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| /** | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| * | |
| */ | |
| THREE.Refractor = function ( geometry, options ) { | |
| THREE.Mesh.call( this, geometry ); | |
| this.type = 'Refractor'; | |
| var scope = this; | |
| options = options || {}; | |
| var color = ( options.color !== undefined ) ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F ); | |
| var textureWidth = options.textureWidth || 512; | |
| var textureHeight = options.textureHeight || 512; | |
| var clipBias = options.clipBias || 0; | |
| var shader = options.shader || THREE.Refractor.RefractorShader; | |
| // | |
| var virtualCamera = new THREE.PerspectiveCamera(); | |
| virtualCamera.matrixAutoUpdate = false; | |
| virtualCamera.userData.refractor = true; | |
| // | |
| var refractorPlane = new THREE.Plane(); | |
| var textureMatrix = new THREE.Matrix4(); | |
| // render target | |
| var parameters = { | |
| minFilter: THREE.LinearFilter, | |
| magFilter: THREE.LinearFilter, | |
| format: THREE.RGBFormat, | |
| stencilBuffer: false | |
| }; | |
| var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); | |
| if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) { | |
| renderTarget.texture.generateMipmaps = false; | |
| } | |
| // material | |
| this.material = new THREE.ShaderMaterial( { | |
| uniforms: THREE.UniformsUtils.clone( shader.uniforms ), | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader, | |
| transparent: true // ensures, refractors are drawn from farthest to closest | |
| } ); | |
| this.material.uniforms[ "color" ].value = color; | |
| this.material.uniforms[ "tDiffuse" ].value = renderTarget.texture; | |
| this.material.uniforms[ "textureMatrix" ].value = textureMatrix; | |
| // functions | |
| var visible = ( function () { | |
| var refractorWorldPosition = new THREE.Vector3(); | |
| var cameraWorldPosition = new THREE.Vector3(); | |
| var rotationMatrix = new THREE.Matrix4(); | |
| var view = new THREE.Vector3(); | |
| var normal = new THREE.Vector3(); | |
| return function visible( camera ) { | |
| refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld ); | |
| cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld ); | |
| view.subVectors( refractorWorldPosition, cameraWorldPosition ); | |
| rotationMatrix.extractRotation( scope.matrixWorld ); | |
| normal.set( 0, 0, 1 ); | |
| normal.applyMatrix4( rotationMatrix ); | |
| return view.dot( normal ) < 0; | |
| }; | |
| } )(); | |
| var updateRefractorPlane = ( function () { | |
| var normal = new THREE.Vector3(); | |
| var position = new THREE.Vector3(); | |
| var quaternion = new THREE.Quaternion(); | |
| var scale = new THREE.Vector3(); | |
| return function updateRefractorPlane() { | |
| scope.matrixWorld.decompose( position, quaternion, scale ); | |
| normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize(); | |
| // flip the normal because we want to cull everything above the plane | |
| normal.negate(); | |
| refractorPlane.setFromNormalAndCoplanarPoint( normal, position ); | |
| }; | |
| } )(); | |
| var updateVirtualCamera = ( function () { | |
| var clipPlane = new THREE.Plane(); | |
| var clipVector = new THREE.Vector4(); | |
| var q = new THREE.Vector4(); | |
| return function updateVirtualCamera( camera ) { | |
| virtualCamera.matrixWorld.copy( camera.matrixWorld ); | |
| virtualCamera.matrixWorldInverse.getInverse( virtualCamera.matrixWorld ); | |
| virtualCamera.projectionMatrix.copy( camera.projectionMatrix ); | |
| virtualCamera.far = camera.far; // used in WebGLBackground | |
| // The following code creates an oblique view frustum for clipping. | |
| // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”. | |
| // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16 | |
| clipPlane.copy( refractorPlane ); | |
| clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse ); | |
| clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant ); | |
| // calculate the clip-space corner point opposite the clipping plane and | |
