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();
};
}
}