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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' ) | |
}; | |