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- 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';
- /** @module ReflectorNode **/
- 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 module:TextureNode~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 null
- */
- 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;
- }
- }
- /**
- * 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 {WeakMap<Camera, RenderTarget>}
- */
- this.renderTargets = new WeakMap();
- }
- /**
- * 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 );
- }
- /**
- * 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
- 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.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;
- }
- }
- /**
- * TSL function for creating a reflector node.
- *
- * @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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