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- import {
- Color,
- LinearFilter,
- MathUtils,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- Plane,
- RGBFormat,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- Vector3,
- Vector4,
- WebGLRenderTarget,
- DepthTexture,
- UnsignedShortType,
- NearestFilter
- } from '../../../build/three.module.js';
- var ReflectorForSSRPass = function ( geometry, options ) {
- Mesh.call( this, geometry );
- this.type = 'ReflectorForSSRPass';
- var scope = this;
- options = options || {};
- var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
- var textureWidth = options.textureWidth || 512;
- var textureHeight = options.textureHeight || 512;
- var clipBias = options.clipBias || 0;
- var shader = options.shader || ReflectorForSSRPass.ReflectorShader;
- var useDepthTexture = options.useDepthTexture === true;
- var yAxis = new Vector3( 0, 1, 0 );
- var vecTemp0 = new Vector3();
- var vecTemp1 = new Vector3();
- //
- scope.needsUpdate = false;
- scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
- scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
- scope.color = color;
- scope.worldYBias = options.worldYBias || 0;
- 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;
- }
- } );
- var reflectorPlane = new Plane();
- var normal = new Vector3();
- var reflectorWorldPosition = new Vector3();
- var cameraWorldPosition = new Vector3();
- var rotationMatrix = new Matrix4();
- var lookAtPosition = new Vector3( 0, 0, - 1 );
- var clipPlane = new Vector4();
- var view = new Vector3();
- var target = new Vector3();
- var q = new Vector4();
- var textureMatrix = new Matrix4();
- var virtualCamera = new PerspectiveCamera();
- if ( useDepthTexture ) {
- var depthTexture = new DepthTexture();
- depthTexture.type = UnsignedShortType;
- depthTexture.minFilter = NearestFilter;
- depthTexture.magFilter = NearestFilter;
- }
- var parameters = {
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- format: RGBFormat,
- depthTexture: useDepthTexture ? depthTexture : null,
- };
- var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
- if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
- renderTarget.texture.generateMipmaps = false;
- }
- var 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;
- this.doRender = function ( renderer, scene, camera ) {
- material.uniforms[ 'maxDistance' ].value = scope.maxDistance;
- material.uniforms[ 'color' ].value = scope.color;
- material.uniforms[ 'opacity' ].value = scope.opacity;
- material.uniforms[ 'worldYBias' ].value = scope.worldYBias;
- 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 = virtualCamera.near;
- material.uniforms[ 'virtualCameraFar' ].value = virtualCamera.far;
- material.uniforms[ 'virtualCameraMatrixWorld' ].value= virtualCamera.matrixWorld;
- material.uniforms[ 'virtualCameraProjectionMatrix' ].value= virtualCamera.projectionMatrix;
- material.uniforms[ 'virtualCameraInverseProjectionMatrix' ].value= virtualCamera.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 );
- /* Note: For the sake of accurate tDepth, temporarily turned off this Oblique Near-Plane Clipping feature. https://github.com/mrdoob/three.js/pull/21403
- // 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 );
- var 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;
- var currentRenderTarget = renderer.getRenderTarget();
- var currentXrEnabled = renderer.xr.enabled;
- var 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
- var viewport = camera.viewport;
- if ( viewport !== undefined ) {
- renderer.state.viewport( viewport );
- }
- // scope.visible = true;
- };
- this.getRenderTarget = function () {
- return renderTarget;
- };
- };
- ReflectorForSSRPass.prototype = Object.create( Mesh.prototype );
- ReflectorForSSRPass.prototype.constructor = ReflectorForSSRPass;
- 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 },
- worldYBias: { value: null },
- virtualCameraNear: { value: null },
- virtualCameraFar: { value: null },
- virtualCameraProjectionMatrix: { value: new Matrix4() },
- virtualCameraMatrixWorld: { value: new Matrix4() },
- virtualCameraInverseProjectionMatrix: { value: new Matrix4() },
- resolution: { value: new Vector2() },
- },
- vertexShader: [
- 'uniform mat4 textureMatrix;',
- 'varying vec4 vUv;',
- 'void main() {',
- ' vUv = textureMatrix * vec4( position, 1.0 );',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: `
- uniform vec3 color;
- uniform sampler2D tDiffuse;
- uniform sampler2D tDepth;
- uniform float maxDistance;
- uniform float opacity;
- uniform float fresnelCoe;
- uniform float worldYBias;
- uniform float virtualCameraNear;
- uniform float virtualCameraFar;
- uniform mat4 virtualCameraProjectionMatrix;
- uniform mat4 virtualCameraInverseProjectionMatrix;
- 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 ( virtualCameraInverseProjectionMatrix * 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;
- worldPosition.y+=worldYBias; // TODO: Don't know why not start from zero, temporarily use manually defined bias, need fix afterwards.
- worldPosition.y=max(0.,worldPosition.y);
- 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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