import { Color, Matrix4, Mesh, PerspectiveCamera, ShaderMaterial, UniformsUtils, Vector2, Vector3, WebGLRenderTarget, DepthTexture, UnsignedShortType, NearestFilter, Plane, HalfFloatType } from 'three'; class ReflectorForSSRPass extends Mesh { constructor( geometry, options = {} ) { super( geometry ); this.isReflectorForSSRPass = true; this.type = 'ReflectorForSSRPass'; 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 || ReflectorForSSRPass.ReflectorShader; const useDepthTexture = options.useDepthTexture === true; const yAxis = new Vector3( 0, 1, 0 ); const vecTemp0 = new Vector3(); const vecTemp1 = new Vector3(); // scope.needsUpdate = false; scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value; scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value; scope.color = color; scope.resolution = options.resolution || new Vector2( window.innerWidth, window.innerHeight ); scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION; Object.defineProperty( scope, 'distanceAttenuation', { get() { return scope._distanceAttenuation; }, set( val ) { if ( scope._distanceAttenuation === val ) return; scope._distanceAttenuation = val; scope.material.defines.DISTANCE_ATTENUATION = val; scope.material.needsUpdate = true; } } ); scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL; Object.defineProperty( scope, 'fresnel', { get() { return scope._fresnel; }, set( val ) { if ( scope._fresnel === val ) return; scope._fresnel = val; scope.material.defines.FRESNEL = val; scope.material.needsUpdate = true; } } ); const normal = new Vector3(); const reflectorWorldPosition = new Vector3(); const cameraWorldPosition = new Vector3(); const rotationMatrix = new Matrix4(); const lookAtPosition = new Vector3( 0, 0, - 1 ); const view = new Vector3(); const target = new Vector3(); const textureMatrix = new Matrix4(); const virtualCamera = new PerspectiveCamera(); let depthTexture; if ( useDepthTexture ) { depthTexture = new DepthTexture(); depthTexture.type = UnsignedShortType; depthTexture.minFilter = NearestFilter; depthTexture.magFilter = NearestFilter; } const parameters = { depthTexture: useDepthTexture ? depthTexture : null, type: HalfFloatType }; const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); const material = new ShaderMaterial( { transparent: useDepthTexture, defines: Object.assign( {}, ReflectorForSSRPass.ReflectorShader.defines, { useDepthTexture } ), uniforms: UniformsUtils.clone( shader.uniforms ), fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader } ); material.uniforms[ 'tDiffuse' ].value = renderTarget.texture; material.uniforms[ 'color' ].value = scope.color; material.uniforms[ 'textureMatrix' ].value = textureMatrix; if ( useDepthTexture ) { material.uniforms[ 'tDepth' ].value = renderTarget.depthTexture; } this.material = material; const globalPlane = new Plane( new Vector3( 0, 1, 0 ), clipBias ); const globalPlanes = [ globalPlane ]; this.doRender = function ( renderer, scene, camera ) { material.uniforms[ 'maxDistance' ].value = scope.maxDistance; material.uniforms[ 'color' ].value = scope.color; material.uniforms[ 'opacity' ].value = scope.opacity; vecTemp0.copy( camera.position ).normalize(); vecTemp1.copy( vecTemp0 ).reflect( yAxis ); material.uniforms[ 'fresnelCoe' ].value = ( vecTemp0.dot( vecTemp1 ) + 1. ) / 2.; // TODO: Also need to use glsl viewPosition and viewNormal per pixel. 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 ); material.uniforms[ 'virtualCameraNear' ].value = camera.near; material.uniforms[ 'virtualCameraFar' ].value = camera.far; material.uniforms[ 'virtualCameraMatrixWorld' ].value = virtualCamera.matrixWorld; material.uniforms[ 'virtualCameraProjectionMatrix' ].value = camera.projectionMatrix; material.uniforms[ 'virtualCameraProjectionMatrixInverse' ].value = camera.projectionMatrixInverse; material.uniforms[ 'resolution' ].value = scope.resolution; // 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 ); // scope.visible = false; const currentRenderTarget = renderer.getRenderTarget(); const currentXrEnabled = renderer.xr.enabled; const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; const currentClippingPlanes = renderer.clippingPlanes; renderer.xr.enabled = false; // Avoid camera modification renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.clippingPlanes = globalPlanes; 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.clippingPlanes = currentClippingPlanes; renderer.setRenderTarget( currentRenderTarget ); // Restore viewport const viewport = camera.viewport; if ( viewport !== undefined ) { renderer.state.viewport( viewport ); } // scope.visible = true; }; this.getRenderTarget = function () { return renderTarget; }; } } ReflectorForSSRPass.ReflectorShader = { defines: { DISTANCE_ATTENUATION: true, FRESNEL: true, }, uniforms: { color: { value: null }, tDiffuse: { value: null }, tDepth: { value: null }, textureMatrix: { value: new Matrix4() }, maxDistance: { value: 180 }, opacity: { value: 0.5 }, fresnelCoe: { value: null }, virtualCameraNear: { value: null }, virtualCameraFar: { value: null }, virtualCameraProjectionMatrix: { value: new Matrix4() }, virtualCameraMatrixWorld: { value: new Matrix4() }, virtualCameraProjectionMatrixInverse: { value: new Matrix4() }, resolution: { value: new Vector2() }, }, vertexShader: /* glsl */` uniform mat4 textureMatrix; varying vec4 vUv; void main() { vUv = textureMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` uniform vec3 color; uniform sampler2D tDiffuse; uniform sampler2D tDepth; uniform float maxDistance; uniform float opacity; uniform float fresnelCoe; uniform float virtualCameraNear; uniform float virtualCameraFar; uniform mat4 virtualCameraProjectionMatrix; uniform mat4 virtualCameraProjectionMatrixInverse; uniform mat4 virtualCameraMatrixWorld; uniform vec2 resolution; varying vec4 vUv; #include <packing> 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 ) ); } float getDepth( const in vec2 uv ) { return texture2D( tDepth, uv ).x; } float getViewZ( const in float depth ) { return perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar ); } vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) { vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc clipPosition *= clipW; //clip return ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view } void main() { vec4 base = texture2DProj( tDiffuse, vUv ); #ifdef useDepthTexture vec2 uv=(gl_FragCoord.xy-.5)/resolution.xy; uv.x=1.-uv.x; float depth = texture2DProj( tDepth, vUv ).r; float viewZ = getViewZ( depth ); float clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3]; vec3 viewPosition=getViewPosition( uv, depth, clipW ); vec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz; if(worldPosition.y>maxDistance) discard; float op=opacity; #ifdef DISTANCE_ATTENUATION float ratio=1.-(worldPosition.y/maxDistance); float attenuation=ratio*ratio; op=opacity*attenuation; #endif #ifdef FRESNEL op*=fresnelCoe; #endif gl_FragColor = vec4( blendOverlay( base.rgb, color ), op ); #else gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); #endif } `, }; export { ReflectorForSSRPass };