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@@ -6,20 +6,17 @@ THREE.Mirror = function ( width, height, options ) {
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THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( width, height ) );
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- var scope = this;
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+ this.type = 'Mirror';
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- scope.name = 'mirror_' + scope.id;
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+ var scope = this;
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options = options || {};
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- var viewport = new THREE.Vector4();
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-
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- var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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- var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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-
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- var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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- var mirrorColor = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
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-
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+ var color = ( options.color !== undefined ) ? new THREE.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.DefaultMirrorShader;
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var recursion = options.recursion !== undefined ? options.recursion : 0;
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//
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@@ -31,14 +28,14 @@ THREE.Mirror = function ( width, height, options ) {
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var rotationMatrix = new THREE.Matrix4();
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var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
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var clipPlane = new THREE.Vector4();
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+ var viewport = new THREE.Vector4();
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var view = new THREE.Vector3();
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var target = new THREE.Vector3();
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var q = new THREE.Vector4();
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var textureMatrix = new THREE.Matrix4();
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-
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- var mirrorCamera = new THREE.PerspectiveCamera();
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+ var virtualCamera = new THREE.PerspectiveCamera();
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var parameters = {
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minFilter: THREE.LinearFilter,
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@@ -55,59 +52,15 @@ THREE.Mirror = function ( width, height, options ) {
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}
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- var mirrorShader = {
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-
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- uniforms: {
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- mirrorColor: { value: new THREE.Color( 0x7F7F7F ) },
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- mirrorSampler: { value: null },
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- textureMatrix: { value: new THREE.Matrix4() }
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- },
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-
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- vertexShader: [
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- 'uniform mat4 textureMatrix;',
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- 'varying vec4 mirrorCoord;',
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-
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- 'void main() {',
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-
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- ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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- ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
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- ' mirrorCoord = textureMatrix * worldPosition;',
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-
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- ' gl_Position = projectionMatrix * mvPosition;',
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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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- 'uniform vec3 mirrorColor;',
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- 'uniform sampler2D mirrorSampler;',
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- 'varying vec4 mirrorCoord;',
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-
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- 'float blendOverlay(float base, float blend) {',
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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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- 'void main() {',
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- ' vec4 color = texture2DProj(mirrorSampler, mirrorCoord);',
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- ' color = vec4(blendOverlay(mirrorColor.r, color.r), blendOverlay(mirrorColor.g, color.g), blendOverlay(mirrorColor.b, color.b), 1.0);',
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- ' gl_FragColor = color;',
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- '}'
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- ].join( '\n' )
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-
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- };
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-
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- var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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-
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var material = new THREE.ShaderMaterial( {
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-
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- fragmentShader: mirrorShader.fragmentShader,
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- vertexShader: mirrorShader.vertexShader,
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- uniforms: mirrorUniforms
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+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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+ fragmentShader: shader.fragmentShader,
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+ vertexShader: shader.vertexShader,
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} );
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- material.uniforms.mirrorSampler.value = renderTarget.texture;
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- material.uniforms.mirrorColor.value = mirrorColor;
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+ material.uniforms.tDiffuse.value = renderTarget.texture;
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+ material.uniforms.color.value = color;
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material.uniforms.textureMatrix.value = textureMatrix;
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scope.material = material;
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@@ -149,18 +102,18 @@ THREE.Mirror = function ( width, height, options ) {
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target.reflect( normal ).negate();
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target.add( mirrorWorldPosition );
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- mirrorCamera.position.copy( view );
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- mirrorCamera.up.set( 0, 1, 0 );
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- mirrorCamera.up.applyMatrix4( rotationMatrix );
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- mirrorCamera.up.reflect( normal );
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- mirrorCamera.lookAt( target );
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+ virtualCamera.position.copy( view );
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+ virtualCamera.up.set( 0, 1, 0 );
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+ virtualCamera.up.applyMatrix4( rotationMatrix );
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+ virtualCamera.up.reflect( normal );
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+ virtualCamera.lookAt( target );
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- mirrorCamera.far = camera.far; // Used in WebGLBackground
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+ virtualCamera.far = camera.far; // Used in WebGLBackground
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- mirrorCamera.updateMatrixWorld();
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- mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
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+ virtualCamera.updateMatrixWorld();
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+ virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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- mirrorCamera.userData.recursion = 0;
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+ virtualCamera.userData.recursion = 0;
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// Update the texture matrix
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textureMatrix.set(
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@@ -169,17 +122,18 @@ THREE.Mirror = function ( width, height, options ) {
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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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- textureMatrix.multiply( mirrorCamera.projectionMatrix );
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- textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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+ textureMatrix.multiply( virtualCamera.projectionMatrix );
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+ textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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+ textureMatrix.multiply( scope.matrixWorld );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
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- mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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+ mirrorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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- var projectionMatrix = mirrorCamera.projectionMatrix;
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+ var projectionMatrix = virtualCamera.projectionMatrix;
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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@@ -207,7 +161,7 @@ THREE.Mirror = function ( width, height, options ) {
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renderer.vr.enabled = false; // Avoid camera modification and recursion
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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- renderer.render( scene, mirrorCamera, renderTarget, true );
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+ renderer.render( scene, virtualCamera, renderTarget, true );
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renderer.vr.enabled = currentVrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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@@ -240,3 +194,63 @@ THREE.Mirror = function ( width, height, options ) {
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THREE.Mirror.prototype = Object.create( THREE.Mesh.prototype );
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THREE.Mirror.prototype.constructor = THREE.Mirror;
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+
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+THREE.DefaultMirrorShader = {
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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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+ 'uniform mat4 textureMatrix;',
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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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+ ].join( '\n' ),
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+
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+ fragmentShader: [
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+ 'uniform vec3 color;',
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+ 'uniform sampler2D tDiffuse;',
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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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+ ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
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+
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+ '}'
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+ ].join( '\n' )
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+};
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