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ReflectorForSSRPass.js 9.6 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. scope._isDistanceAttenuation = Reflector.ReflectorShader.defines.isDistanceAttenuation
  38. Object.defineProperty(scope, 'isDistanceAttenuation', {
  39. get() {
  40. return scope._isDistanceAttenuation
  41. },
  42. set(val) {
  43. if (scope._isDistanceAttenuation === val) return
  44. scope._isDistanceAttenuation = val
  45. scope.material.defines.isDistanceAttenuation = val
  46. scope.material.needsUpdate = true
  47. }
  48. })
  49. scope._isFresnel = Reflector.ReflectorShader.defines.isFresnel
  50. Object.defineProperty(scope, 'isFresnel', {
  51. get() {
  52. return scope._isFresnel
  53. },
  54. set(val) {
  55. if (scope._isFresnel === val) return
  56. scope._isFresnel = val
  57. scope.material.defines.isFresnel = val
  58. scope.material.needsUpdate = true
  59. }
  60. })
  61. var reflectorPlane = new Plane();
  62. var normal = new Vector3();
  63. var reflectorWorldPosition = new Vector3();
  64. var cameraWorldPosition = new Vector3();
  65. var rotationMatrix = new Matrix4();
  66. var lookAtPosition = new Vector3( 0, 0, - 1 );
  67. var clipPlane = new Vector4();
  68. var view = new Vector3();
  69. var target = new Vector3();
  70. var q = new Vector4();
  71. var textureMatrix = new Matrix4();
  72. var virtualCamera = new PerspectiveCamera();
  73. if( useDepthTexture ){
  74. var depthTexture = new DepthTexture();
  75. depthTexture.type = UnsignedShortType;
  76. depthTexture.minFilter = NearestFilter;
  77. depthTexture.maxFilter = NearestFilter;
  78. }
  79. var parameters = {
  80. minFilter: LinearFilter,
  81. magFilter: LinearFilter,
  82. format: RGBFormat,
  83. depthTexture: useDepthTexture ? depthTexture : null,
  84. };
  85. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  86. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  87. renderTarget.texture.generateMipmaps = false;
  88. }
  89. var material = new ShaderMaterial( {
  90. transparent: useDepthTexture,
  91. defines: Object.assign( {}, Reflector.ReflectorShader.defines, {
  92. useDepthTexture
  93. } ),
  94. uniforms: UniformsUtils.clone( shader.uniforms ),
  95. fragmentShader: shader.fragmentShader,
  96. vertexShader: shader.vertexShader
  97. } );
  98. material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
  99. material.uniforms[ 'color' ].value = color;
  100. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  101. if (useDepthTexture) {
  102. material.uniforms[ 'tDepth' ].value = renderTarget.depthTexture;
  103. }
  104. this.material = material;
  105. this.doRender = function ( renderer, scene, camera ) {
  106. material.uniforms['maxDistance'].value = scope.maxDistance * (camera.position.length() / camera.position.y);
  107. ///todo: Temporary hack,
  108. // need precise calculation like this https://github.com/mrdoob/three.js/pull/20156/commits/8181946068e386d14a283cbd4f8877bc7ae066d3 ,
  109. // after fully understand http://www.terathon.com/lengyel/Lengyel-Oblique.pdf .
  110. material.uniforms['opacity'].value = scope.opacity;
  111. vecTemp0.copy(camera.position).normalize();
  112. vecTemp1.copy(vecTemp0).reflect(yAxis);
  113. material.uniforms['fresnel'].value = (vecTemp0.dot( vecTemp1 ) + 1.) / 2.; ///todo: Also need to use glsl viewPosition and viewNormal per pixel.
