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							- ( 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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