328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Color,
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| 	Matrix4,
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| 	Mesh,
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| 	PerspectiveCamera,
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| 	Plane,
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| 	Quaternion,
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| 	ShaderMaterial,
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| 	UniformsUtils,
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| 	Vector3,
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| 	Vector4,
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| 	WebGLRenderTarget,
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| 	HalfFloatType
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| } from 'three';
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| 
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| class Refractor extends Mesh {
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| 
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| 	constructor( geometry, options = {} ) {
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| 
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| 		super( geometry );
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| 
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| 		this.isRefractor = true;
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| 
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| 		this.type = 'Refractor';
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| 		this.camera = new PerspectiveCamera();
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| 
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| 		const scope = this;
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| 
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| 		const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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| 		const textureWidth = options.textureWidth || 512;
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| 		const textureHeight = options.textureHeight || 512;
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| 		const clipBias = options.clipBias || 0;
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| 		const shader = options.shader || Refractor.RefractorShader;
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| 		const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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| 
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| 		//
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| 
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| 		const virtualCamera = this.camera;
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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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| 		const refractorPlane = new Plane();
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| 		const textureMatrix = new Matrix4();
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| 
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| 		// render target
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| 
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| 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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| 
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| 		// material
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| 
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| 		this.material = new ShaderMaterial( {
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| 			name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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| 			uniforms: 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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| 		const visible = ( function () {
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| 
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| 			const refractorWorldPosition = new Vector3();
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| 			const cameraWorldPosition = new Vector3();
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| 			const rotationMatrix = new Matrix4();
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| 
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| 			const view = new Vector3();
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| 			const normal = new Vector3();
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| 
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| 			return function visible( 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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| 		const updateRefractorPlane = ( function () {
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| 
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| 			const normal = new Vector3();
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| 			const position = new Vector3();
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| 			const quaternion = new Quaternion();
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| 			const scale = new 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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| 		const updateVirtualCamera = ( function () {
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| 
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| 			const clipPlane = new Plane();
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| 			const clipVector = new Vector4();
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| 			const q = new 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.copy( virtualCamera.matrixWorld ).invert();
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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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| 				const 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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| 		function render( renderer, scene, camera ) {
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| 
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| 			scope.visible = false;
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| 
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| 			const currentRenderTarget = renderer.getRenderTarget();
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| 			const currentXrEnabled = renderer.xr.enabled;
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| 			const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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| 
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| 			renderer.xr.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.setRenderTarget( renderTarget );
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| 			if ( renderer.autoClear === false ) renderer.clear();
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| 			renderer.render( scene, virtualCamera );
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| 
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| 			renderer.xr.enabled = currentXrEnabled;
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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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| 			const viewport = camera.viewport;
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| 
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| 			if ( viewport !== undefined ) {
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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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| 		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();
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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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| 		this.getRenderTarget = function () {
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| 
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| 			return renderTarget;
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| 
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| 		};
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| 
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| 		this.dispose = function () {
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| 
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| 			renderTarget.dispose();
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| 			scope.material.dispose();
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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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| Refractor.RefractorShader = {
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| 
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| 	name: 'RefractorShader',
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| 
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| 	uniforms: {
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| 
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| 		'color': {
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| 			value: null
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| 		},
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| 
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| 		'tDiffuse': {
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| 			value: null
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| 		},
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| 
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| 		'textureMatrix': {
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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: /* glsl */`
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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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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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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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| 			gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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| 
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| 			#include <tonemapping_fragment>
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| 			#include <colorspace_fragment>
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| 
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| 		}`
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| 
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| };
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| 
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| export { Refractor };
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