Buckets:
| import Node from '../core/Node.js'; | |
| import TextureNode from '../accessors/TextureNode.js'; | |
| import { nodeObject } from '../tsl/TSLBase.js'; | |
| import { NodeUpdateType } from '../core/constants.js'; | |
| import { screenUV } from '../display/ScreenNode.js'; | |
| import { HalfFloatType, LinearMipMapLinearFilter, WebGPUCoordinateSystem } from '../../constants.js'; | |
| import { Plane } from '../../math/Plane.js'; | |
| import { Object3D } from '../../core/Object3D.js'; | |
| import { Vector2 } from '../../math/Vector2.js'; | |
| import { Vector3 } from '../../math/Vector3.js'; | |
| import { Vector4 } from '../../math/Vector4.js'; | |
| import { Matrix4 } from '../../math/Matrix4.js'; | |
| import { RenderTarget } from '../../core/RenderTarget.js'; | |
| import { DepthTexture } from '../../textures/DepthTexture.js'; | |
| 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 _size = new Vector2(); | |
| const _defaultRT = new RenderTarget(); | |
| const _defaultUV = screenUV.flipX(); | |
| _defaultRT.depthTexture = new DepthTexture( 1, 1 ); | |
| let _inReflector = false; | |
| /** | |
| * This node can be used to implement mirror-like flat reflective surfaces. | |
| * | |
| * ```js | |
| * const groundReflector = reflector(); | |
| * material.colorNode = groundReflector; | |
| * | |
| * const plane = new Mesh( geometry, material ); | |
| * plane.add( groundReflector.target ); | |
| * ``` | |
| * | |
| * @augments TextureNode | |
| */ | |
| class ReflectorNode extends TextureNode { | |
| static get type() { | |
| return 'ReflectorNode'; | |
| } | |
| /** | |
| * Constructs a new reflector node. | |
| * | |
| * @param {Object} [parameters={}] - An object holding configuration parameters. | |
| * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to. | |
| * @param {number} [parameters.resolution=1] - The resolution scale. | |
| * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not. | |
| * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not. | |
| * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not. | |
| * @param {TextureNode} [parameters.defaultTexture] - The default texture node. | |
| * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node. | |
| */ | |
| constructor( parameters = {} ) { | |
| super( parameters.defaultTexture || _defaultRT.texture, _defaultUV ); | |
| /** | |
| * A reference to the internal reflector base node which holds the actual implementation. | |
| * | |
| * @private | |
| * @type {ReflectorBaseNode} | |
| * @default ReflectorBaseNode | |
| */ | |
| this._reflectorBaseNode = parameters.reflector || new ReflectorBaseNode( this, parameters ); | |
| /** | |
| * A reference to the internal depth node. | |
| * | |
| * @private | |
| * @type {?Node} | |
| * @default null | |
| */ | |
| this._depthNode = null; | |
| this.setUpdateMatrix( false ); | |
| } | |
| /** | |
| * A reference to the internal reflector node. | |
| * | |
| * @type {ReflectorBaseNode} | |
| */ | |
| get reflector() { | |
| return this._reflectorBaseNode; | |
| } | |
| /** | |
| * A reference to 3D object the reflector is linked to. | |
| * | |
| * @type {Object3D} | |
| */ | |
| get target() { | |
| return this._reflectorBaseNode.target; | |
| } | |
| /** | |
| * Returns a node representing the mirror's depth. That can be used | |
| * to implement more advanced reflection effects like distance attenuation. | |
| * | |
| * @return {Node} The depth node. | |
| */ | |
| getDepthNode() { | |
| if ( this._depthNode === null ) { | |
| if ( this._reflectorBaseNode.depth !== true ) { | |
| throw new Error( 'THREE.ReflectorNode: Depth node can only be requested when the reflector is created with { depth: true }. ' ); | |
| } | |
| this._depthNode = nodeObject( new ReflectorNode( { | |
| defaultTexture: _defaultRT.depthTexture, | |
| reflector: this._reflectorBaseNode | |
| } ) ); | |
| } | |
| return this._depthNode; | |
| } | |
| setup( builder ) { | |
| // ignore if used in post-processing | |
| if ( ! builder.object.isQuadMesh ) this._reflectorBaseNode.build( builder ); | |
| return super.setup( builder ); | |
| } | |
| clone() { | |
| const texture = new this.constructor( this.reflectorNode ); | |
| texture._reflectorBaseNode = this._reflectorBaseNode; | |
| return texture; | |
| } | |
| /** | |
| * Frees internal resources. Should be called when the node is no longer in use. | |
| */ | |
| dispose() { | |
| super.dispose(); | |
| this._reflectorBaseNode.dispose(); | |
