_pars_vertex>
 
- 		void main() {
 
- 			vUv = textureMatrix * vec4( position, 1.0 );
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 			#include <logdepthbuf_vertex>
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform vec3 color;
 
- 		uniform sampler2D tDiffuse;
 
- 		varying vec4 vUv;
 
- 		#include <logdepthbuf_pars_fragment>
 
- 		float blendOverlay( float base, float blend ) {
 
- 			return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
 
- 		}
 
- 		vec3 blendOverlay( vec3 base, vec3 blend ) {
 
- 			return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
 
- 		}
 
- 		void main() {
 
- 			#include <logdepthbuf_fragment>
 
- 			vec4 base = texture2DProj( tDiffuse, vUv );
 
- 			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
 
- 		}`
 
- 	};
 
- 	THREE.Reflector = Reflector;
 
- } )();
 
 
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