| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330 | 
							- import {
 
- 	Color,
 
- 	LinearFilter,
 
- 	MathUtils,
 
- 	Matrix4,
 
- 	Mesh,
 
- 	PerspectiveCamera,
 
- 	Plane,
 
- 	Quaternion,
 
- 	RGBFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	Vector3,
 
- 	Vector4,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- class Refractor extends Mesh {
 
- 	constructor( geometry, options = {} ) {
 
- 		super( geometry );
 
- 		this.type = 'Refractor';
 
- 		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 virtualCamera = new PerspectiveCamera();
 
- 		virtualCamera.matrixAutoUpdate = false;
 
- 		virtualCamera.userData.refractor = true;
 
- 		//
 
- 		const refractorPlane = new Plane();
 
- 		const textureMatrix = new Matrix4();
 
- 		// render target
 
- 		const parameters = {
 
- 			minFilter: LinearFilter,
 
- 			magFilter: LinearFilter,
 
- 			format: RGBFormat
 
- 		};
 
- 		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
 
- 		if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
 
- 			renderTarget.texture.generateMipmaps = false;
 
- 		}
 
- 		// 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;
 
- 			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 ) {
 
- 			// Render
 
- 			renderTarget.texture.encoding = renderer.outputEncoding;
 
- 			// 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;
 
- 		};
 
- 	}
 
- }
 
- Refractor.prototype.isRefractor = true;
 
- 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 );
 
- 		}`
 
- };
 
- export { Refractor };
 
 
  |