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- import {
- Color,
- Matrix4,
- Mesh,
- PerspectiveCamera,
- Plane,
- Quaternion,
- ShaderMaterial,
- UniformsUtils,
- Vector3,
- Vector4,
- WebGLRenderTarget,
- LinearEncoding,
- 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 currentOutputEncoding = renderer.outputEncoding;
- const currentToneMapping = renderer.toneMapping;
- renderer.xr.enabled = false; // avoid camera modification
- renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
- renderer.outputEncoding = LinearEncoding;
- 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.outputEncoding = currentOutputEncoding;
- 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 };
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