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mylingo3d

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Lingo3D is a React/Vue 3d game development framework that ships with a complete visual editor

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// original implementation is from https://github.com/pmndrs/drei import { DepthFormat, DepthTexture, LinearFilter, Matrix4, MeshStandardMaterial, PerspectiveCamera, Plane, UnsignedShortType, Vector3, Vector4, WebGLRenderTarget } from "three" import { KawaseBlurPass } from "postprocessing" export default class MeshReflectorMaterial extends MeshStandardMaterial { constructor( renderer, camera, scene, object, { mixBlur = 0, mixStrength = 1, resolution = 256, blur = [0, 0], minDepthThreshold = 0.9, maxDepthThreshold = 1, depthScale = 0, depthToBlurRatioBias = 0.25, mirror = 0, distortion = 1, mixContrast = 1, distortionMap, reflectorOffset = 0, planeNormal = new Vector3(0, 0, 1) } = {} ) { super() this.gl = renderer this.camera = camera this.scene = scene this.parent = object this.hasBlur = blur[0] + blur[1] > 0 this.reflectorPlane = new Plane() this.normal = new Vector3() this.reflectorWorldPosition = new Vector3() this.cameraWorldPosition = new Vector3() this.rotationMatrix = new Matrix4() this.lookAtPosition = new Vector3(0, -1, 0) this.clipPlane = new Vector4() this.view = new Vector3() this.target = new Vector3() this.q = new Vector4() this.textureMatrix = new Matrix4() this.virtualCamera = new PerspectiveCamera() this.reflectorOffset = reflectorOffset this.planeNormal = planeNormal this.setupBuffers(resolution, blur) this.reflectorProps = { mirror, textureMatrix: this.textureMatrix, mixBlur, tDiffuse: this.fbo1.texture, tDepth: this.fbo1.depthTexture, tDiffuseBlur: this.fbo2.texture, hasBlur: this.hasBlur, mixStrength, minDepthThreshold, maxDepthThreshold, depthScale, depthToBlurRatioBias, distortion, distortionMap, mixContrast, "defines-USE_BLUR": this.hasBlur ? "" : undefined, "defines-USE_DEPTH": depthScale > 0 ? "" : undefined, "defines-USE_DISTORTION": distortionMap ? "" : undefined } } setupBuffers(resolution, blur) { const parameters = { minFilter: LinearFilter, magFilter: LinearFilter, encoding: this.gl.outputEncoding } const fbo1 = new WebGLRenderTarget(resolution, resolution, parameters) fbo1.depthBuffer = true fbo1.depthTexture = new DepthTexture(resolution, resolution) fbo1.depthTexture.format = DepthFormat fbo1.depthTexture.type = UnsignedShortType const fbo2 = new WebGLRenderTarget(resolution, resolution, parameters) this.fbo1 = fbo1 this.fbo2 = fbo2 this.kawaseBlurPass = new KawaseBlurPass() this.kawaseBlurPass.setSize(blur[0], blur[1]) } beforeRender() { if (!this.parent) return this.reflectorWorldPosition.setFromMatrixPosition( this.parent.matrixWorld ) this.cameraWorldPosition.setFromMatrixPosition(this.camera.matrixWorld) this.rotationMatrix.extractRotation(this.parent.matrixWorld) // was changed from this.normal.set(0, 0, 1) this.normal.copy(this.planeNormal) this.normal.applyMatrix4(this.rotationMatrix) this.reflectorWorldPosition.addScaledVector( this.normal, this.reflectorOffset ) this.view.subVectors( this.reflectorWorldPosition, this.cameraWorldPosition ) // Avoid rendering when reflector is facing away if (this.view.dot(this.normal) > 0) return this.view.reflect(this.normal).negate() this.view.add(this.reflectorWorldPosition) this.rotationMatrix.extractRotation(this.camera.matrixWorld) this.lookAtPosition.set(0, 0, -1) this.lookAtPosition.applyMatrix4(this.rotationMatrix) this.lookAtPosition.add(this.cameraWorldPosition) this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition) this.target.reflect(this.normal).negate() this.target.add(this.reflectorWorldPosition) this.virtualCamera.position.copy(this.view) this.virtualCamera.up.set(0, 1, 0) this.virtualCamera.up.applyMatrix4(this.rotationMatrix) this.virtualCamera.up.reflect(this.normal) this.virtualCamera.lookAt(this.target) this.virtualCamera.far = this.camera.far // Used in WebGLBackground this.virtualCamera.updateMatrixWorld() this.virtualCamera.projectionMatrix.copy(this.camera.projectionMatrix) // Update the texture matrix this.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 ) this.textureMatrix.multiply(this.virtualCamera.projectionMatrix) this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse) this.textureMatrix.multiply(this.parent.