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								public/sdk/three/jsm/objects/Refractor.js
									
									
									
									
									
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							| @ -0,0 +1,327 @@ | ||||
| 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 }; | ||||
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