ReflectorForSSRPass.js 9.8 KB

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  1. import {
  2. Color,
  3. LinearFilter,
  4. MathUtils,
  5. Matrix4,
  6. Mesh,
  7. PerspectiveCamera,
  8. Plane,
  9. RGBFormat,
  10. ShaderMaterial,
  11. UniformsUtils,
  12. Vector3,
  13. Vector4,
  14. WebGLRenderTarget,
  15. DepthTexture,
  16. UnsignedShortType,
  17. NearestFilter
  18. } from '../../../build/three.module.js';
  19. var Reflector = function ( geometry, options ) {
  20. Mesh.call( this, geometry );
  21. this.type = 'Reflector';
  22. var scope = this;
  23. options = options || {};
  24. var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
  25. var textureWidth = options.textureWidth || 512;
  26. var textureHeight = options.textureHeight || 512;
  27. var clipBias = options.clipBias || 0;
  28. var shader = options.shader || Reflector.ReflectorShader;
  29. var useDepthTexture = options.useDepthTexture === true;
  30. var yAxis = new Vector3( 0, 1, 0 );
  31. var vecTemp0 = new Vector3();
  32. var vecTemp1 = new Vector3();
  33. //
  34. scope.needsUpdate = false;
  35. scope.maxDistance = Reflector.ReflectorShader.uniforms.maxDistance.value;
  36. scope.opacity = Reflector.ReflectorShader.uniforms.opacity.value;
  37. Object.defineProperty( scope, 'color', {
  38. get() {
  39. return scope.material.uniforms[ 'color' ].value;
  40. },
  41. set( val ) {
  42. scope.material.uniforms[ 'color' ].value = new Color( val );
  43. }
  44. } );
  45. scope._isDistanceAttenuation = Reflector.ReflectorShader.defines.isDistanceAttenuation;
  46. Object.defineProperty( scope, 'isDistanceAttenuation', {
  47. get() {
  48. return scope._isDistanceAttenuation;
  49. },
  50. set( val ) {
  51. if ( scope._isDistanceAttenuation === val ) return;
  52. scope._isDistanceAttenuation = val;
  53. scope.material.defines.isDistanceAttenuation = val;
  54. scope.material.needsUpdate = true;
  55. }
  56. } );
  57. scope._isFresnel = Reflector.ReflectorShader.defines.isFresnel;
  58. Object.defineProperty( scope, 'isFresnel', {
  59. get() {
  60. return scope._isFresnel;
  61. },
  62. set( val ) {
  63. if ( scope._isFresnel === val ) return;
  64. scope._isFresnel = val;
  65. scope.material.defines.isFresnel = val;
  66. scope.material.needsUpdate = true;
  67. }
  68. } );
  69. var reflectorPlane = new Plane();
  70. var normal = new Vector3();
  71. var reflectorWorldPosition = new Vector3();
  72. var cameraWorldPosition = new Vector3();
  73. var rotationMatrix = new Matrix4();
  74. var lookAtPosition = new Vector3( 0, 0, - 1 );
  75. var clipPlane = new Vector4();
  76. var view = new Vector3();
  77. var target = new Vector3();
  78. var q = new Vector4();
  79. var textureMatrix = new Matrix4();
  80. var virtualCamera = new PerspectiveCamera();
  81. if ( useDepthTexture ) {
  82. var depthTexture = new DepthTexture();
  83. depthTexture.type = UnsignedShortType;
  84. depthTexture.minFilter = NearestFilter;
  85. depthTexture.maxFilter = NearestFilter;
  86. }
  87. var parameters = {
  88. minFilter: LinearFilter,
  89. magFilter: LinearFilter,
  90. format: RGBFormat,
  91. depthTexture: useDepthTexture ? depthTexture : null,
  92. };
  93. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  94. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  95. renderTarget.texture.generateMipmaps = false;
  96. }
  97. var material = new ShaderMaterial( {
  98. transparent: useDepthTexture,
  99. defines: Object.assign( {}, Reflector.ReflectorShader.defines, {
  100. useDepthTexture
  101. } ),
  102. uniforms: UniformsUtils.clone( shader.uniforms ),
  103. fragmentShader: shader.fragmentShader,
  104. vertexShader: shader.vertexShader
  105. } );
  106. material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
  107. material.uniforms[ 'color' ].value = color;
  108. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  109. if ( useDepthTexture ) {
  110. material.uniforms[ 'tDepth' ].value = renderTarget.depthTexture;
  111. }
  112. this.material = material;
  113. this.doRender = function ( renderer, scene, camera ) {
  114. material.uniforms[ 'maxDistance' ].value = scope.maxDistance * ( camera.position.length() / camera.position.y );
  115. ///todo: Temporary hack,
  116. // need precise calculation like this https://github.com/mrdoob/three.js/pull/20156/commits/8181946068e386d14a283cbd4f8877bc7ae066d3 ,
  117. // after fully understand http://www.terathon.com/lengyel/Lengyel-Oblique.pdf .
  118. material.uniforms[ 'opacity' ].value = scope.opacity;
  119. vecTemp0.copy( camera.position ).normalize();
  120. vecTemp1.copy( vecTemp0 ).reflect( yAxis );
  121. material.uniforms[ 'fresnel' ].value = ( vecTemp0.dot( vecTemp1 ) + 1. ) / 2.; ///todo: Also need to use glsl viewPosition and viewNormal per pixel.
