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+/**
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+ * @author Mugen87 / https://github.com/Mugen87
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+ *
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+ */
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+
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+THREE.Refractor = function ( width, height, options ) {
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+
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+ THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( width, height ) );
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+
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+ this.type = 'Refractor';
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+
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+ var scope = this;
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+
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+ var color = options.color || new THREE.Color( 0x7f7f7f );
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+ var textureWidth = options.textureWidth || 512;
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+ var textureHeight = options.textureHeight || 512;
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+ var clipBias = options.clipBias || 0;
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+ var shader = options.shader || THREE.DefaultRefractionShader;
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+
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+ //
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+
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+ var virtualCamera = new THREE.PerspectiveCamera();
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+ virtualCamera.matrixAutoUpdate = false;
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+ virtualCamera.userData.refractor = true;
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+
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+ //
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+
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+ var refractorPlane = new THREE.Plane();
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+ var textureMatrix = new THREE.Matrix4();
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+
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+ // render target
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+
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+ var parameters = {
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+ minFilter: THREE.LinearFilter,
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+ magFilter: THREE.LinearFilter,
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+ format: THREE.RGBFormat,
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+ stencilBuffer: false
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+ };
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+
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+ var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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+
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+ if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
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+
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+ renderTarget.texture.generateMipmaps = false;
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+
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+ }
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+
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+ // material
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+
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+ this.material = new THREE.ShaderMaterial( {
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+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader,
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+ transparent: true // ensures, refractors are drawn from farthest to closest
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+ } );
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+
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+ this.material.uniforms.color.value = color;
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+ this.material.uniforms.tDiffuse.value = renderTarget.texture;
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+ this.material.uniforms.textureMatrix.value = textureMatrix;
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+
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+ // functions
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+
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+ var visible = ( function () {
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+
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+ var refractorWorldPosition = new THREE.Vector3();
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+ var cameraWorldPosition = new THREE.Vector3();
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+ var rotationMatrix = new THREE.Matrix4();
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+
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+ var view = new THREE.Vector3();
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+ var normal = new THREE.Vector3();
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+
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+ return function updateRefractorPlane( camera ) {
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+
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+ refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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+
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+ view.subVectors( refractorWorldPosition, cameraWorldPosition );
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+
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+ rotationMatrix.extractRotation( scope.matrixWorld );
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+
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+ normal.set( 0, 0, 1 );
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+ normal.applyMatrix4( rotationMatrix );
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+
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+ return view.dot( normal ) < 0;
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+
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+ };
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+
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+ } )();
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+
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+ var updateRefractorPlane = ( function () {
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+
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+ var normal = new THREE.Vector3();
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+ var position = new THREE.Vector3();
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+ var quaternion = new THREE.Quaternion();
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+ var scale = new THREE.Vector3();
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+
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+ return function updateRefractorPlane() {
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+
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+ scope.matrixWorld.decompose( position, quaternion, scale );
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+ normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
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+
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+ // flip the normal because we want to cull everything above the plane
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+
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+ normal.negate();
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+
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+ refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
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+
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+ };
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+
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+ } )();
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+
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+ var updateVirtualCamera = ( function () {
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+
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+ var clipPlane = new THREE.Plane();
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+ var clipVector = new THREE.Vector4();
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+ var q = new THREE.Vector4();
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+
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+ return function updateVirtualCamera( camera ) {
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+
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+ virtualCamera.matrixWorld.copy( camera.matrixWorld );
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+ virtualCamera.matrixWorldInverse.getInverse( virtualCamera.matrixWorld );
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+ virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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+ virtualCamera.far = camera.far; // used in WebGLBackground
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+
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+ // The following code creates an oblique view frustum for clipping.
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+ // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
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+ // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
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+
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+ clipPlane.copy( refractorPlane );
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+ clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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+
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+ clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
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+
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+ // calculate the clip-space corner point opposite the clipping plane and
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+ // transform it into camera space by multiplying it by the inverse of the projection matrix
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+
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+ var projectionMatrix = virtualCamera.projectionMatrix;
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+
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+ q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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+ q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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+ q.z = - 1.0;
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+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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+
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+ // calculate the scaled plane vector
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+
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+ clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
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+
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+ // replacing the third row of the projection matrix
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+
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+ projectionMatrix.elements[ 2 ] = clipVector.x;
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+ projectionMatrix.elements[ 6 ] = clipVector.y;
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+ projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
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+ projectionMatrix.elements[ 14 ] = clipVector.w;
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+
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+ };
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+
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+ } )();
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+
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+ // This will update the texture matrix that is used for projective texture mapping in the shader.
