| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363 | 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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