Reflector.js 6.7 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. } from "../../../build/three.module.js";
  16. var Reflector = function ( geometry, options ) {
  17. Mesh.call( this, geometry );
  18. this.type = 'Reflector';
  19. var scope = this;
  20. options = options || {};
  21. var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
  22. var textureWidth = options.textureWidth || 512;
  23. var textureHeight = options.textureHeight || 512;
  24. var clipBias = options.clipBias || 0;
  25. var shader = options.shader || Reflector.ReflectorShader;
  26. //
  27. var reflectorPlane = new Plane();
  28. var normal = new Vector3();
  29. var reflectorWorldPosition = new Vector3();
  30. var cameraWorldPosition = new Vector3();
  31. var rotationMatrix = new Matrix4();
  32. var lookAtPosition = new Vector3( 0, 0, - 1 );
  33. var clipPlane = new Vector4();
  34. var view = new Vector3();
  35. var target = new Vector3();
  36. var q = new Vector4();
  37. var textureMatrix = new Matrix4();
  38. var virtualCamera = new PerspectiveCamera();
  39. var parameters = {
  40. minFilter: LinearFilter,
  41. magFilter: LinearFilter,
  42. format: RGBFormat,
  43. stencilBuffer: false
  44. };
  45. var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
  46. if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
  47. renderTarget.texture.generateMipmaps = false;
  48. }
  49. var material = new ShaderMaterial( {
  50. uniforms: UniformsUtils.clone( shader.uniforms ),
  51. fragmentShader: shader.fragmentShader,
  52. vertexShader: shader.vertexShader
  53. } );
  54. material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
  55. material.uniforms[ "color" ].value = color;
  56. material.uniforms[ "textureMatrix" ].value = textureMatrix;
  57. this.material = material;
  58. this.onBeforeRender = function ( renderer, scene, camera ) {
  59. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  60. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  61. rotationMatrix.extractRotation( scope.matrixWorld );
  62. normal.set( 0, 0, 1 );
  63. normal.applyMatrix4( rotationMatrix );
  64. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  65. // Avoid rendering when reflector is facing away
  66. if ( view.dot( normal ) > 0 ) return;
  67. view.reflect( normal ).negate();
  68. view.add( reflectorWorldPosition );
  69. rotationMatrix.extractRotation( camera.matrixWorld );
  70. lookAtPosition.set( 0, 0, - 1 );
  71. lookAtPosition.applyMatrix4( rotationMatrix );
  72. lookAtPosition.add( cameraWorldPosition );
  73. target.subVectors( reflectorWorldPosition, lookAtPosition );
  74. target.reflect( normal ).negate();
  75. target.add( reflectorWorldPosition );
  76. virtualCamera.position.copy( view );
  77. virtualCamera.up.set( 0, 1, 0 );
  78. virtualCamera.up.applyMatrix4( rotationMatrix );
  79. virtualCamera.up.reflect( normal );
  80. virtualCamera.lookAt( target );
  81. virtualCamera.far = camera.far; // Used in WebGLBackground
  82. virtualCamera.updateMatrixWorld();
  83. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  84. // Update the texture matrix
  85. textureMatrix.set(
  86. 0.5, 0.0, 0.0, 0.5,
  87. 0.0, 0.5, 0.0, 0.5,
  88. 0.0, 0.0, 0.5, 0.5,
  89. 0.0, 0.0, 0.0, 1.0
  90. );
  91. textureMatrix.multiply( virtualCamera.projectionMatrix );
  92. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  93. textureMatrix.multiply( scope.matrixWorld );
  94. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  95. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  96. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  97. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  98. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  99. var projectionMatrix = virtualCamera.projectionMatrix;
  100. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  101. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  102. q.z = - 1.0;
  103. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  104. // Calculate the scaled plane vector
  105. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  106. // Replacing the third row of the projection matrix
  107. projectionMatrix.elements[ 2 ] = clipPlane.x;
  108. projectionMatrix.elements[ 6 ] = clipPlane.y;
  109. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  110. projectionMatrix.elements[ 14 ] = clipPlane.w;
  111. // Render
  112. renderTarget.texture.encoding = renderer.outputEncoding;
  113. scope.visible = false;
  114. var currentRenderTarget = renderer.getRenderTarget();
  115. var currentXrEnabled = renderer.xr.enabled;
  116. var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  117. renderer.xr.enabled = false; // Avoid camera modification
  118. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  119. renderer.setRenderTarget( renderTarget );
  120. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  121. if ( renderer.autoClear === false ) renderer.clear();
  122. renderer.render( scene, virtualCamera );
  123. renderer.xr.enabled = currentXrEnabled;
  124. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  125. renderer.setRenderTarget( currentRenderTarget );
  126. // Restore viewport
  127. var viewport = camera.viewport;
  128. if ( viewport !== undefined ) {
  129. renderer.state.viewport( viewport );
  130. }
  131. scope.visible = true;
  132. };
  133. this.getRenderTarget = function () {
  134. return renderTarget;
  135. };
  136. };
  137. Reflector.prototype = Object.create( Mesh.prototype );
  138. Reflector.prototype.constructor = Reflector;
  139. Reflector.ReflectorShader = {
  140. uniforms: {
  141. 'color': {
  142. value: null
  143. },
  144. 'tDiffuse': {
  145. value: null
  146. },
  147. 'textureMatrix': {
  148. value: null
  149. }
  150. },
  151. vertexShader: [
  152. 'uniform mat4 textureMatrix;',
  153. 'varying vec4 vUv;',
  154. 'void main() {',
  155. ' vUv = textureMatrix * vec4( position, 1.0 );',
  156. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  157. '}'
  158. ].join( '\n' ),
  159. fragmentShader: [
  160. 'uniform vec3 color;',
  161. 'uniform sampler2D tDiffuse;',
  162. 'varying vec4 vUv;',
  163. 'float blendOverlay( float base, float blend ) {',
  164. ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
  165. '}',
  166. 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
  167. ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
  168. '}',
  169. 'void main() {',
  170. ' vec4 base = texture2DProj( tDiffuse, vUv );',
  171. ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
  172. '}'
  173. ].join( '\n' )
  174. };
  175. export { Reflector };