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 #include }` }; export { Refractor };