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| import { | |
| Color, | |
| Matrix4, | |
| Mesh, | |
| PerspectiveCamera, | |
| Plane, | |
| Quaternion, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector3, | |
| Vector4, | |
| WebGLRenderTarget, | |
| LinearSRGBColorSpace, | |
| NoToneMapping, | |
| HalfFloatType | |
| } from 'three'; | |
| class Refractor extends Mesh { | |
| constructor( geometry, options = {} ) { | |
| super( geometry ); | |
| this.isRefractor = true; | |
| this.type = 'Refractor'; | |
| 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 || Refractor.RefractorShader; | |
| const multisample = ( options.multisample !== undefined ) ? options.multisample : 4; | |
| // | |
| const virtualCamera = this.camera; | |
| virtualCamera.matrixAutoUpdate = false; | |
| virtualCamera.userData.refractor = true; | |
| // | |
| const refractorPlane = new Plane(); | |
| const textureMatrix = new Matrix4(); | |
| // render target | |
| const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } ); | |
| // material | |
| this.material = new ShaderMaterial( { | |
| uniforms: 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 | |
| const visible = ( function () { | |
| const refractorWorldPosition = new Vector3(); | |
| const cameraWorldPosition = new Vector3(); | |
| const rotationMatrix = new Matrix4(); | |
| const view = new Vector3(); | |
| const normal = new 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; | |
| }; | |
| } )(); | |
| const updateRefractorPlane = ( function () { | |
| const normal = new Vector3(); | |
| const position = new Vector3(); | |
| const quaternion = new Quaternion(); | |
| const scale = new 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 ); | |
| }; | |
| } )(); | |
| const updateVirtualCamera = ( function () { | |
| const clipPlane = new Plane(); | |
| const clipVector = new Vector4(); | |
| const q = new Vector4(); | |
| return function updateVirtualCamera( camera ) { | |
| virtualCamera.matrixWorld.copy( camera.matrixWorld ); | |
| virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert(); | |
| 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 | |
| const 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 ); | |
| } | |
| // | |
| function render( renderer, scene, camera ) { | |
| scope.visible = false; | |
| const currentRenderTarget = renderer.getRenderTarget(); | |
| const currentXrEnabled = renderer.xr.enabled; | |
| const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | |
| const currentOutputColorSpace = renderer.outputColorSpace; | |
| const currentToneMapping = renderer.toneMapping; | |
| renderer.xr.enabled = false; // avoid camera modification | |
| renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows | |
| renderer.outputColorSpace = LinearSRGBColorSpace; | |
| renderer.toneMapping = NoToneMapping; | |
| renderer.setRenderTarget( renderTarget ); | |
| if ( renderer.autoClear === false ) renderer.clear(); | |
| renderer.render( scene, virtualCamera ); | |
| renderer.xr.enabled = currentXrEnabled; | |
| renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |
| renderer.outputColorSpace = currentOutputColorSpace; | |
| renderer.toneMapping = currentToneMapping; | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| // restore viewport | |
| const viewport = camera.viewport; | |
| if ( viewport !== undefined ) { | |
| 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; | |
| }; | |
| this.dispose = function () { | |
| renderTarget.dispose(); | |
| scope.material.dispose(); | |
| }; | |
| } | |
| } | |
| Refractor.RefractorShader = { | |
| uniforms: { | |
| 'color': { | |
| value: null | |
| }, | |
| 'tDiffuse': { | |
| value: null | |
| }, | |
| 'textureMatrix': { | |
| value: null | |
| } | |
| }, | |
| vertexShader: /* glsl */` | |
| uniform mat4 textureMatrix; | |
| varying vec4 vUv; | |
| void main() { | |
| vUv = textureMatrix * vec4( position, 1.0 ); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| }` | |
| }; | |
| export { Refractor }; | |