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Reflector.js 6.6 KB

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