/** * @author Slayvin / http://slayvin.net */ import { Color, LinearFilter, Math as _Math, Matrix4, Mesh, PerspectiveCamera, Plane, RGBFormat, ShaderMaterial, UniformsUtils, Vector3, Vector4, WebGLRenderTarget } from "../../../build/three.module.js"; var Reflector = function ( geometry, options ) { Mesh.call( this, geometry ); this.type = 'Reflector'; var scope = this; options = options || {}; var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F ); var textureWidth = options.textureWidth || 512; var textureHeight = options.textureHeight || 512; var clipBias = options.clipBias || 0; var shader = options.shader || Reflector.ReflectorShader; var recursion = options.recursion !== undefined ? options.recursion : 0; // var reflectorPlane = new Plane(); var normal = new Vector3(); var reflectorWorldPosition = new Vector3(); var cameraWorldPosition = new Vector3(); var rotationMatrix = new Matrix4(); var lookAtPosition = new Vector3( 0, 0, - 1 ); var clipPlane = new Vector4(); var view = new Vector3(); var target = new Vector3(); var q = new Vector4(); var textureMatrix = new Matrix4(); var virtualCamera = new PerspectiveCamera(); var parameters = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat, stencilBuffer: false }; var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); if ( ! _Math.isPowerOfTwo( textureWidth ) || ! _Math.isPowerOfTwo( textureHeight ) ) { renderTarget.texture.generateMipmaps = false; } var material = new ShaderMaterial( { 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 ) { 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 viewport = camera.viewport; if ( viewport !== undefined ) { renderer.state.viewport( viewport ); } scope.visible = true; }; this.getRenderTarget = function () { return renderTarget; }; }; Reflector.prototype = Object.create( Mesh.prototype ); Reflector.prototype.constructor = Reflector; Reflector.ReflectorShader = { uniforms: { 'color': { value: null }, 'tDiffuse': { value: null }, 'textureMatrix': { 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' ) }; export { Reflector };