265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Color, | ||
|  | 	Matrix4, | ||
|  | 	Mesh, | ||
|  | 	PerspectiveCamera, | ||
|  | 	Plane, | ||
|  | 	ShaderMaterial, | ||
|  | 	UniformsUtils, | ||
|  | 	Vector3, | ||
|  | 	Vector4, | ||
|  | 	WebGLRenderTarget, | ||
|  | 	HalfFloatType | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | class Reflector extends Mesh { | ||
|  | 
 | ||
|  | 	constructor( geometry, options = {} ) { | ||
|  | 
 | ||
|  | 		super( geometry ); | ||
|  | 
 | ||
|  | 		this.isReflector = true; | ||
|  | 
 | ||
|  | 		this.type = 'Reflector'; | ||
|  | 		this.camera = new PerspectiveCamera(); | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F ); | ||
|  | 		const textureWidth = options.textureWidth || 512; | ||
|  | 		const textureHeight = options.textureHeight || 512; | ||
|  | 		const clipBias = options.clipBias || 0; | ||
|  | 		const shader = options.shader || Reflector.ReflectorShader; | ||
|  | 		const multisample = ( options.multisample !== undefined ) ? options.multisample : 4; | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		const reflectorPlane = new Plane(); | ||
|  | 		const normal = new Vector3(); | ||
|  | 		const reflectorWorldPosition = new Vector3(); | ||
|  | 		const cameraWorldPosition = new Vector3(); | ||
|  | 		const rotationMatrix = new Matrix4(); | ||
|  | 		const lookAtPosition = new Vector3( 0, 0, - 1 ); | ||
|  | 		const clipPlane = new Vector4(); | ||
|  | 
 | ||
|  | 		const view = new Vector3(); | ||
|  | 		const target = new Vector3(); | ||
|  | 		const q = new Vector4(); | ||
|  | 
 | ||
|  | 		const textureMatrix = new Matrix4(); | ||
|  | 		const virtualCamera = this.camera; | ||
|  | 
 | ||
|  | 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } ); | ||
|  | 
 | ||
|  | 		const material = new ShaderMaterial( { | ||
|  | 			name: ( shader.name !== undefined ) ? shader.name : 'unspecified', | ||
|  | 			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; | ||
|  | 
 | ||
|  | 		this.material = material; | ||
|  | 
 | ||
|  | 		this.onBeforeRender = function ( renderer, scene, camera ) { | ||
|  | 
 | ||
|  | 			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 ); | ||
|  | 
 | ||
|  | 			const 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
 | ||
|  | 			scope.visible = false; | ||
|  | 
 | ||
|  | 			const currentRenderTarget = renderer.getRenderTarget(); | ||
|  | 
 | ||
|  | 			const currentXrEnabled = renderer.xr.enabled; | ||
|  | 			const 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
 | ||
|  | 
 | ||
|  | 			const viewport = camera.viewport; | ||
|  | 
 | ||
|  | 			if ( viewport !== undefined ) { | ||
|  | 
 | ||
|  | 				renderer.state.viewport( viewport ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			scope.visible = true; | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		this.getRenderTarget = function () { | ||
|  | 
 | ||
|  | 			return renderTarget; | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		this.dispose = function () { | ||
|  | 
 | ||
|  | 			renderTarget.dispose(); | ||
|  | 			scope.material.dispose(); | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | Reflector.ReflectorShader = { | ||
|  | 
 | ||
|  | 	name: 'ReflectorShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'color': { | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'tDiffuse': { | ||
|  | 			value: null | ||
|  | 		}, | ||
|  | 
 | ||
|  | 		'textureMatrix': { | ||
|  | 			value: null | ||
|  | 		} | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
 | ||
|  | 		uniform mat4 textureMatrix; | ||
|  | 		varying vec4 vUv; | ||
|  | 
 | ||
|  | 		#include <common> | ||
|  | 		#include <logdepthbuf_pars_vertex> | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vUv = textureMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 			#include <logdepthbuf_vertex> | ||
|  | 
 | ||
|  | 		}`,
 | ||
|  | 
 | ||
|  | 	fragmentShader: /* glsl */`
 | ||
|  | 		uniform vec3 color; | ||
|  | 		uniform sampler2D tDiffuse; | ||
|  | 		varying vec4 vUv; | ||
|  | 
 | ||
|  | 		#include <logdepthbuf_pars_fragment> | ||
|  | 
 | ||
|  | 		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() { | ||
|  | 
 | ||
|  | 			#include <logdepthbuf_fragment> | ||
|  | 
 | ||
|  | 			vec4 base = texture2DProj( tDiffuse, vUv ); | ||
|  | 			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); | ||
|  | 
 | ||
|  | 			#include <tonemapping_fragment> | ||
|  | 			#include <colorspace_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { Reflector }; |