Reflector.js 6.7 KB

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  1. /**
  2. * @author Slayvin / http://slayvin.net
  3. */
  4. import {
  5. Color,
  6. LinearFilter,
  7. MathUtils,
  8. Matrix4,
  9. Mesh,
  10. PerspectiveCamera,
  11. Plane,
  12. RGBFormat,
  13. ShaderMaterial,
  14. UniformsUtils,
  15. Vector3,
  16. Vector4,
  17. WebGLRenderTarget
  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. //
  30. var reflectorPlane = new Plane();
  31. var normal = new Vector3();
  32. var reflectorWorldPosition = new Vector3();
  33. var cameraWorldPosition = new Vector3();
  34. var rotationMatrix = new Matrix4();
  35. var lookAtPosition = new Vector3( 0, 0, - 1 );
  36. var clipPlane = new Vector4();
  37. var view = new Vector3();
  38. var target = new Vector3();
  39. var q = new Vector4();
  40. var textureMatrix = new Matrix4();
  41. var virtualCamera = new PerspectiveCamera();
  42. var parameters = {
  43. minFilter: LinearFilter,
  44. magFilter: LinearFilter,
  45. format: RGBFormat,
  46. stencilBuffer: false
  47. };
  48. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  49. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  50. renderTarget.texture.generateMipmaps = false;
  51. }
  52. var material = new ShaderMaterial( {
  53. uniforms: UniformsUtils.clone( shader.uniforms ),
  54. fragmentShader: shader.fragmentShader,
  55. vertexShader: shader.vertexShader
  56. } );
  57. material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
  58. material.uniforms[ "color" ].value = color;
  59. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  60. this.material = material;
  61. this.onBeforeRender = function ( renderer, scene, camera ) {
  62. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  63. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  64. rotationMatrix.extractRotation( scope.matrixWorld );
  65. normal.set( 0, 0, 1 );
  66. normal.applyMatrix4( rotationMatrix );
  67. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  68. // Avoid rendering when reflector is facing away
  69. if ( view.dot( normal ) > 0 ) return;
  70. view.reflect( normal ).negate();
  71. view.add( reflectorWorldPosition );
  72. rotationMatrix.extractRotation( camera.matrixWorld );
  73. lookAtPosition.set( 0, 0, - 1 );
  74. lookAtPosition.applyMatrix4( rotationMatrix );
  75. lookAtPosition.add( cameraWorldPosition );
  76. target.subVectors( reflectorWorldPosition, lookAtPosition );
  77. target.reflect( normal ).negate();
  78. target.add( reflectorWorldPosition );
  79. virtualCamera.position.copy( view );
  80. virtualCamera.up.set( 0, 1, 0 );
  81. virtualCamera.up.applyMatrix4( rotationMatrix );
  82. virtualCamera.up.reflect( normal );
  83. virtualCamera.lookAt( target );
  84. virtualCamera.far = camera.far; // Used in WebGLBackground
  85. virtualCamera.updateMatrixWorld();
  86. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  87. // Update the texture matrix
  88. textureMatrix.set(
  89. 0.5, 0.0, 0.0, 0.5,
  90. 0.0, 0.5, 0.0, 0.5,
  91. 0.0, 0.0, 0.5, 0.5,
  92. 0.0, 0.0, 0.0, 1.0
  93. );
  94. textureMatrix.multiply( virtualCamera.projectionMatrix );
  95. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  96. textureMatrix.multiply( scope.matrixWorld );
  97. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  98. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  99. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  100. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  101. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  102. var projectionMatrix = virtualCamera.projectionMatrix;
  103. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  104. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  105. q.z = - 1.0;
  106. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  107. // Calculate the scaled plane vector
  108. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  109. // Replacing the third row of the projection matrix
  110. projectionMatrix.elements[ 2 ] = clipPlane.x;
  111. projectionMatrix.elements[ 6 ] = clipPlane.y;
  112. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  113. projectionMatrix.elements[ 14 ] = clipPlane.w;
  114. // Render
  115. renderTarget.texture.encoding = renderer.outputEncoding;
  116. scope.visible = false;
  117. var currentRenderTarget = renderer.getRenderTarget();
  118. var currentXrEnabled = renderer.xr.enabled;
  119. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  120. renderer.xr.enabled = false; // Avoid camera modification
  121. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  122. renderer.setRenderTarget( renderTarget );
  123. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  124. if ( renderer.autoClear === false ) renderer.clear();
  125. renderer.render( scene, virtualCamera );
  126. renderer.xr.enabled = currentXrEnabled;
  127. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  128. renderer.setRenderTarget( currentRenderTarget );
  129. // Restore viewport
  130. var viewport = camera.viewport;
  131. if ( viewport !== undefined ) {
  132. renderer.state.viewport( viewport );
  133. }
  134. scope.visible = true;
  135. };
  136. this.getRenderTarget = function () {
  137. return renderTarget;
  138. };
  139. };
  140. Reflector.prototype = Object.create( Mesh.prototype );
  141. Reflector.prototype.constructor = Reflector;
  142. Reflector.ReflectorShader = {
  143. uniforms: {
  144. 'color': {
  145. value: null
  146. },
  147. 'tDiffuse': {
  148. value: null
  149. },
  150. 'textureMatrix': {
  151. value: null
  152. }
  153. },
  154. vertexShader: [
  155. 'uniform mat4 textureMatrix;',
  156. 'varying vec4 vUv;',
  157. 'void main() {',
  158. ' vUv = textureMatrix * vec4( position, 1.0 );',
  159. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  160. '}'
  161. ].join( '\n' ),
  162. fragmentShader: [
  163. 'uniform vec3 color;',
  164. 'uniform sampler2D tDiffuse;',
  165. 'varying vec4 vUv;',
  166. 'float blendOverlay( float base, float blend ) {',
  167. ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  168. '}',
  169. 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  170. ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
  171. '}',
  172. 'void main() {',
  173. ' vec4 base = texture2DProj( tDiffuse, vUv );',
  174. ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  175. '}'
  176. ].join( '\n' )
  177. };
  178. export { Reflector };