| } | |
| } | |
| /** | |
| * Holds the actual implementation of the reflector. | |
| * | |
| * TODO: Explain why `ReflectorBaseNode`. Originally the entire logic was implemented | |
| * in `ReflectorNode`, see #29619. | |
| * | |
| * @private | |
| * @augments Node | |
| */ | |
| class ReflectorBaseNode extends Node { | |
| static get type() { | |
| return 'ReflectorBaseNode'; | |
| } | |
| /** | |
| * Constructs a new reflector base node. | |
| * | |
| * @param {TextureNode} textureNode - Represents the rendered reflections as a texture node. | |
| * @param {Object} [parameters={}] - An object holding configuration parameters. | |
| * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to. | |
| * @param {number} [parameters.resolution=1] - The resolution scale. | |
| * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not. | |
| * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not. | |
| * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not. | |
| */ | |
| constructor( textureNode, parameters = {} ) { | |
| super(); | |
| const { | |
| target = new Object3D(), | |
| resolution = 1, | |
| generateMipmaps = false, | |
| bounces = true, | |
| depth = false | |
| } = parameters; | |
| /** | |
| * Represents the rendered reflections as a texture node. | |
| * | |
| * @type {TextureNode} | |
| */ | |
| this.textureNode = textureNode; | |
| /** | |
| * The 3D object the reflector is linked to. | |
| * | |
| * @type {Object3D} | |
| * @default {new Object3D()} | |
| */ | |
| this.target = target; | |
| /** | |
| * The resolution scale. | |
| * | |
| * @type {number} | |
| * @default {1} | |
| */ | |
| this.resolution = resolution; | |
| /** | |
| * Whether mipmaps should be generated or not. | |
| * | |
| * @type {boolean} | |
| * @default {false} | |
| */ | |
| this.generateMipmaps = generateMipmaps; | |
| /** | |
| * Whether reflectors can render other reflector nodes or not. | |
| * | |
| * @type {boolean} | |
| * @default {true} | |
| */ | |
| this.bounces = bounces; | |
| /** | |
| * Whether depth data should be generated or not. | |
| * | |
| * @type {boolean} | |
| * @default {false} | |
| */ | |
| this.depth = depth; | |
| /** | |
| * The `updateBeforeType` is set to `NodeUpdateType.RENDER` when {@link ReflectorBaseNode#bounces} | |
| * is `true`. Otherwise it's `NodeUpdateType.FRAME`. | |
| * | |
| * @type {string} | |
| * @default 'render' | |
| */ | |
| this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME; | |
| /** | |
| * Weak map for managing virtual cameras. | |
| * | |
| * @type {WeakMap<Camera, Camera>} | |
| */ | |
| this.virtualCameras = new WeakMap(); | |
| /** | |
| * Weak map for managing render targets. | |
| * | |
| * @type {Map<Camera, RenderTarget>} | |
| */ | |
| this.renderTargets = new Map(); | |
| /** | |
| * Force render even if reflector is facing away from camera. | |
| * | |
| * @type {boolean} | |
| * @default {false} | |
| */ | |
| this.forceUpdate = false; | |
| } | |
| /** | |
| * Updates the resolution of the internal render target. | |
| * | |
| * @private | |
| * @param {RenderTarget} renderTarget - The render target to resize. | |
| * @param {Renderer} renderer - The renderer that is used to determine the new size. | |
| */ | |
| _updateResolution( renderTarget, renderer ) { | |
| const resolution = this.resolution; | |
| renderer.getDrawingBufferSize( _size ); | |
| renderTarget.setSize( Math.round( _size.width * resolution ), Math.round( _size.height * resolution ) ); | |
| } | |
| setup( builder ) { | |
| this._updateResolution( _defaultRT, builder.renderer ); | |
| return super.setup( builder ); | |
| } | |
| /** | |
| * Frees internal resources. Should be called when the node is no longer in use. | |
| */ | |
| dispose() { | |
| super.dispose(); | |
| for ( const renderTarget of this.renderTargets.values() ) { | |
| renderTarget.dispose(); | |
| } | |
| } | |
| /** | |
| * Returns a virtual camera for the given camera. The virtual camera is used to | |
| * render the scene from the reflector's view so correct reflections can be produced. | |
| * | |
| * @param {Camera} camera - The scene's camera. | |
| * @return {Camera} The corresponding virtual camera. | |
| */ | |
| getVirtualCamera( camera ) { | |
| let virtualCamera = this.virtualCameras.get( camera ); | |
| if ( virtualCamera === undefined ) { | |
| virtualCamera = camera.clone(); | |
| this.virtualCameras.set( camera, virtualCamera ); | |
| } | |
