效果 | 效果 | 官方案例 |
---|---|---|
区别:官方的案例更像一个镜子 没有纹理等属性 也没有透明度修改
根据源码进行修改为 MeshStandardMaterial实现反射
使用案例文章来源:https://www.toymoban.com/news/detail-794503.html
createReflector() {
const plane = this.helper.create.plane(2, 2);
this.helper.add(plane.mesh);
plane.mesh.rotateX(Math.PI / -2);
plane.mesh.position.y -= 0.5;
const material = plane.mesh.material;
console.log(material);
plane.mesh.material = new THREE.MeshStandardMaterial({
map: this.helper.loadTexture(
"/public/textures/wallhaven-kxj3l1_840x840.png",
(t) => {
t.colorSpace = THREE.SRGBColorSpace;
}
),
transparent: true,
opacity: 0.3,
});
addReflectorEffect(plane.mesh);
{
const plane = this.helper.create.plane(100, 100);
this.helper.add(plane.mesh);
plane.mesh.rotateY(Math.PI / 2);
plane.mesh.position.x -= 1.5;
plane.mesh.material = new THREE.MeshStandardMaterial({
map: this.helper.loadTexture(
"/public/textures/building.png",
(t) => {
t.colorSpace = THREE.SRGBColorSpace;
}
),
normalMap: this.helper.loadTexture(
"/public/textures/wallhaven-kxj3l1_840x840.png",
(t) => {
t.colorSpace = THREE.SRGBColorSpace;
}
),
});
addReflectorEffect(plane.mesh);
}
}
源码:文章来源地址https://www.toymoban.com/news/detail-794503.html
import {
Color,
Matrix4,
Mesh,
PerspectiveCamera,
Plane,
ShaderMaterial,
UniformsUtils,
Vector3,
Vector4,
WebGLRenderTarget,
HalfFloatType,
} from "three";
class Reflector extends Mesh {
constructor(geometry, options = {}) {
super(geometry);
this.isReflector = true;
this.type = "Reflector";
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,
transparent: true,
});
material.uniforms["tDiffuse"].value = renderTarget.texture;
material.uniforms["_opacity"].value = options.opacity || 1;
material.uniforms["color"].value = color;
material.uniforms["textureMatrix"].value = textureMatrix;
this.material = material;
this.count = 0;
this.onBeforeRender = (renderer, scene, camera) => {
this.count++;
// if (this.count % 4 === 0) {
// return;
// }
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);
// 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();
// filter
options.filter.forEach((name) => {
const mesh = scene.getObjectByName(name);
mesh.visible = false;
});
renderer.render(scene, virtualCamera);
options.filter.forEach((name) => {
const mesh = scene.getObjectByName(name);
mesh.visible = true;
});
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.getRenderTarget = function () {
return renderTarget;
};
this.dispose = function () {
renderTarget.dispose();
scope.material.dispose();
};
}
}
Reflector.ReflectorShader = {
name: "ReflectorShader",
uniforms: {
color: {
value: null,
},
tDiffuse: {
value: null,
},
textureMatrix: {
value: null,
},
_opacity: {
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 float _opacity;
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( base.rgb , 0.1 );
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,
};
export { Reflector };
/**
* @description: 为mesh的材质增加反光效果
* @param {*} mesh
* @return {*}
*/
export function addReflectorEffect(mesh, options = { filter: [] }) {
const material = mesh.material;
// material.isReflector = true;
// material.type = "Reflector";
const camera = new PerspectiveCamera();
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 = camera;
const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {
samples: multisample,
type: HalfFloatType,
});
const appendUniforms = {
refDiffuse: { value: renderTarget.texture },
// refOpacity: { value: options.opacity || 1 },
refTextureMatrix: { value: textureMatrix },
};
material.onBeforeCompile = (shader) => {
console.log(shader);
Object.assign(shader.uniforms, appendUniforms);
shader.vertexShader = shader.vertexShader.replace(
"#include <common>",
`
#include <common>
uniform mat4 refTextureMatrix;
varying vec4 refUv;
`
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <common>",
`
#include <common>
uniform sampler2D refDiffuse;
varying vec4 refUv;
`
);
shader.vertexShader = shader.vertexShader.replace(
"#include <begin_vertex>",
`
#include <begin_vertex>
refUv = refTextureMatrix * vec4( position, 1.0 );
`
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <dithering_fragment>",
`
#include <dithering_fragment>
gl_FragColor.rgb += texture2DProj( refDiffuse, refUv ).rgb;
gl_FragColor.a = ${options.opacity || "1.0"};
`
);
// uniform sampler2D refDiffuse;
// varying vec4 vUv;
// console.log(shader.fragmentShader);
};
mesh.material.onBeforeRender = (renderer, scene, camera) => {
reflectorWorldPosition.setFromMatrixPosition(mesh.matrixWorld);
cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
rotationMatrix.extractRotation(mesh.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);
// 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(mesh.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
// TODO : 于一体的反光 不能将自己隐去 只是不显示反射纹理
mesh.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();
// filter
options.filter.forEach((name) => {
const mesh = scene.getObjectByName(name);
mesh.visible = false;
});
renderer.render(scene, virtualCamera);
options.filter.forEach((name) => {
const mesh = scene.getObjectByName(name);
mesh.visible = true;
});
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget(currentRenderTarget);
// Restore viewport
const viewport = camera.viewport;
if (viewport !== undefined) {
renderer.state.viewport(viewport);
}
mesh.visible = true;
};
}
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