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Three.js 原生 实现 react-three-fiber drei 的 磨砂反射的效果

Three.js 原生 实现 react-three-fiber drei 的 磨砂反射的效果

在这里插入图片描述

import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js"
import { KawaseBlurPass } from "postprocessing"
import { Pane } from 'tweakpane'

const box = document.getElementById('box')

const scene = new THREE.Scene()

const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)

camera.position.set(0, 200, 200)

const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

renderer.setClearColor(0x000000, 1)

renderer.setSize(box.clientWidth, box.clientHeight)

box.appendChild(renderer.domElement)

scene.add(new THREE.AmbientLight(0xffffff, 0.3))

const directionalLight = new THREE.DirectionalLight(0xffffff, 1.5)

directionalLight.position.set(0, 200, 200)

scene.add(directionalLight)

new GLTFLoader().load(`https://file.threehub.cn/` + "files/model/Fox.glb", (gltf) => scene.add(gltf.scene))

const controls = new OrbitControls(camera, renderer.domElement)

controls.enableDamping = true

const { DepthFormat, DepthTexture, LinearFilter, Matrix4, MeshStandardMaterial, PerspectiveCamera, Plane, UnsignedShortType, Vector3, Vector4, WebGLRenderTarget } = THREE

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,
        bufferSamples = 8,
        planeNormal = new Vector3(0, 0, 1),
        parameters = {}
    } = {}) {
        super(parameters);

        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, bufferSamples);

        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, bufferSamples) {
        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)

        if (this.gl.capabilities.isWebGL2) {
            fbo1.samples = bufferSamples
        }

        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)

        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);
            `
        )
    }
}

const tunnel = new THREE.Mesh(new THREE.TorusKnotGeometry(20, 2, 100, 16), new THREE.MeshStandardMaterial({ color: 0x00ff00, transparent: true, opacity: 0.3 }))
tunnel.position.set(0, 80, 50)
scene.add(tunnel)

const material = new MeshReflectorMaterial(renderer, camera, scene, {}, {
    resolution: 1024,
    blur: [512, 128],
    mixBlur: 5,
    mixStrength: 5,
    mixContrast: 1,
    mirror: 1,
    parameters:{
        roughnessMap: new THREE.TextureLoader().load(`https://file.threehub.cn/` + "images/drei/roughness.jpg"),
        normalMap: new THREE.TextureLoader().load(`https://file.threehub.cn/` + "images/drei/normal.jpg"),
        normalScale: new THREE.Vector2(1, 1)
    }
})
const plane = new THREE.Mesh(new THREE.PlaneGeometry(500, 500),material)
plane.position.y = -1
plane.rotation.x = -Math.PI / 2
material.parent = plane
scene.add(plane)

const { reflectorProps } = material

animate()
function animate() {
    requestAnimationFrame(animate)
    tunnel.rotation.z += 0.02
    tunnel.rotation.x += 0.02
    material.update()
    controls.update()
    renderer.render(scene, camera)
}

const pane = new Pane();
pane.addBinding(reflectorProps, 'mixBlur', { min: 0, max: 20 });
pane.addBinding(reflectorProps, 'mixStrength', { min: 0, max: 20 });
pane.addBinding(reflectorProps, 'mirror', { min: 0, max: 1 });
pane.addBinding(reflectorProps, 'mixContrast', { min: 0, max: 5 });


/**
 * 名称: 模糊反射(drei转原生)
 * 作者: 优雅永不过时 https://github.com/z2586300277
 * 参考来源:https://codesandbox.io/p/sandbox/bfplr 
 */


原文地址:https://blog.csdn.net/guang2586/article/details/143675747

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