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three

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JavaScript 3D library

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import { Color, Matrix4, Mesh, PerspectiveCamera, Plane, ShaderMaterial, UniformsUtils, Vector3, Vector4, WebGLRenderTarget, HalfFloatType } from 'three'; /** * Can be used to create a flat, reflective surface like a mirror. * * Note that this class can only be used with {@link WebGLRenderer}. * When using {@link WebGPURenderer}, use {@link ReflectorNode}. * * ```js * const geometry = new THREE.PlaneGeometry( 100, 100 ); * * const reflector = new Reflector( geometry, { * clipBias: 0.003, * textureWidth: window.innerWidth * window.devicePixelRatio, * textureHeight: window.innerHeight * window.devicePixelRatio, * color: 0xc1cbcb * } ); * * scene.add( reflector ); * ``` * * @augments Mesh */ class Reflector extends Mesh { /** * Constructs a new reflector. * * @param {BufferGeometry} geometry - The reflector's geometry. * @param {Reflector~Options} [options] - The configuration options. */ constructor( geometry, options = {} ) { super( geometry ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isReflector = true; this.type = 'Reflector'; /** * Whether to force an update, no matter if the reflector * is in view or not. * * @type {boolean} * @default false */ this.forceUpdate = false; /** * The reflector's virtual camera. This is used to render * the scene from the mirror's point of view. * * @type {PerspectiveCamera} */ this.camera = new PerspectiveCamera(); 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 || Reflector.ReflectorShader; const multisample = ( options.multisample !== undefined ) ? options.multisample : 4; // 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 textureMatrix = new Matrix4(); const virtualCamera = this.camera; const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } ); const material = new ShaderMaterial( { name: ( shader.name !== undefined ) ? shader.name : 'unspecified', 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 ) { 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 unless forcing an update const isFacingAway = view.dot( normal ) > 0; if ( isFacingAway === true && this.forceUpdate === false ) 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 ); // 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 ); 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( 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; const currentRenderTarget = renderer.getRenderTarget(); const currentXrEnabled = renderer.xr.enabled; const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; renderer.xr.enabled = false; // Avoid camera modification renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows 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.setRenderTarget( currentRenderTarget ); // Restore viewport const viewport = camera.viewport; if ( viewport !== undefined ) { renderer.state.viewport( viewport ); } scope.visible = true; this.forceUpdate = false; }; /** * Returns the reflector's internal render target. * * @return {WebGLRenderTarget} The internal render target */ this.getRenderTarget = function () { return renderTarget; }; /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever this instance is no longer used in your app. */ this.dispose = function () { renderTarget.dispose(); scope.material.dispose(); }; } } Reflector.ReflectorShader = { name: 'ReflectorShader', uniforms: { 'color': { value: null }, 'tDiffuse': { value: null }, 'textureMatrix': { value: null } }, vertexShader: /* glsl */` uniform mat4 textureMatrix; varying vec4 vUv; #include <common> #include <logdepthbuf_pars_vertex> void main() { vUv = textureMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); #include <logdepthbuf_vertex> }`, fragmentShader: /* glsl */` uniform vec3 color; uniform sampler2D tDiffuse; varying vec4 vUv; #include <logdepthbuf_pars_fragment> 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() { #include <logdepthbuf_fragment> vec4 base = texture2DProj( tDiffuse, vUv ); gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 ); #include <tonemapping_fragment> #include <colorspace_fragment> }` }; /** * Constructor options of `Reflector`. * * @typedef {Object} Reflector~Options * @property {number|Color|string} [color=0x7F7F7F] - The reflector's color. * @property {number} [textureWidth=512] - The texture width. A higher value results in more clear reflections but is also more expensive. * @property {number} [textureHeight=512] - The texture height. A higher value results in more clear reflections but is also more expensive. * @property {number} [clipBias=0] - The clip bias. * @property {Object} [shader] - Can be used to pass in a custom shader that defines how the reflective view is projected onto the reflector's geometry. * @property {number} [multisample=4] - How many samples to use for MSAA. `0` disables MSAA. **/ export { Reflector };