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 this.reflectorPlane.setFromNormalAndCoplanarPoint( this.normal, this.reflectorWorldPosition ) this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse) this.clipPlane.set( this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant ) const projectionMatrix = this.virtualCamera.projectionMatrix this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0] this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5] this.q.z = -1.0 this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14] // Calculate the scaled plane vector this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q)) // Replacing the third row of the projection matrix projectionMatrix.elements[2] = this.clipPlane.x projectionMatrix.elements[6] = this.clipPlane.y projectionMatrix.elements[10] = this.clipPlane.z + 1.0 projectionMatrix.elements[14] = this.clipPlane.w } update() { if (this.parent.material !== this) return this.parent.visible = false const currentXrEnabled = this.gl.xr.enabled const currentShadowAutoUpdate = this.gl.shadowMap.autoUpdate this.beforeRender() this.gl.xr.enabled = false this.gl.shadowMap.autoUpdate = false this.gl.setRenderTarget(this.fbo1) this.gl.state.buffers.depth.setMask(true) if (!this.gl.autoClear) this.gl.clear() this.gl.render(this.scene, this.virtualCamera) if (this.hasBlur) { this.kawaseBlurPass.render(this.gl, this.fbo1, this.fbo2) } this.gl.xr.enabled = currentXrEnabled this.gl.shadowMap.autoUpdate = currentShadowAutoUpdate this.parent.visible = true this.gl.setRenderTarget(null) } onBeforeCompile(shader, ...args) { super.onBeforeCompile(shader, ...args) if (this.defines === undefined) this.defines = {} if (!this.defines.USE_UV) { this.defines.USE_UV = "" } if (this.reflectorProps["defines-USE_BLUR"] !== undefined) this.defines.USE_BLUR = "" if (this.reflectorProps["defines-USE_DEPTH"] !== undefined) this.defines.USE_DEPTH = "" if (this.reflectorProps["defines-USE_DISTORTION"] !== undefined) this.defines.USE_DISTORTION = "" let props = this.reflectorProps for (let prop in props) { shader.uniforms[prop] = { get value() { return props[prop] } } } shader.vertexShader = ` uniform mat4 textureMatrix; varying vec4 my_vUv; ${shader.vertexShader}` shader.vertexShader = shader.vertexShader.replace( "#include <project_vertex>", /* glsl */ ` #include <project_vertex> my_vUv = textureMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); ` ) shader.fragmentShader = /* glsl */ ` uniform sampler2D tDiffuse; uniform sampler2D tDiffuseBlur; uniform sampler2D tDepth; uniform sampler2D distortionMap; uniform float distortion; uniform float cameraNear; uniform float cameraFar; uniform bool hasBlur; uniform float mixBlur; uniform float mirror; uniform float mixStrength; uniform float minDepthThreshold; uniform float maxDepthThreshold; uniform float mixContrast; uniform float depthScale; uniform float depthToBlurRatioBias; varying vec4 my_vUv; ${shader.fragmentShader}` shader.fragmentShader = shader.fragmentShader.replace( "#include <emissivemap_fragment>", /* glsl */ ` #include <emissivemap_fragment> float distortionFactor = 0.0; #ifdef USE_DISTORTION distortionFactor = texture2D(distortionMap, vUv).r * distortion; #endif vec4 new_vUv = my_vUv; new_vUv.x += distortionFactor; new_vUv.y += distortionFactor; vec4 base = texture2DProj(tDiffuse, new_vUv); vec4 blur = texture2DProj(tDiffuseBlur, new_vUv); vec4 merge = base; #ifdef USE_NORMALMAP vec2 normal_uv = vec2(0.0); vec4 normalColor = texture2D(normalMap, vUv); vec3 my_normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) ); vec3 coord = new_vUv.xyz / new_vUv.w; normal_uv = coord.xy + coord.z * my_normal.xz * 0.05 * normalScale; vec4 base_normal = texture2D(tDiffuse, normal_uv); vec4 blur_normal = texture2D(tDiffuseBlur, normal_uv); merge = base_normal; blur = blur_normal; #endif float depthFactor = 0.0001; float blurFactor = 0.0; #ifdef USE_DEPTH vec4 depth = texture2DProj(tDepth, new_vUv); depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a)); depthFactor *= depthScale; depthFactor = max(0.0001, min(1.0, depthFactor)); #ifdef USE_BLUR blur = blur * min(1.0, depthFactor + depthToBlurRatioBias); merge = merge * min(1.0, depthFactor + 0.5); #else merge = merge * depthFactor; #endif #endif float reflectorRoughnessFactor = roughness; #ifdef USE_ROUGHNESSMAP vec4 reflectorTexelRoughness = texture2D( roughnessMap, vUv ); reflectorRoughnessFactor *= reflectorTexelRoughness.g; #endif #ifdef USE_BLUR blurFactor = min(1.0, mixBlur * reflectorRoughnessFactor); merge = mix(merge, blur, blurFactor); #endif vec4 newMerge = vec4(0.0, 0.0, 0.0, 1.0); newMerge.r = (merge.r - 0.5) * mixContrast + 0.5; newMerge.g = (merge.g - 0.5) * mixContrast + 0.5; newMerge.b = (merge.b - 0.5) * mixContrast + 0.5; diffuseColor.rgb = diffuseColor.rgb * ((1.0 - min(1.0, mirror)) + newMerge.rgb * mixStrength); ` ) } }