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| import { | |
| Color, | |
| Matrix4, | |
| Mesh, | |
| PerspectiveCamera, | |
| Plane, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector3, | |
| Vector4, | |
| WebGLRenderTarget, | |
| HalfFloatType, | |
| NoToneMapping, | |
| LinearSRGBColorSpace | |
| } 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; | |
| const currentOutputColorSpace = renderer.outputColorSpace; | |
| const currentToneMapping = renderer.toneMapping; | |
| renderer.xr.enabled = false; // Avoid camera modification | |
| renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows | |
| renderer.outputColorSpace = LinearSRGBColorSpace; | |
| renderer.toneMapping = NoToneMapping; | |
| 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.outputColorSpace = currentOutputColorSpace; | |
| renderer.toneMapping = currentToneMapping; | |
| 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 <encodings_fragment> | |
| }` | |
| }; | |
| export { Reflector }; | |