328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | |||
|  | 	Color, | |||
|  | 	Matrix4, | |||
|  | 	Mesh, | |||
|  | 	PerspectiveCamera, | |||
|  | 	Plane, | |||
|  | 	Quaternion, | |||
|  | 	ShaderMaterial, | |||
|  | 	UniformsUtils, | |||
|  | 	Vector3, | |||
|  | 	Vector4, | |||
|  | 	WebGLRenderTarget, | |||
|  | 	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( { | |||
|  | 			name: ( shader.name !== undefined ) ? shader.name : 'unspecified', | |||
|  | 			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; | |||
|  | 
 | |||
|  | 			renderer.xr.enabled = false; // avoid camera modification
 | |||
|  | 			renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
 | |||
|  | 
 | |||
|  | 			renderer.setRenderTarget( renderTarget ); | |||
|  | 			if ( renderer.autoClear === false ) renderer.clear(); | |||
|  | 			renderer.render( scene, virtualCamera ); | |||
|  | 
 | |||
|  | 			renderer.xr.enabled = currentXrEnabled; | |||
|  | 			renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | |||
|  | 			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 = { | |||
|  | 
 | |||
|  | 	name: '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 <colorspace_fragment> | |||
|  | 
 | |||
|  | 		}`
 | |||
|  | 
 | |||
|  | }; | |||
|  | 
 | |||
|  | export { Refractor }; |