Reflector.js 6.7 KB

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