  114. // console.log(material.uniforms['fresnel'].value)
  115. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  116. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  117. rotationMatrix.extractRotation( scope.matrixWorld );
  118. normal.set( 0, 0, 1 );
  119. normal.applyMatrix4( rotationMatrix );
  120. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  121. // Avoid rendering when reflector is facing away
  122. if ( view.dot( normal ) > 0 ) return;
  123. view.reflect( normal ).negate();
  124. view.add( reflectorWorldPosition );
  125. rotationMatrix.extractRotation( camera.matrixWorld );
  126. lookAtPosition.set( 0, 0, - 1 );
  127. lookAtPosition.applyMatrix4( rotationMatrix );
  128. lookAtPosition.add( cameraWorldPosition );
  129. target.subVectors( reflectorWorldPosition, lookAtPosition );
  130. target.reflect( normal ).negate();
  131. target.add( reflectorWorldPosition );
  132. virtualCamera.position.copy( view );
  133. virtualCamera.up.set( 0, 1, 0 );
  134. virtualCamera.up.applyMatrix4( rotationMatrix );
  135. virtualCamera.up.reflect( normal );
  136. virtualCamera.lookAt( target );
  137. virtualCamera.far = camera.far; // Used in WebGLBackground
  138. virtualCamera.updateMatrixWorld();
  139. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  140. // Update the texture matrix
  141. textureMatrix.set(
  142. 0.5, 0.0, 0.0, 0.5,
  143. 0.0, 0.5, 0.0, 0.5,
  144. 0.0, 0.0, 0.5, 0.5,
  145. 0.0, 0.0, 0.0, 1.0
  146. );
  147. textureMatrix.multiply( virtualCamera.projectionMatrix );
  148. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  149. textureMatrix.multiply( scope.matrixWorld );
  150. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  151. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  152. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  153. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  154. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  155. var projectionMatrix = virtualCamera.projectionMatrix;
  156. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  157. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  158. q.z = - 1.0;
  159. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  160. // Calculate the scaled plane vector
  161. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  162. // Replacing the third row of the projection matrix
  163. projectionMatrix.elements[ 2 ] = clipPlane.x;
  164. projectionMatrix.elements[ 6 ] = clipPlane.y;
  165. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  166. projectionMatrix.elements[ 14 ] = clipPlane.w;
  167. // Render
  168. renderTarget.texture.encoding = renderer.outputEncoding;
  169. // scope.visible = false;
  170. var currentRenderTarget = renderer.getRenderTarget();
  171. var currentXrEnabled = renderer.xr.enabled;
  172. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  173. renderer.xr.enabled = false; // Avoid camera modification
  174. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  175. renderer.setRenderTarget( renderTarget );
  176. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  177. if ( renderer.autoClear === false ) renderer.clear();
  178. renderer.render( scene, virtualCamera );
  179. renderer.xr.enabled = currentXrEnabled;
  180. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  181. renderer.setRenderTarget( currentRenderTarget );
  182. // Restore viewport
  183. var viewport = camera.viewport;
  184. if ( viewport !== undefined ) {
  185. renderer.state.viewport( viewport );
  186. }
  187. // scope.visible = true;
  188. };
  189. this.getRenderTarget = function () {
  190. return renderTarget;
  191. };
  192. };
  193. Reflector.prototype = Object.create( Mesh.prototype );
  194. Reflector.prototype.constructor = Reflector;
  195. Reflector.ReflectorShader = { ///todo: Will conflict with Reflector.js?
  196. defines: {
  197. isDistanceAttenuation: true,
  198. isFresnel: true,
  199. },
  200. uniforms: {
  201. color: { value: null },
  202. tDiffuse: { value: null },
  203. tDepth: { value: null },
  204. textureMatrix: { value: null },
  205. maxDistance: { value: 180 },
  206. opacity: { value: .5 },
  207. fresnel: { value: null },
  208. },
  209. vertexShader: [
  210. 'uniform mat4 textureMatrix;',
  211. 'varying vec4 vUv;',
  212. 'void main() {',
  213. ' vUv = textureMatrix * vec4( position, 1.0 );',
  214. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  215. '}'
  216. ].join( '\n' ),
  217. fragmentShader: `
  218. uniform vec3 color;
  219. uniform sampler2D tDiffuse;
  220. uniform sampler2D tDepth;
  221. uniform float maxDistance;
  222. uniform float opacity;
  223. uniform float fresnel;
  224. varying vec4 vUv;
  225. float blendOverlay( float base, float blend ) {
  226. return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
  227. }
  228. vec3 blendOverlay( vec3 base, vec3 blend ) {
  229. return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
  230. }
  231. void main() {
  232. vec4 base = texture2DProj( tDiffuse, vUv );
  233. #ifdef useDepthTexture
  234. float op=opacity;
  235. float depth = texture2DProj( tDepth, vUv ).r;
  236. if(depth>maxDistance) discard;
  237. #ifdef isDistanceAttenuation
  238. float ratio=1.-(depth/maxDistance);
  239. float attenuation=ratio*ratio;
  240. op=opacity*attenuation;
  241. #endif
  242. #ifdef isFresnel
  243. op*=fresnel;
  244. #endif
  245. gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
  246. #else
  247. gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
  248. #endif
  249. }
  250. `,
  251. };
  252. export { Reflector };