| return virtualCamera; | |
| } | |
| /** | |
| * Returns a render target for the given camera. The reflections are rendered | |
| * into this render target. | |
| * | |
| * @param {Camera} camera - The scene's camera. | |
| * @return {RenderTarget} The render target. | |
| */ | |
| getRenderTarget( camera ) { | |
| let renderTarget = this.renderTargets.get( camera ); | |
| if ( renderTarget === undefined ) { | |
| renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } ); | |
| if ( this.generateMipmaps === true ) { | |
| renderTarget.texture.minFilter = LinearMipMapLinearFilter; | |
| renderTarget.texture.generateMipmaps = true; | |
| } | |
| if ( this.depth === true ) { | |
| renderTarget.depthTexture = new DepthTexture(); | |
| } | |
| this.renderTargets.set( camera, renderTarget ); | |
| } | |
| return renderTarget; | |
| } | |
| updateBefore( frame ) { | |
| if ( this.bounces === false && _inReflector ) return false; | |
| _inReflector = true; | |
| const { scene, camera, renderer, material } = frame; | |
| const { target } = this; | |
| const virtualCamera = this.getVirtualCamera( camera ); | |
| const renderTarget = this.getRenderTarget( virtualCamera ); | |
| renderer.getDrawingBufferSize( _size ); | |
| this._updateResolution( renderTarget, renderer ); | |
| // | |
| _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld ); | |
| _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); | |
| _rotationMatrix.extractRotation( target.matrixWorld ); | |
| _normal.set( 0, 0, 1 ); | |
| _normal.applyMatrix4( _rotationMatrix ); | |
| _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition ); | |
| // Avoid rendering when reflector is facing away unless forcing an update | |
| const isFacingAway = _view.dot( _normal ) > 0; | |
| if ( isFacingAway === true && this.forceUpdate === false ) 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.coordinateSystem = camera.coordinateSystem; | |
| virtualCamera.position.copy( _view ); | |
| virtualCamera.up.set( 0, 1, 0 ); | |
| virtualCamera.up.applyMatrix4( _rotationMatrix ); | |
| virtualCamera.up.reflect( _normal ); | |
| virtualCamera.lookAt( _target ); | |
| virtualCamera.near = camera.near; | |
| virtualCamera.far = camera.far; | |
| virtualCamera.updateMatrixWorld(); | |
| virtualCamera.projectionMatrix.copy( camera.projectionMatrix ); | |
| // 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( 1.0 / clipPlane.dot( _q ) ); | |
| const clipBias = 0; | |
| // Replacing the third row of the projection matrix | |
| projectionMatrix.elements[ 2 ] = clipPlane.x; | |
| projectionMatrix.elements[ 6 ] = clipPlane.y; | |
| projectionMatrix.elements[ 10 ] = ( renderer.coordinateSystem === WebGPUCoordinateSystem ) ? ( clipPlane.z - clipBias ) : ( clipPlane.z + 1.0 - clipBias ); | |
| projectionMatrix.elements[ 14 ] = clipPlane.w; | |
| // | |
| this.textureNode.value = renderTarget.texture; | |
| if ( this.depth === true ) { | |
| this.textureNode.getDepthNode().value = renderTarget.depthTexture; | |
| } | |
| material.visible = false; | |
| const currentRenderTarget = renderer.getRenderTarget(); | |
| const currentMRT = renderer.getMRT(); | |
| const currentAutoClear = renderer.autoClear; | |
| renderer.setMRT( null ); | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.autoClear = true; | |
| renderer.render( scene, virtualCamera ); | |
| renderer.setMRT( currentMRT ); | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| renderer.autoClear = currentAutoClear; | |
| material.visible = true; | |
| _inReflector = false; | |
| this.forceUpdate = false; | |
| } | |
| } | |
| /** | |
| * TSL function for creating a reflector node. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Object} [parameters={}] - An object holding configuration parameters. | |
| * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to. | |
| * @param {number} [parameters.resolution=1] - The resolution scale. | |
| * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not. | |
| * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not. | |
| * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not. | |
| * @param {TextureNode} [parameters.defaultTexture] - The default texture node. | |
| * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node. | |
| * @returns {ReflectorNode} | |
| */ | |
| export const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) ); | |
| export default ReflectorNode; | |
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