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+ // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
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+
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+ function updateTextureMatrix( camera ) {
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+
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+ // this matrix does range mapping to [ 0, 1 ]
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+
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+ textureMatrix.set(
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+ 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0
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+ );
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+
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+ // we use "Object Linear Texgen", so we need to multiply the texture matrix T
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+ // (matrix above) with the projection and view matrix of the virtual camera
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+ // and the model matrix of the refractor
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+
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+ textureMatrix.multiply( camera.projectionMatrix );
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+ textureMatrix.multiply( camera.matrixWorldInverse );
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+ textureMatrix.multiply( scope.matrixWorld );
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+
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+ }
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+
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+ //
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+
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+ var render = ( function () {
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+
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+ var viewport = new THREE.Vector4();
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+
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+ return function render( renderer, scene, camera ) {
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+
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+ scope.visible = false;
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+
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+ var currentRenderTarget = renderer.getRenderTarget();
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+ var currentVrEnabled = renderer.vr.enabled;
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+ var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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+
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+ renderer.vr.enabled = false; // avoid camera modification
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+ renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
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+
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+ renderer.render( scene, virtualCamera, renderTarget, true );
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+
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+ renderer.vr.enabled = currentVrEnabled;
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+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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+ renderer.setRenderTarget( currentRenderTarget );
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+
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+ // restore viewport
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+
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+ var bounds = camera.bounds;
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+
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+ if ( bounds !== undefined ) {
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+
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+ var size = renderer.getSize();
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+ var pixelRatio = renderer.getPixelRatio();
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+
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+ viewport.x = bounds.x * size.width * pixelRatio;
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+ viewport.y = bounds.y * size.height * pixelRatio;
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+ viewport.z = bounds.z * size.width * pixelRatio;
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+ viewport.w = bounds.w * size.height * pixelRatio;
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+
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+ renderer.state.viewport( viewport );
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+
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+ }
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+
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+ scope.visible = true;
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+
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+ };
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+
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+ } )();
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+
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+ //
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+
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+ this.onBeforeRender = function ( renderer, scene, camera ) {
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+
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+ // ensure refractors are rendered only once per frame
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+
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+ if ( camera.userData.refractor === true ) return;
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+
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+ // avoid rendering when the refractor is viewed from behind
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+
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+ if ( ! visible( camera ) === true ) return;
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+
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+ // update
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+
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+ updateRefractorPlane( camera );
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+
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+ updateTextureMatrix( camera );
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+
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+ updateVirtualCamera( camera );
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+
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+ render( renderer, scene, camera );
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+
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+ };
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+
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+};
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+
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+THREE.Refractor.prototype = Object.create( THREE.Mesh.prototype );
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+THREE.Refractor.prototype.constructor = THREE.Refractor;
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+
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+THREE.DefaultRefractionShader = {
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+
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+ uniforms: {
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+
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+ 'color': {
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+ type: 'c',
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+ value: null
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+ },
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+
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+ 'tDiffuse': {
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+ type: 't',
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+ value: null
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+ },
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+
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+ 'textureMatrix': {
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+ type: 'm4',
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+ value: null
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+ }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ 'uniform mat4 textureMatrix;',
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+
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+ 'varying vec4 vUv;',
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+
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+ 'void main() {',
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+
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+ ' vUv = textureMatrix * vec4( position, 1.0 );',
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+
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+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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+
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+ '}'
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+
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+ ].join( '\n' ),
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+
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+ fragmentShader: [
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+
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+ 'uniform vec3 color;',
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+ 'uniform sampler2D tDiffuse;',
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+
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+ 'varying vec4 vUv;',
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+
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+ 'float blendOverlay( float base, float blend ) {',
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+
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+ ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
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+
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+ '}',
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+
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+ 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
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+
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+ ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );',
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+
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+ '}',
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+
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+ 'void main() {',
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+
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+ ' vec4 base = texture2DProj( tDiffuse, vUv );',
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+
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+ ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
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+
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+ '}'
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+
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+ ].join( '\n' )
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+};
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