| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266 | import {	Color,	LinearFilter,	MathUtils,	Matrix4,	Mesh,	PerspectiveCamera,	Plane,	RGBFormat,	ShaderMaterial,	UniformsUtils,	Vector3,	Vector4,	WebGLRenderTarget} from '../../../build/three.module.js';class Reflector extends Mesh {	constructor( geometry, options = {} ) {		super( geometry );		this.type = 'Reflector';		const scope = this;		const color = ( options.color !== undefined ) ? new Color( options.color ) : new 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 Plane();		const normal = new Vector3();		const reflectorWorldPosition = new Vector3();		const cameraWorldPosition = new Vector3();		const rotationMatrix = new Matrix4();		const lookAtPosition = new Vector3( 0, 0, - 1 );		const clipPlane = new Vector4();		const view = new Vector3();		const target = new Vector3();		const q = new Vector4();		const textureMatrix = new Matrix4();		const virtualCamera = new PerspectiveCamera();		const parameters = {			minFilter: LinearFilter,			magFilter: LinearFilter,			format: RGBFormat		};		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );		if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {			renderTarget.texture.generateMipmaps = false;		}		const material = new ShaderMaterial( {			uniforms: 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 );		}`};export { Reflector };
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