265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Color,
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| 	Matrix4,
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| 	Mesh,
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| 	PerspectiveCamera,
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| 	Plane,
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| 	ShaderMaterial,
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| 	UniformsUtils,
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| 	Vector3,
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| 	Vector4,
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| 	WebGLRenderTarget,
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| 	HalfFloatType
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| } from 'three';
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| 
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| class Reflector extends Mesh {
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| 
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| 	constructor( geometry, options = {} ) {
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| 
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| 		super( geometry );
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| 
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| 		this.isReflector = true;
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| 
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| 		this.type = 'Reflector';
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| 		this.camera = new PerspectiveCamera();
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| 
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| 		const scope = this;
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| 
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| 		const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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| 		const textureWidth = options.textureWidth || 512;
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| 		const textureHeight = options.textureHeight || 512;
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| 		const clipBias = options.clipBias || 0;
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| 		const shader = options.shader || Reflector.ReflectorShader;
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| 		const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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| 
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| 		//
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| 
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| 		const reflectorPlane = new Plane();
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| 		const normal = new Vector3();
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| 		const reflectorWorldPosition = new Vector3();
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| 		const cameraWorldPosition = new Vector3();
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| 		const rotationMatrix = new Matrix4();
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| 		const lookAtPosition = new Vector3( 0, 0, - 1 );
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| 		const clipPlane = new Vector4();
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| 
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| 		const view = new Vector3();
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| 		const target = new Vector3();
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| 		const q = new Vector4();
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| 
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| 		const textureMatrix = new Matrix4();
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| 		const virtualCamera = this.camera;
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| 
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| 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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| 
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| 		const material = new ShaderMaterial( {
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| 			name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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| 			uniforms: UniformsUtils.clone( shader.uniforms ),
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| 			fragmentShader: shader.fragmentShader,
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| 			vertexShader: shader.vertexShader
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| 		} );
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| 
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| 		material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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| 		material.uniforms[ 'color' ].value = color;
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| 		material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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| 
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| 		this.material = material;
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| 
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| 		this.onBeforeRender = function ( renderer, scene, camera ) {
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| 
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| 			reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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| 			cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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| 
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| 			rotationMatrix.extractRotation( scope.matrixWorld );
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| 
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| 			normal.set( 0, 0, 1 );
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| 			normal.applyMatrix4( rotationMatrix );
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| 
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| 			view.subVectors( reflectorWorldPosition, cameraWorldPosition );
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| 
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| 			// Avoid rendering when reflector is facing away
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| 
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| 			if ( view.dot( normal ) > 0 ) return;
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| 
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| 			view.reflect( normal ).negate();
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| 			view.add( reflectorWorldPosition );
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| 
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| 			rotationMatrix.extractRotation( camera.matrixWorld );
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| 
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| 			lookAtPosition.set( 0, 0, - 1 );
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| 			lookAtPosition.applyMatrix4( rotationMatrix );
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| 			lookAtPosition.add( cameraWorldPosition );
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| 
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| 			target.subVectors( reflectorWorldPosition, lookAtPosition );
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| 			target.reflect( normal ).negate();
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| 			target.add( reflectorWorldPosition );
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| 
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| 			virtualCamera.position.copy( view );
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| 			virtualCamera.up.set( 0, 1, 0 );
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| 			virtualCamera.up.applyMatrix4( rotationMatrix );
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| 			virtualCamera.up.reflect( normal );
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| 			virtualCamera.lookAt( target );
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| 
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| 			virtualCamera.far = camera.far; // Used in WebGLBackground
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| 
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| 			virtualCamera.updateMatrixWorld();
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| 			virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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| 
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| 			// Update the texture matrix
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| 			textureMatrix.set(
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| 				0.5, 0.0, 0.0, 0.5,
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| 				0.0, 0.5, 0.0, 0.5,
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| 				0.0, 0.0, 0.5, 0.5,
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| 				0.0, 0.0, 0.0, 1.0
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| 			);
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| 			textureMatrix.multiply( virtualCamera.projectionMatrix );
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| 			textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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| 			textureMatrix.multiply( scope.matrixWorld );
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| 
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| 			// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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| 			// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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| 			reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
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| 			reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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| 
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| 			clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
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| 
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| 			const projectionMatrix = virtualCamera.projectionMatrix;
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| 
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| 			q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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| 			q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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| 			q.z = - 1.0;
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| 			q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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| 
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| 			// Calculate the scaled plane vector
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| 			clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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| 
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| 			// Replacing the third row of the projection matrix
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| 			projectionMatrix.elements[ 2 ] = clipPlane.x;
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| 			projectionMatrix.elements[ 6 ] = clipPlane.y;
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| 			projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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| 			projectionMatrix.elements[ 14 ] = clipPlane.w;
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| 
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| 			// Render
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| 			scope.visible = false;
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| 
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| 			const currentRenderTarget = renderer.getRenderTarget();
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| 
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| 			const currentXrEnabled = renderer.xr.enabled;
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| 			const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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| 
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| 			renderer.xr.enabled = false; // Avoid camera modification
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| 			renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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| 
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| 			renderer.setRenderTarget( renderTarget );
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| 
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| 			renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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| 
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| 			if ( renderer.autoClear === false ) renderer.clear();
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| 			renderer.render( scene, virtualCamera );
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| 
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| 			renderer.xr.enabled = currentXrEnabled;
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| 			renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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| 
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| 			renderer.setRenderTarget( currentRenderTarget );
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| 
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| 			// Restore viewport
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| 
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| 			const viewport = camera.viewport;
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| 
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| 			if ( viewport !== undefined ) {
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| 
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| 				renderer.state.viewport( viewport );
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| 
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| 			}
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| 
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| 			scope.visible = true;
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| 
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| 		};
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| 
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| 		this.getRenderTarget = function () {
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| 
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| 			return renderTarget;
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| 
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| 		};
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| 
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| 		this.dispose = function () {
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| 
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| 			renderTarget.dispose();
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| 			scope.material.dispose();
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| 
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| 		};
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| 
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| 	}
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| 
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| }
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| 
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| Reflector.ReflectorShader = {
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| 
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| 	name: 'ReflectorShader',
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| 
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| 	uniforms: {
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| 
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| 		'color': {
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| 			value: null
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| 		},
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| 
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| 		'tDiffuse': {
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| 			value: null
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| 		},
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| 
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| 		'textureMatrix': {
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| 			value: null
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| 		}
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 		uniform mat4 textureMatrix;
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| 		varying vec4 vUv;
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| 
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| 		#include <common>
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| 		#include <logdepthbuf_pars_vertex>
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| 
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| 		void main() {
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| 
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| 			vUv = textureMatrix * vec4( position, 1.0 );
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| 
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 			#include <logdepthbuf_vertex>
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 		uniform vec3 color;
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| 		uniform sampler2D tDiffuse;
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| 		varying vec4 vUv;
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| 
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| 		#include <logdepthbuf_pars_fragment>
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| 
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| 		float blendOverlay( float base, float blend ) {
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| 
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| 			return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
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| 
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| 		}
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| 
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| 		vec3 blendOverlay( vec3 base, vec3 blend ) {
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| 
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| 			return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
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| 
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| 		}
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| 
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| 		void main() {
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| 
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| 			#include <logdepthbuf_fragment>
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| 
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| 			vec4 base = texture2DProj( tDiffuse, vUv );
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| 			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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| 
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| 			#include <tonemapping_fragment>
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| 			#include <colorspace_fragment>
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| 
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| 		}`
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| };
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| 
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| export { Reflector };
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