330 lines
7.9 KiB
JavaScript
330 lines
7.9 KiB
JavaScript
import Node from '../core/Node.js';
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import TextureNode from '../accessors/TextureNode.js';
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import { nodeObject } from '../tsl/TSLBase.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { screenUV } from '../display/ScreenNode.js';
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import { HalfFloatType, LinearMipMapLinearFilter, WebGPUCoordinateSystem } from '../../constants.js';
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import { Plane } from '../../math/Plane.js';
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import { Object3D } from '../../core/Object3D.js';
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import { Vector2 } from '../../math/Vector2.js';
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import { Vector3 } from '../../math/Vector3.js';
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import { Vector4 } from '../../math/Vector4.js';
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import { Matrix4 } from '../../math/Matrix4.js';
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import { RenderTarget } from '../../core/RenderTarget.js';
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import { DepthTexture } from '../../textures/DepthTexture.js';
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const _reflectorPlane = new Plane();
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const _normal = new Vector3();
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const _reflectorWorldPosition = new Vector3();
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const _cameraWorldPosition = new Vector3();
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const _rotationMatrix = new Matrix4();
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const _lookAtPosition = new Vector3( 0, 0, - 1 );
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const clipPlane = new Vector4();
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const _view = new Vector3();
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const _target = new Vector3();
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const _q = new Vector4();
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const _size = new Vector2();
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const _defaultRT = new RenderTarget();
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const _defaultUV = screenUV.flipX();
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_defaultRT.depthTexture = new DepthTexture( 1, 1 );
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let _inReflector = false;
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class ReflectorNode extends TextureNode {
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static get type() {
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return 'ReflectorNode';
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}
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constructor( parameters = {} ) {
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super( parameters.defaultTexture || _defaultRT.texture, _defaultUV );
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this._reflectorBaseNode = parameters.reflector || new ReflectorBaseNode( this, parameters );
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this._depthNode = null;
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this.setUpdateMatrix( false );
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}
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get reflector() {
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return this._reflectorBaseNode;
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}
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get target() {
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return this._reflectorBaseNode.target;
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}
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getDepthNode() {
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if ( this._depthNode === null ) {
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if ( this._reflectorBaseNode.depth !== true ) {
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throw new Error( 'THREE.ReflectorNode: Depth node can only be requested when the reflector is created with { depth: true }. ' );
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}
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this._depthNode = nodeObject( new ReflectorNode( {
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defaultTexture: _defaultRT.depthTexture,
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reflector: this._reflectorBaseNode
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} ) );
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}
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return this._depthNode;
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}
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setup( builder ) {
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// ignore if used in post-processing
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if ( ! builder.object.isQuadMesh ) this._reflectorBaseNode.build( builder );
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return super.setup( builder );
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}
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clone() {
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const texture = new this.constructor( this.reflectorNode );
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texture._reflectorBaseNode = this._reflectorBaseNode;
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return texture;
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}
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}
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class ReflectorBaseNode extends Node {
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static get type() {
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return 'ReflectorBaseNode';
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}
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constructor( textureNode, parameters = {} ) {
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super();
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const {
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target = new Object3D(),
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resolution = 1,
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generateMipmaps = false,
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bounces = true,
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depth = false
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} = parameters;
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//
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this.textureNode = textureNode;
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this.target = target;
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this.resolution = resolution;
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this.generateMipmaps = generateMipmaps;
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this.bounces = bounces;
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this.depth = depth;
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this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
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this.virtualCameras = new WeakMap();
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this.renderTargets = new WeakMap();
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}
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_updateResolution( renderTarget, renderer ) {
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const resolution = this.resolution;
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renderer.getDrawingBufferSize( _size );
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renderTarget.setSize( Math.round( _size.width * resolution ), Math.round( _size.height * resolution ) );
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}
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setup( builder ) {
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this._updateResolution( _defaultRT, builder.renderer );
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return super.setup( builder );
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}
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getVirtualCamera( camera ) {
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let virtualCamera = this.virtualCameras.get( camera );
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if ( virtualCamera === undefined ) {
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virtualCamera = camera.clone();
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this.virtualCameras.set( camera, virtualCamera );
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}
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return virtualCamera;
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}
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getRenderTarget( camera ) {
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let renderTarget = this.renderTargets.get( camera );
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if ( renderTarget === undefined ) {
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renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
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if ( this.generateMipmaps === true ) {
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renderTarget.texture.minFilter = LinearMipMapLinearFilter;
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renderTarget.texture.generateMipmaps = true;
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}
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if ( this.depth === true ) {
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renderTarget.depthTexture = new DepthTexture();
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}
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this.renderTargets.set( camera, renderTarget );
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}
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return renderTarget;
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}
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updateBefore( frame ) {
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if ( this.bounces === false && _inReflector ) return;
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_inReflector = true;
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const { scene, camera, renderer, material } = frame;
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const { target } = this;
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const virtualCamera = this.getVirtualCamera( camera );
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const renderTarget = this.getRenderTarget( virtualCamera );
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renderer.getDrawingBufferSize( _size );
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this._updateResolution( renderTarget, renderer );
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//
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_reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
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_cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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_rotationMatrix.extractRotation( target.matrixWorld );
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_normal.set( 0, 0, 1 );
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_normal.applyMatrix4( _rotationMatrix );
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_view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
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// Avoid rendering when reflector is facing away
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if ( _view.dot( _normal ) > 0 ) return;
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_view.reflect( _normal ).negate();
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_view.add( _reflectorWorldPosition );
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_rotationMatrix.extractRotation( camera.matrixWorld );
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_lookAtPosition.set( 0, 0, - 1 );
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_lookAtPosition.applyMatrix4( _rotationMatrix );
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_lookAtPosition.add( _cameraWorldPosition );
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_target.subVectors( _reflectorWorldPosition, _lookAtPosition );
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_target.reflect( _normal ).negate();
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_target.add( _reflectorWorldPosition );
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//
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virtualCamera.coordinateSystem = camera.coordinateSystem;
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virtualCamera.position.copy( _view );
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virtualCamera.up.set( 0, 1, 0 );
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virtualCamera.up.applyMatrix4( _rotationMatrix );
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virtualCamera.up.reflect( _normal );
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virtualCamera.lookAt( _target );
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virtualCamera.near = camera.near;
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virtualCamera.far = camera.far;
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virtualCamera.updateMatrixWorld();
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virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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_reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
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_reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
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const projectionMatrix = virtualCamera.projectionMatrix;
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_q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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_q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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_q.z = - 1.0;
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_q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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// Calculate the scaled plane vector
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clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
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const clipBias = 0;
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[ 2 ] = clipPlane.x;
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projectionMatrix.elements[ 6 ] = clipPlane.y;
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projectionMatrix.elements[ 10 ] = ( renderer.coordinateSystem === WebGPUCoordinateSystem ) ? ( clipPlane.z - clipBias ) : ( clipPlane.z + 1.0 - clipBias );
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projectionMatrix.elements[ 14 ] = clipPlane.w;
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//
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this.textureNode.value = renderTarget.texture;
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if ( this.depth === true ) {
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this.textureNode.getDepthNode().value = renderTarget.depthTexture;
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}
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material.visible = false;
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const currentRenderTarget = renderer.getRenderTarget();
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const currentMRT = renderer.getMRT();
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renderer.setMRT( null );
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renderer.setRenderTarget( renderTarget );
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renderer.render( scene, virtualCamera );
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renderer.setMRT( currentMRT );
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renderer.setRenderTarget( currentRenderTarget );
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material.visible = true;
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_inReflector = false;
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}
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}
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export const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
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export default ReflectorNode;
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