| // transform it into camera space by multiplying it by the inverse of the projection matrix | |
| var projectionMatrix = virtualCamera.projectionMatrix; | |
| q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ]; | |
| q.y = ( Math.sign( clipVector.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 | |
| clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) ); | |
| // replacing the third row of the projection matrix | |
| projectionMatrix.elements[ 2 ] = clipVector.x; | |
| projectionMatrix.elements[ 6 ] = clipVector.y; | |
| projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias; | |
| projectionMatrix.elements[ 14 ] = clipVector.w; | |
| }; | |
| } )(); | |
| // This will update the texture matrix that is used for projective texture mapping in the shader. | |
| // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf | |
| function updateTextureMatrix( camera ) { | |
| // this matrix does range mapping to [ 0, 1 ] | |
| 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 | |
| ); | |
| // we use "Object Linear Texgen", so we need to multiply the texture matrix T | |
| // (matrix above) with the projection and view matrix of the virtual camera | |
| // and the model matrix of the refractor | |
| textureMatrix.multiply( camera.projectionMatrix ); | |
| textureMatrix.multiply( camera.matrixWorldInverse ); | |
| textureMatrix.multiply( scope.matrixWorld ); | |
| } | |
| // | |
| var render = ( function () { | |
| var viewport = new THREE.Vector4(); | |
| var size = new THREE.Vector2(); | |
| return function render( renderer, scene, camera ) { | |
| scope.visible = false; | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| var currentVrEnabled = renderer.vr.enabled; | |
| var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | |
| renderer.vr.enabled = false; // avoid camera modification | |
| renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.clear(); | |
| renderer.render( scene, virtualCamera ); | |
| renderer.vr.enabled = currentVrEnabled; | |
| renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| // restore viewport | |
| var bounds = camera.bounds; | |
| if ( bounds !== undefined ) { | |
| renderer.getSize( size ); | |
| var pixelRatio = renderer.getPixelRatio(); | |
| viewport.x = bounds.x * size.width * pixelRatio; | |
| viewport.y = bounds.y * size.height * pixelRatio; | |
| viewport.z = bounds.z * size.width * pixelRatio; | |
| viewport.w = bounds.w * size.height * pixelRatio; | |
| renderer.state.viewport( viewport ); | |
| } | |
| scope.visible = true; | |
| }; | |
| } )(); | |
| // | |
| this.onBeforeRender = function ( renderer, scene, camera ) { | |
| // ensure refractors are rendered only once per frame | |
| if ( camera.userData.refractor === true ) return; | |
| // avoid rendering when the refractor is viewed from behind | |
| if ( ! visible( camera ) === true ) return; | |
| // update | |
| updateRefractorPlane(); | |
| updateTextureMatrix( camera ); | |
| updateVirtualCamera( camera ); | |
| render( renderer, scene, camera ); | |
| }; | |
| this.getRenderTarget = function () { | |
| return renderTarget; | |
| }; | |
| }; | |
| THREE.Refractor.prototype = Object.create( THREE.Mesh.prototype ); | |
| THREE.Refractor.prototype.constructor = THREE.Refractor; | |
| THREE.Refractor.RefractorShader = { | |
| uniforms: { | |
| 'color': { | |
| type: 'c', | |
| value: null | |
| }, | |
| 'tDiffuse': { | |
| type: 't', | |
| value: null | |
| }, | |
| 'textureMatrix': { | |
| type: 'm4', | |
| value: null | |
| } | |
| }, | |
| vertexShader: [ | |
| 'uniform mat4 textureMatrix;', | |
| 'varying vec4 vUv;', | |
| 'void main() {', | |
| ' vUv = textureMatrix * vec4( position, 1.0 );', | |
| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| 'uniform vec3 color;', | |
| 'uniform sampler2D tDiffuse;', | |
| 'varying vec4 vUv;', | |
| '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() {', | |
| ' vec4 base = texture2DProj( tDiffuse, vUv );', | |
| ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', | |
| '}' | |
| ].join( '\n' ) | |
| }; | |