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| /** | |
| * @author Slayvin / http://slayvin.net | |
| */ | |
| THREE.Reflector = function ( geometry, options ) { | |
| THREE.Mesh.call( this, geometry ); | |
| this.type = 'Reflector'; | |
| var scope = this; | |
| options = options || {}; | |
| var color = ( options.color !== undefined ) ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F ); | |
| var textureWidth = options.textureWidth || 512; | |
| var textureHeight = options.textureHeight || 512; | |
| var clipBias = options.clipBias || 0; | |
| var shader = options.shader || THREE.Reflector.ReflectorShader; | |
| var recursion = options.recursion !== undefined ? options.recursion : 0; | |
| // | |
| var reflectorPlane = new THREE.Plane(); | |
| var normal = new THREE.Vector3(); | |
| var reflectorWorldPosition = new THREE.Vector3(); | |
| var cameraWorldPosition = new THREE.Vector3(); | |
| var rotationMatrix = new THREE.Matrix4(); | |
| var lookAtPosition = new THREE.Vector3( 0, 0, - 1 ); | |
| var clipPlane = new THREE.Vector4(); | |
| var viewport = new THREE.Vector4(); | |
| var view = new THREE.Vector3(); | |
| var target = new THREE.Vector3(); | |
| var q = new THREE.Vector4(); | |
| var size = new THREE.Vector2(); | |
| var textureMatrix = new THREE.Matrix4(); | |
| var virtualCamera = new THREE.PerspectiveCamera(); | |
| var parameters = { | |
| minFilter: THREE.LinearFilter, | |
| magFilter: THREE.LinearFilter, | |
| format: THREE.RGBFormat, | |
| stencilBuffer: false | |
| }; | |
| var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); | |
| if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) { | |
| renderTarget.texture.generateMipmaps = false; | |
| } | |
| var material = new THREE.ShaderMaterial( { | |
| uniforms: THREE.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 ) { | |
| if ( 'recursion' in camera.userData ) { | |
| if ( camera.userData.recursion === recursion ) return; | |
| camera.userData.recursion ++; | |
| } | |
| 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 ); | |
| virtualCamera.userData.recursion = 0; | |
| // 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 ); | |
| var 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; | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| var currentVrEnabled = renderer.vr.enabled; | |
| var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | |
| renderer.vr.enabled = false; // Avoid camera modification and recursion | |
| renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.clear(); | |
| renderer.render( scene, virtualCamera ); | |
| renderer.vr.enabled = currentVrEnabled; | |
| renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| // Restore viewport | |
| var bounds = camera.bounds; | |
| if ( bounds !== undefined ) { | |
| renderer.getSize( size ); | |
| var pixelRatio = renderer.getPixelRatio(); | |
| viewport.x = bounds.x * size.width * pixelRatio; | |
| viewport.y = bounds.y * size.height * pixelRatio; | |
| viewport.z = bounds.z * size.width * pixelRatio; | |
| viewport.w = bounds.w * size.height * pixelRatio; | |
| renderer.state.viewport( viewport ); | |
| } | |
| scope.visible = true; | |
| }; | |
| this.getRenderTarget = function () { | |
| return renderTarget; | |
| }; | |
| }; | |
| THREE.Reflector.prototype = Object.create( THREE.Mesh.prototype ); | |
| THREE.Reflector.prototype.constructor = THREE.Reflector; | |
| THREE.Reflector.ReflectorShader = { | |
| uniforms: { | |
| 'color': { | |
| type: 'c', | |
| value: null | |
| }, | |
| 'tDiffuse': { | |
| type: 't', | |
| value: null | |
| }, | |
| 'textureMatrix': { | |
| type: 'm4', | |
| value: null | |
| } | |
| }, | |
| vertexShader: [ | |
| 'uniform mat4 textureMatrix;', | |
| 'varying vec4 vUv;', | |
| 'void main() {', | |
| ' vUv = textureMatrix * vec4( position, 1.0 );', | |
| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| 'uniform vec3 color;', | |
| 'uniform sampler2D tDiffuse;', | |
| 'varying vec4 vUv;', | |
| '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() {', | |
| ' vec4 base = texture2DProj( tDiffuse, vUv );', | |
| ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', | |
| '}' | |
| ].join( '\n' ) | |
| }; | |