  122. // console.log(material.uniforms['fresnel'].value)
  123. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  124. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  125. rotationMatrix.extractRotation( scope.matrixWorld );
  126. normal.set( 0, 0, 1 );
  127. normal.applyMatrix4( rotationMatrix );
  128. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  129. // Avoid rendering when reflector is facing away
  130. if ( view.dot( normal ) > 0 ) return;
  131. view.reflect( normal ).negate();
  132. view.add( reflectorWorldPosition );
  133. rotationMatrix.extractRotation( camera.matrixWorld );
  134. lookAtPosition.set( 0, 0, - 1 );
  135. lookAtPosition.applyMatrix4( rotationMatrix );
  136. lookAtPosition.add( cameraWorldPosition );
  137. target.subVectors( reflectorWorldPosition, lookAtPosition );
  138. target.reflect( normal ).negate();
  139. target.add( reflectorWorldPosition );
  140. virtualCamera.position.copy( view );
  141. virtualCamera.up.set( 0, 1, 0 );
  142. virtualCamera.up.applyMatrix4( rotationMatrix );
  143. virtualCamera.up.reflect( normal );
  144. virtualCamera.lookAt( target );
  145. virtualCamera.far = camera.far; // Used in WebGLBackground
  146. virtualCamera.updateMatrixWorld();
  147. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  148. // Update the texture matrix
  149. textureMatrix.set(
  150. 0.5, 0.0, 0.0, 0.5,
  151. 0.0, 0.5, 0.0, 0.5,
  152. 0.0, 0.0, 0.5, 0.5,
  153. 0.0, 0.0, 0.0, 1.0
  154. );
  155. textureMatrix.multiply( virtualCamera.projectionMatrix );
  156. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  157. textureMatrix.multiply( scope.matrixWorld );
  158. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  159. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  160. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  161. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  162. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  163. var projectionMatrix = virtualCamera.projectionMatrix;
  164. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  165. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  166. q.z = - 1.0;
  167. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  168. // Calculate the scaled plane vector
  169. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  170. // Replacing the third row of the projection matrix
  171. projectionMatrix.elements[ 2 ] = clipPlane.x;
  172. projectionMatrix.elements[ 6 ] = clipPlane.y;
  173. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  174. projectionMatrix.elements[ 14 ] = clipPlane.w;
  175. // Render
  176. renderTarget.texture.encoding = renderer.outputEncoding;
  177. // scope.visible = false;
  178. var currentRenderTarget = renderer.getRenderTarget();
  179. var currentXrEnabled = renderer.xr.enabled;
  180. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  181. renderer.xr.enabled = false; // Avoid camera modification
  182. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  183. renderer.setRenderTarget( renderTarget );
  184. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  185. if ( renderer.autoClear === false ) renderer.clear();
  186. renderer.render( scene, virtualCamera );
  187. renderer.xr.enabled = currentXrEnabled;
  188. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  189. renderer.setRenderTarget( currentRenderTarget );
  190. // Restore viewport
  191. var viewport = camera.viewport;
  192. if ( viewport !== undefined ) {
  193. renderer.state.viewport( viewport );
  194. }
  195. // scope.visible = true;
  196. };
  197. this.getRenderTarget = function () {
  198. return renderTarget;
  199. };
  200. };
  201. Reflector.prototype = Object.create( Mesh.prototype );
  202. Reflector.prototype.constructor = Reflector;
  203. Reflector.ReflectorShader = { ///todo: Will conflict with Reflector.js?
  204. defines: {
  205. isDistanceAttenuation: true,
  206. isFresnel: true,
  207. },
  208. uniforms: {
  209. color: { value: null },
  210. tDiffuse: { value: null },
  211. tDepth: { value: null },
  212. textureMatrix: { value: null },
  213. maxDistance: { value: 180 },
  214. opacity: { value: 0.5 },
  215. fresnel: { value: null },
  216. },
  217. vertexShader: [
  218. 'uniform mat4 textureMatrix;',
  219. 'varying vec4 vUv;',
  220. 'void main() {',
  221. ' vUv = textureMatrix * vec4( position, 1.0 );',
  222. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  223. '}'
  224. ].join( '\n' ),
  225. fragmentShader: `
  226. uniform vec3 color;
  227. uniform sampler2D tDiffuse;
  228. uniform sampler2D tDepth;
  229. uniform float maxDistance;
  230. uniform float opacity;
  231. uniform float fresnel;
  232. varying vec4 vUv;
  233. float blendOverlay( float base, float blend ) {
  234. return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
  235. }
  236. vec3 blendOverlay( vec3 base, vec3 blend ) {
  237. return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
  238. }
  239. void main() {
  240. vec4 base = texture2DProj( tDiffuse, vUv );
  241. #ifdef useDepthTexture
  242. float op=opacity;
  243. float depth = texture2DProj( tDepth, vUv ).r;
  244. if(depth>maxDistance) discard;
  245. #ifdef isDistanceAttenuation
  246. float ratio=1.-(depth/maxDistance);
  247. float attenuation=ratio*ratio;
  248. op=opacity*attenuation;
  249. #endif
  250. #ifdef isFresnel
  251. op*=fresnel;
  252. #endif
  253. gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
  254. #else
  255. gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
  256. #endif
  257. }
  258. `,
  259. };
  260. export { Reflector };