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- import {
- Color,
- LinearFilter,
- MathUtils,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- RGBFormat,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- Vector3,
- WebGLRenderTarget,
- DepthTexture,
- UnsignedShortType,
- NearestFilter,
- Plane
- } from '../../../build/three.module.js';
- class ReflectorForSSRPass extends Mesh {
- constructor( geometry, options = {} ) {
- super( geometry );
- this.type = 'ReflectorForSSRPass';
- 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 || ReflectorForSSRPass.ReflectorShader;
- const useDepthTexture = options.useDepthTexture === true;
- const yAxis = new Vector3( 0, 1, 0 );
- const vecTemp0 = new Vector3();
- const vecTemp1 = new 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 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 Vector3();
- const reflectorWorldPosition = new Vector3();
- const cameraWorldPosition = new Vector3();
- const rotationMatrix = new Matrix4();
- const lookAtPosition = new Vector3( 0, 0, - 1 );
- const view = new Vector3();
- const target = new Vector3();
- const textureMatrix = new Matrix4();
- const virtualCamera = new PerspectiveCamera();
- let depthTexture;
- if ( useDepthTexture ) {
- depthTexture = new DepthTexture();
- depthTexture.type = UnsignedShortType;
- depthTexture.minFilter = NearestFilter;
- depthTexture.magFilter = NearestFilter;
- }
- const parameters = {
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- format: RGBFormat,
- depthTexture: useDepthTexture ? depthTexture : null,
- };
- const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
- renderTarget.texture.generateMipmaps = false;
- }
- const material = new ShaderMaterial( {
- transparent: useDepthTexture,
- defines: Object.assign( {}, ReflectorForSSRPass.ReflectorShader.defines, {
- useDepthTexture
- } ),
- uniforms: 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 Plane( new 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 Matrix4() },
- maxDistance: { value: 180 },
- opacity: { value: 0.5 },
- fresnelCoe: { value: null },
- virtualCameraNear: { value: null },
- virtualCameraFar: { value: null },
- virtualCameraProjectionMatrix: { value: new Matrix4() },
- virtualCameraMatrixWorld: { value: new Matrix4() },
- virtualCameraProjectionMatrixInverse: { value: new Matrix4() },
- resolution: { value: new 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
- }
- `,
- };
- export { ReflectorForSSRPass };
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