Reflector.js 6.9 KB

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  1. /**
  2. * @author Slayvin / http://slayvin.net
  3. */
  4. import {
  5. Color,
  6. LinearEncoding,
  7. LinearFilter,
  8. MathUtils,
  9. Matrix4,
  10. Mesh,
  11. PerspectiveCamera,
  12. Plane,
  13. RGBFormat,
  14. ShaderMaterial,
  15. UniformsUtils,
  16. Vector3,
  17. Vector4,
  18. WebGLRenderTarget
  19. } from "../../../build/three.module.js";
  20. var Reflector = function ( geometry, options ) {
  21. Mesh.call( this, geometry );
  22. this.type = 'Reflector';
  23. var scope = this;
  24. options = options || {};
  25. var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
  26. var textureWidth = options.textureWidth || 512;
  27. var textureHeight = options.textureHeight || 512;
  28. var clipBias = options.clipBias || 0;
  29. var shader = options.shader || Reflector.ReflectorShader;
  30. //
  31. var reflectorPlane = new Plane();
  32. var normal = new Vector3();
  33. var reflectorWorldPosition = new Vector3();
  34. var cameraWorldPosition = new Vector3();
  35. var rotationMatrix = new Matrix4();
  36. var lookAtPosition = new Vector3( 0, 0, - 1 );
  37. var clipPlane = new Vector4();
  38. var view = new Vector3();
  39. var target = new Vector3();
  40. var q = new Vector4();
  41. var textureMatrix = new Matrix4();
  42. var virtualCamera = new PerspectiveCamera();
  43. var parameters = {
  44. minFilter: LinearFilter,
  45. magFilter: LinearFilter,
  46. format: RGBFormat,
  47. stencilBuffer: false
  48. };
  49. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  50. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  51. renderTarget.texture.generateMipmaps = false;
  52. }
  53. var material = new ShaderMaterial( {
  54. uniforms: UniformsUtils.clone( shader.uniforms ),
  55. fragmentShader: shader.fragmentShader,
  56. vertexShader: shader.vertexShader
  57. } );
  58. material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
  59. material.uniforms[ "color" ].value = color;
  60. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  61. this.material = material;
  62. this.onBeforeRender = function ( renderer, scene, camera ) {
  63. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  64. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  65. rotationMatrix.extractRotation( scope.matrixWorld );
  66. normal.set( 0, 0, 1 );
  67. normal.applyMatrix4( rotationMatrix );
  68. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  69. // Avoid rendering when reflector is facing away
  70. if ( view.dot( normal ) > 0 ) return;
  71. view.reflect( normal ).negate();
  72. view.add( reflectorWorldPosition );
  73. rotationMatrix.extractRotation( camera.matrixWorld );
  74. lookAtPosition.set( 0, 0, - 1 );
  75. lookAtPosition.applyMatrix4( rotationMatrix );
  76. lookAtPosition.add( cameraWorldPosition );
  77. target.subVectors( reflectorWorldPosition, lookAtPosition );
  78. target.reflect( normal ).negate();
  79. target.add( reflectorWorldPosition );
  80. virtualCamera.position.copy( view );
  81. virtualCamera.up.set( 0, 1, 0 );
  82. virtualCamera.up.applyMatrix4( rotationMatrix );
  83. virtualCamera.up.reflect( normal );
  84. virtualCamera.lookAt( target );
  85. virtualCamera.far = camera.far; // Used in WebGLBackground
  86. virtualCamera.updateMatrixWorld();
  87. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  88. // Update the texture matrix
  89. textureMatrix.set(
  90. 0.5, 0.0, 0.0, 0.5,
  91. 0.0, 0.5, 0.0, 0.5,
  92. 0.0, 0.0, 0.5, 0.5,
  93. 0.0, 0.0, 0.0, 1.0
  94. );
  95. textureMatrix.multiply( virtualCamera.projectionMatrix );
  96. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  97. textureMatrix.multiply( scope.matrixWorld );
  98. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  99. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  100. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  101. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  102. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  103. var projectionMatrix = virtualCamera.projectionMatrix;
  104. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  105. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  106. q.z = - 1.0;
  107. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  108. // Calculate the scaled plane vector
  109. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  110. // Replacing the third row of the projection matrix
  111. projectionMatrix.elements[ 2 ] = clipPlane.x;
  112. projectionMatrix.elements[ 6 ] = clipPlane.y;
  113. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  114. projectionMatrix.elements[ 14 ] = clipPlane.w;
  115. // Render
  116. if ( renderer.outputEncoding !== LinearEncoding ) {
  117. console.warn( 'THREE.Reflector: WebGLRenderer must use LinearEncoding as outputEncoding.' );
  118. scope.onBeforeRender = function () {};
  119. return;
  120. }
  121. scope.visible = false;
  122. var currentRenderTarget = renderer.getRenderTarget();
  123. var currentXrEnabled = renderer.xr.enabled;
  124. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  125. renderer.xr.enabled = false; // Avoid camera modification
  126. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  127. renderer.setRenderTarget( renderTarget );
  128. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  129. if ( renderer.autoClear === false ) renderer.clear();
  130. renderer.render( scene, virtualCamera );
  131. renderer.xr.enabled = currentXrEnabled;
  132. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  133. renderer.setRenderTarget( currentRenderTarget );
  134. // Restore viewport
  135. var viewport = camera.viewport;
  136. if ( viewport !== undefined ) {
  137. renderer.state.viewport( viewport );
  138. }
  139. scope.visible = true;
  140. };
  141. this.getRenderTarget = function () {
  142. return renderTarget;
  143. };
  144. };
  145. Reflector.prototype = Object.create( Mesh.prototype );
  146. Reflector.prototype.constructor = Reflector;
  147. Reflector.ReflectorShader = {
  148. uniforms: {
  149. 'color': {
  150. value: null
  151. },
  152. 'tDiffuse': {
  153. value: null
  154. },
  155. 'textureMatrix': {
  156. value: null
  157. }
  158. },
  159. vertexShader: [
  160. 'uniform mat4 textureMatrix;',
  161. 'varying vec4 vUv;',
  162. 'void main() {',
  163. ' vUv = textureMatrix * vec4( position, 1.0 );',
  164. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  165. '}'
  166. ].join( '\n' ),
  167. fragmentShader: [
  168. 'uniform vec3 color;',
  169. 'uniform sampler2D tDiffuse;',
  170. 'varying vec4 vUv;',
  171. 'float blendOverlay( float base, float blend ) {',
  172. ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  173. '}',
  174. 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  175. ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
  176. '}',
  177. 'void main() {',
  178. ' vec4 base = texture2DProj( tDiffuse, vUv );',
  179. ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  180. '}'
  181. ].join( '\n' )
  182. };
  183. export { Reflector };