| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330 | ( function () {	class ReflectorForSSRPass extends THREE.Mesh {		constructor( geometry, options = {} ) {			super( geometry );			this.type = 'ReflectorForSSRPass';			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 || ReflectorForSSRPass.ReflectorShader;			const useDepthTexture = options.useDepthTexture === true;			const yAxis = new THREE.Vector3( 0, 1, 0 );			const vecTemp0 = new THREE.Vector3();			const vecTemp1 = new THREE.Vector3(); //			scope.needsUpdate = false;			scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;			scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;			scope.color = color;			scope.resolution = options.resolution || new THREE.Vector2( window.innerWidth, window.innerHeight );			scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;			Object.defineProperty( scope, 'distanceAttenuation', {				get() {					return scope._distanceAttenuation;				},				set( val ) {					if ( scope._distanceAttenuation === val ) return;					scope._distanceAttenuation = val;					scope.material.defines.DISTANCE_ATTENUATION = val;					scope.material.needsUpdate = true;				}			} );			scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;			Object.defineProperty( scope, 'fresnel', {				get() {					return scope._fresnel;				},				set( val ) {					if ( scope._fresnel === val ) return;					scope._fresnel = val;					scope.material.defines.FRESNEL = val;					scope.material.needsUpdate = true;				}			} );			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 view = new THREE.Vector3();			const target = new THREE.Vector3();			const textureMatrix = new THREE.Matrix4();			const virtualCamera = new THREE.PerspectiveCamera();			let depthTexture;			if ( useDepthTexture ) {				depthTexture = new THREE.DepthTexture();				depthTexture.type = THREE.UnsignedShortType;				depthTexture.minFilter = THREE.NearestFilter;				depthTexture.magFilter = THREE.NearestFilter;			}			const parameters = {				minFilter: THREE.LinearFilter,				magFilter: THREE.LinearFilter,				format: THREE.RGBFormat,				depthTexture: useDepthTexture ? depthTexture : null			};			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( {				transparent: useDepthTexture,				defines: Object.assign( {}, ReflectorForSSRPass.ReflectorShader.defines, {					useDepthTexture				} ),				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),				fragmentShader: shader.fragmentShader,				vertexShader: shader.vertexShader			} );			material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;			material.uniforms[ 'color' ].value = scope.color;			material.uniforms[ 'textureMatrix' ].value = textureMatrix;			if ( useDepthTexture ) {				material.uniforms[ 'tDepth' ].value = renderTarget.depthTexture;			}			this.material = material;			const globalPlane = new THREE.Plane( new THREE.Vector3( 0, 1, 0 ), clipBias );			const globalPlanes = [ globalPlane ];			this.doRender = function ( renderer, scene, camera ) {				material.uniforms[ 'maxDistance' ].value = scope.maxDistance;				material.uniforms[ 'color' ].value = scope.color;				material.uniforms[ 'opacity' ].value = scope.opacity;				vecTemp0.copy( camera.position ).normalize();				vecTemp1.copy( vecTemp0 ).reflect( yAxis );				material.uniforms[ 'fresnelCoe' ].value = ( vecTemp0.dot( vecTemp1 ) + 1. ) / 2.; // TODO: Also need to use glsl viewPosition and viewNormal per pixel.				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 );				material.uniforms[ 'virtualCameraNear' ].value = camera.near;				material.uniforms[ 'virtualCameraFar' ].value = camera.far;				material.uniforms[ 'virtualCameraMatrixWorld' ].value = virtualCamera.matrixWorld;				material.uniforms[ 'virtualCameraProjectionMatrix' ].value = camera.projectionMatrix;				material.uniforms[ 'virtualCameraProjectionMatrixInverse' ].value = camera.projectionMatrixInverse;				material.uniforms[ 'resolution' ].value = scope.resolution; // 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 ); // Render				renderTarget.texture.encoding = renderer.outputEncoding; // scope.visible = false;				const currentRenderTarget = renderer.getRenderTarget();				const currentXrEnabled = renderer.xr.enabled;				const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;				const currentClippingPlanes = renderer.clippingPlanes;				renderer.xr.enabled = false; // Avoid camera modification				renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows				renderer.clippingPlanes = globalPlanes;				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.clippingPlanes = currentClippingPlanes;				renderer.setRenderTarget( currentRenderTarget ); // Restore viewport				const viewport = camera.viewport;				if ( viewport !== undefined ) {					renderer.state.viewport( viewport );				} // scope.visible = true;			};			this.getRenderTarget = function () {				return renderTarget;			};		}	}	ReflectorForSSRPass.prototype.isReflectorForSSRPass = true;	ReflectorForSSRPass.ReflectorShader = {		defines: {			DISTANCE_ATTENUATION: true,			FRESNEL: true		},		uniforms: {			color: {				value: null			},			tDiffuse: {				value: null			},			tDepth: {				value: null			},			textureMatrix: {				value: new THREE.Matrix4()			},			maxDistance: {				value: 180			},			opacity: {				value: 0.5			},			fresnelCoe: {				value: null			},			virtualCameraNear: {				value: null			},			virtualCameraFar: {				value: null			},			virtualCameraProjectionMatrix: {				value: new THREE.Matrix4()			},			virtualCameraMatrixWorld: {				value: new THREE.Matrix4()			},			virtualCameraProjectionMatrixInverse: {				value: new THREE.Matrix4()			},			resolution: {				value: new THREE.Vector2()			}		},		vertexShader:  /* glsl */  `		uniform mat4 textureMatrix;		varying vec4 vUv;		void main() {			vUv = textureMatrix * vec4( position, 1.0 );			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,		fragmentShader:  /* glsl */  `		uniform vec3 color;		uniform sampler2D tDiffuse;		uniform sampler2D tDepth;		uniform float maxDistance;		uniform float opacity;		uniform float fresnelCoe;		uniform float virtualCameraNear;		uniform float virtualCameraFar;		uniform mat4 virtualCameraProjectionMatrix;		uniform mat4 virtualCameraProjectionMatrixInverse;		uniform mat4 virtualCameraMatrixWorld;		uniform vec2 resolution;		varying vec4 vUv;		#include <packing>		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 ) );		}		float getDepth( const in vec2 uv ) {			return texture2D( tDepth, uv ).x;		}		float getViewZ( const in float depth ) {			return perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );		}		vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {			vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc			clipPosition *= clipW; //clip			return ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view		}		void main() {			vec4 base = texture2DProj( tDiffuse, vUv );			#ifdef useDepthTexture				vec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;				uv.x=1.-uv.x;				float depth = texture2DProj( tDepth, vUv ).r;				float viewZ = getViewZ( depth );				float clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];				vec3 viewPosition=getViewPosition( uv, depth, clipW );				vec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;				if(worldPosition.y>maxDistance) discard;				float op=opacity;				#ifdef DISTANCE_ATTENUATION					float ratio=1.-(worldPosition.y/maxDistance);					float attenuation=ratio*ratio;					op=opacity*attenuation;				#endif				#ifdef FRESNEL					op*=fresnelCoe;				#endif				gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );			#else				gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );			#endif		}	`	};	THREE.ReflectorForSSRPass = ReflectorForSSRPass;} )();
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