Reflector.js 7.0 KB

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  1. import {
  2. Color,
  3. Matrix4,
  4. Mesh,
  5. PerspectiveCamera,
  6. Plane,
  7. ShaderMaterial,
  8. UniformsUtils,
  9. Vector3,
  10. Vector4,
  11. WebGLRenderTarget,
  12. HalfFloatType
  13. } from 'three';
  14. class Reflector extends Mesh {
  15. constructor( geometry, options = {} ) {
  16. super( geometry );
  17. this.isReflector = true;
  18. this.type = 'Reflector';
  19. this.forceUpdate = false;
  20. this.camera = new PerspectiveCamera();
  21. const scope = this;
  22. const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
  23. const textureWidth = options.textureWidth || 512;
  24. const textureHeight = options.textureHeight || 512;
  25. const clipBias = options.clipBias || 0;
  26. const shader = options.shader || Reflector.ReflectorShader;
  27. const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
  28. //
  29. const reflectorPlane = new Plane();
  30. const normal = new Vector3();
  31. const reflectorWorldPosition = new Vector3();
  32. const cameraWorldPosition = new Vector3();
  33. const rotationMatrix = new Matrix4();
  34. const lookAtPosition = new Vector3( 0, 0, - 1 );
  35. const clipPlane = new Vector4();
  36. const view = new Vector3();
  37. const target = new Vector3();
  38. const q = new Vector4();
  39. const textureMatrix = new Matrix4();
  40. const virtualCamera = this.camera;
  41. const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
  42. const material = new ShaderMaterial( {
  43. name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
  44. uniforms: UniformsUtils.clone( shader.uniforms ),
  45. fragmentShader: shader.fragmentShader,
  46. vertexShader: shader.vertexShader
  47. } );
  48. material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
  49. material.uniforms[ 'color' ].value = color;
  50. material.uniforms[ 'textureMatrix' ].value = textureMatrix;
  51. this.material = material;
  52. this.onBeforeRender = function ( renderer, scene, camera ) {
  53. reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
  54. cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  55. rotationMatrix.extractRotation( scope.matrixWorld );
  56. normal.set( 0, 0, 1 );
  57. normal.applyMatrix4( rotationMatrix );
  58. view.subVectors( reflectorWorldPosition, cameraWorldPosition );
  59. // Avoid rendering when reflector is facing away unless forcing an update
  60. const isFacingAway = view.dot( normal ) > 0;
  61. if ( isFacingAway === true && this.forceUpdate === false ) return;
  62. view.reflect( normal ).negate();
  63. view.add( reflectorWorldPosition );
  64. rotationMatrix.extractRotation( camera.matrixWorld );
  65. lookAtPosition.set( 0, 0, - 1 );
  66. lookAtPosition.applyMatrix4( rotationMatrix );
  67. lookAtPosition.add( cameraWorldPosition );
  68. target.subVectors( reflectorWorldPosition, lookAtPosition );
  69. target.reflect( normal ).negate();
  70. target.add( reflectorWorldPosition );
  71. virtualCamera.position.copy( view );
  72. virtualCamera.up.set( 0, 1, 0 );
  73. virtualCamera.up.applyMatrix4( rotationMatrix );
  74. virtualCamera.up.reflect( normal );
  75. virtualCamera.lookAt( target );
  76. virtualCamera.far = camera.far; // Used in WebGLBackground
  77. virtualCamera.updateMatrixWorld();
  78. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  79. // Update the texture matrix
  80. textureMatrix.set(
  81. 0.5, 0.0, 0.0, 0.5,
  82. 0.0, 0.5, 0.0, 0.5,
  83. 0.0, 0.0, 0.5, 0.5,
  84. 0.0, 0.0, 0.0, 1.0
  85. );
  86. textureMatrix.multiply( virtualCamera.projectionMatrix );
  87. textureMatrix.multiply( virtualCamera.matrixWorldInverse );
  88. textureMatrix.multiply( scope.matrixWorld );
  89. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  90. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  91. reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
  92. reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  93. clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
  94. const projectionMatrix = virtualCamera.projectionMatrix;
  95. q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  96. q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  97. q.z = - 1.0;
  98. q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  99. // Calculate the scaled plane vector
  100. clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
  101. // Replacing the third row of the projection matrix
  102. projectionMatrix.elements[ 2 ] = clipPlane.x;
  103. projectionMatrix.elements[ 6 ] = clipPlane.y;
  104. projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
  105. projectionMatrix.elements[ 14 ] = clipPlane.w;
  106. // Render
  107. scope.visible = false;
  108. const currentRenderTarget = renderer.getRenderTarget();
  109. const currentXrEnabled = renderer.xr.enabled;
  110. const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
  111. renderer.xr.enabled = false; // Avoid camera modification
  112. renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
  113. renderer.setRenderTarget( renderTarget );
  114. renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
  115. if ( renderer.autoClear === false ) renderer.clear();
  116. renderer.render( scene, virtualCamera );
  117. renderer.xr.enabled = currentXrEnabled;
  118. renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
  119. renderer.setRenderTarget( currentRenderTarget );
  120. // Restore viewport
  121. const viewport = camera.viewport;
  122. if ( viewport !== undefined ) {
  123. renderer.state.viewport( viewport );
  124. }
  125. scope.visible = true;
  126. this.forceUpdate = false;
  127. };
  128. this.getRenderTarget = function () {
  129. return renderTarget;
  130. };
  131. this.dispose = function () {
  132. renderTarget.dispose();
  133. scope.material.dispose();
  134. };
  135. }
  136. }
  137. Reflector.ReflectorShader = {
  138. name: 'ReflectorShader',
  139. uniforms: {
  140. 'color': {
  141. value: null
  142. },
  143. 'tDiffuse': {
  144. value: null
  145. },
  146. 'textureMatrix': {
  147. value: null
  148. }
  149. },
  150. vertexShader: /* glsl */`
  151. uniform mat4 textureMatrix;
  152. varying vec4 vUv;
  153. #include <common>
  154. #include <logdepthbuf_pars_vertex>
  155. void main() {
  156. vUv = textureMatrix * vec4( position, 1.0 );
  157. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  158. #include <logdepthbuf_vertex>
  159. }`,
  160. fragmentShader: /* glsl */`
  161. uniform vec3 color;
  162. uniform sampler2D tDiffuse;
  163. varying vec4 vUv;
  164. #include <logdepthbuf_pars_fragment>
  165. float blendOverlay( float base, float blend ) {
  166. return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
  167. }
  168. vec3 blendOverlay( vec3 base, vec3 blend ) {
  169. return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
  170. }
  171. void main() {
  172. #include <logdepthbuf_fragment>
  173. vec4 base = texture2DProj( tDiffuse, vUv );
  174. gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
  175. #include <tonemapping_fragment>
  176. #include <colorspace_fragment>
  177. }`
  178. };
  179. export { Reflector };
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