Reflector.js 6.8 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. var encoding = options.encoding !== undefined ? options.encoding : LinearEncoding;
  31. //
  32. var reflectorPlane = new Plane();
  33. var normal = new Vector3();
  34. var reflectorWorldPosition = new Vector3();
  35. var cameraWorldPosition = new Vector3();
  36. var rotationMatrix = new Matrix4();
  37. var lookAtPosition = new Vector3( 0, 0, - 1 );
  38. var clipPlane = new Vector4();
  39. var view = new Vector3();
  40. var target = new Vector3();
  41. var q = new Vector4();
  42. var textureMatrix = new Matrix4();
  43. var virtualCamera = new PerspectiveCamera();
  44. var parameters = {
  45. minFilter: LinearFilter,
  46. magFilter: LinearFilter,
  47. format: RGBFormat,
  48. stencilBuffer: false,
  49. encoding: encoding
  50. };
  51. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  52. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  53. renderTarget.texture.generateMipmaps = false;
  54. }
  55. var material = new ShaderMaterial( {
  56. uniforms: UniformsUtils.clone( shader.uniforms ),
  57. fragmentShader: shader.fragmentShader,
  58. vertexShader: shader.vertexShader
  59. } );
  60. material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
  61. material.uniforms[ "color" ].value = color;
  62. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  63. this.material = material;
  64. this.onBeforeRender = function ( renderer, scene, camera ) {
  65. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  66. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  67. rotationMatrix.extractRotation( scope.matrixWorld );
  68. normal.set( 0, 0, 1 );
  69. normal.applyMatrix4( rotationMatrix );
  70. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  71. // Avoid rendering when reflector is facing away
  72. if ( view.dot( normal ) > 0 ) return;
  73. view.reflect( normal ).negate();
  74. view.add( reflectorWorldPosition );
  75. rotationMatrix.extractRotation( camera.matrixWorld );
  76. lookAtPosition.set( 0, 0, - 1 );
  77. lookAtPosition.applyMatrix4( rotationMatrix );
  78. lookAtPosition.add( cameraWorldPosition );
  79. target.subVectors( reflectorWorldPosition, lookAtPosition );
  80. target.reflect( normal ).negate();
  81. target.add( reflectorWorldPosition );
  82. virtualCamera.position.copy( view );
  83. virtualCamera.up.set( 0, 1, 0 );
  84. virtualCamera.up.applyMatrix4( rotationMatrix );
  85. virtualCamera.up.reflect( normal );
  86. virtualCamera.lookAt( target );
  87. virtualCamera.far = camera.far; // Used in WebGLBackground
  88. virtualCamera.updateMatrixWorld();
  89. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  90. // Update the texture matrix
  91. textureMatrix.set(
  92. 0.5, 0.0, 0.0, 0.5,
  93. 0.0, 0.5, 0.0, 0.5,
  94. 0.0, 0.0, 0.5, 0.5,
  95. 0.0, 0.0, 0.0, 1.0
  96. );
  97. textureMatrix.multiply( virtualCamera.projectionMatrix );
  98. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  99. textureMatrix.multiply( scope.matrixWorld );
  100. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  101. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  102. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  103. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  104. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  105. var projectionMatrix = virtualCamera.projectionMatrix;
  106. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  107. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  108. q.z = - 1.0;
  109. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  110. // Calculate the scaled plane vector
  111. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  112. // Replacing the third row of the projection matrix
  113. projectionMatrix.elements[ 2 ] = clipPlane.x;
  114. projectionMatrix.elements[ 6 ] = clipPlane.y;
  115. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  116. projectionMatrix.elements[ 14 ] = clipPlane.w;
  117. // Render
  118. scope.visible = false;
  119. var currentRenderTarget = renderer.getRenderTarget();
  120. var currentXrEnabled = renderer.xr.enabled;
  121. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  122. renderer.xr.enabled = false; // Avoid camera modification
  123. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  124. renderer.setRenderTarget( renderTarget );
  125. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  126. if ( renderer.autoClear === false ) renderer.clear();
  127. renderer.render( scene, virtualCamera );
  128. renderer.xr.enabled = currentXrEnabled;
  129. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  130. renderer.setRenderTarget( currentRenderTarget );
  131. // Restore viewport
  132. var viewport = camera.viewport;
  133. if ( viewport !== undefined ) {
  134. renderer.state.viewport( viewport );
  135. }
  136. scope.visible = true;
  137. };
  138. this.getRenderTarget = function () {
  139. return renderTarget;
  140. };
  141. };
  142. Reflector.prototype = Object.create( Mesh.prototype );
  143. Reflector.prototype.constructor = Reflector;
  144. Reflector.ReflectorShader = {
  145. uniforms: {
  146. 'color': {
  147. value: null
  148. },
  149. 'tDiffuse': {
  150. value: null
  151. },
  152. 'textureMatrix': {
  153. value: null
  154. }
  155. },
  156. vertexShader: [
  157. 'uniform mat4 textureMatrix;',
  158. 'varying vec4 vUv;',
  159. 'void main() {',
  160. ' vUv = textureMatrix * vec4( position, 1.0 );',
  161. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  162. '}'
  163. ].join( '\n' ),
  164. fragmentShader: [
  165. 'uniform vec3 color;',
  166. 'uniform sampler2D tDiffuse;',
  167. 'varying vec4 vUv;',
  168. 'float blendOverlay( float base, float blend ) {',
  169. ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  170. '}',
  171. 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  172. ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
  173. '}',
  174. 'void main() {',
  175. ' vec4 base = texture2DProj( tDiffuse, vUv );',
  176. ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  177. '}'
  178. ].join( '\n' )
  179. };
  180. export { Reflector };