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- import {
- Color,
- LinearFilter,
- MathUtils,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- Plane,
- RGBFormat,
- ShaderMaterial,
- UniformsUtils,
- Vector3,
- Vector4,
- WebGLRenderTarget,
- DepthTexture,
- UnsignedShortType,
- NearestFilter
- } from '../../../build/three.module.js';
- var Reflector = function ( geometry, options ) {
- Mesh.call( this, geometry );
- this.type = 'Reflector';
- 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 || Reflector.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 = Reflector.ReflectorShader.uniforms.maxDistance.value
- scope.opacity = Reflector.ReflectorShader.uniforms.opacity.value
- scope._isDistanceAttenuation = Reflector.ReflectorShader.defines.isDistanceAttenuation
- Object.defineProperty(scope, 'isDistanceAttenuation', {
- get() {
- return scope._isDistanceAttenuation
- },
- set(val) {
- if (scope._isDistanceAttenuation === val) return
- scope._isDistanceAttenuation = val
- scope.material.defines.isDistanceAttenuation = val
- scope.material.needsUpdate = true
- }
- })
- scope._isFresnel = Reflector.ReflectorShader.defines.isFresnel
- Object.defineProperty(scope, 'isFresnel', {
- get() {
- return scope._isFresnel
- },
- set(val) {
- if (scope._isFresnel === val) return
- scope._isFresnel = val
- scope.material.defines.isFresnel = 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.maxFilter = 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( {}, Reflector.ReflectorShader.defines, {
- useDepthTexture
- } ),
- uniforms: UniformsUtils.clone( shader.uniforms ),
- fragmentShader: shader.fragmentShader,
- vertexShader: shader.vertexShader
- } );
- material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
- material.uniforms[ 'color' ].value = 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 * (camera.position.length() / camera.position.y);
- ///todo: Temporary hack,
- // need precise calculation like this https://github.com/mrdoob/three.js/pull/20156/commits/8181946068e386d14a283cbd4f8877bc7ae066d3 ,
- // after fully understand http://www.terathon.com/lengyel/Lengyel-Oblique.pdf .
- material.uniforms['opacity'].value = scope.opacity;
- vecTemp0.copy(camera.position).normalize();
- vecTemp1.copy(vecTemp0).reflect(yAxis);
- material.uniforms['fresnel'].value = (vecTemp0.dot( vecTemp1 ) + 1.) / 2.; ///todo: Also need to use glsl viewPosition and viewNormal per pixel.
- // console.log(material.uniforms['fresnel'].value)
- 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 );
- // 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 );
- // 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;
- };
- };
- Reflector.prototype = Object.create( Mesh.prototype );
- Reflector.prototype.constructor = Reflector;
- Reflector.ReflectorShader = { ///todo: Will conflict with Reflector.js?
- defines: {
- isDistanceAttenuation: true,
- isFresnel: true,
- },
- uniforms: {
- color: { value: null },
- tDiffuse: { value: null },
- tDepth: { value: null },
- textureMatrix: { value: null },
- maxDistance: { value: 180 },
- opacity: { value: .5 },
- fresnel: { value: null },
- },
- 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 fresnel;
- varying vec4 vUv;
- 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 ) );
- }
- void main() {
- vec4 base = texture2DProj( tDiffuse, vUv );
- #ifdef useDepthTexture
- float op=opacity;
- float depth = texture2DProj( tDepth, vUv ).r;
- if(depth>maxDistance) discard;
- #ifdef isDistanceAttenuation
- float ratio=1.-(depth/maxDistance);
- float attenuation=ratio*ratio;
- op=opacity*attenuation;
- #endif
- #ifdef isFresnel
- op*=fresnel;
- #endif
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
- #else
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
- #endif
- }
- `,
- };
- export { Reflector };
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