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- 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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