Mirror.js 6.5 KB
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/**
 * @author Slayvin / http://slayvin.net
 */

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THREE.Mirror = function ( width, height, options ) {
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	THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( width, height ) );
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	var scope = this;
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	scope.name = 'mirror_' + scope.id;
	scope.matrixNeedsUpdate = true;
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	options = options || {};
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	var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
	var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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	var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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	var mirrorColor = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
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	var mirrorPlane = new THREE.Plane();
	var normal = new THREE.Vector3();
	var mirrorWorldPosition = new THREE.Vector3();
	var cameraWorldPosition = new THREE.Vector3();
	var rotationMatrix = new THREE.Matrix4();
	var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
	var clipPlane = new THREE.Vector4();
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	var view = new THREE.Vector3();
	var target = new THREE.Vector3();
	var q = new THREE.Vector4();

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	var textureMatrix = new THREE.Matrix4();
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	var mirrorCamera = new THREE.PerspectiveCamera();
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	var parameters = {
		minFilter: THREE.LinearFilter,
		magFilter: THREE.LinearFilter,
		format: THREE.RGBFormat,
		stencilBuffer: false
	};
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	var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
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	if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
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		renderTarget.texture.generateMipmaps = false;
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	}
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	var mirrorShader = {

		uniforms: {
			mirrorColor: { value: new THREE.Color( 0x7F7F7F ) },
			mirrorSampler: { value: null },
			textureMatrix: { value: new THREE.Matrix4() }
		},

		vertexShader: [
			'uniform mat4 textureMatrix;',
			'varying vec4 mirrorCoord;',

			'void main() {',

			'	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
			'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
			'	mirrorCoord = textureMatrix * worldPosition;',

			'	gl_Position = projectionMatrix * mvPosition;',

			'}'
		].join( '\n' ),

		fragmentShader: [
			'uniform vec3 mirrorColor;',
			'uniform sampler2D mirrorSampler;',
			'varying vec4 mirrorCoord;',

			'float blendOverlay(float base, float blend) {',
			'	return( base < 0.5 ? ( 2.0 * base * blend ) : (1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
			'}',

			'void main() {',
			'	vec4 color = texture2DProj(mirrorSampler, mirrorCoord);',
			'	color = vec4(blendOverlay(mirrorColor.r, color.r), blendOverlay(mirrorColor.g, color.g), blendOverlay(mirrorColor.b, color.b), 1.0);',
			'	gl_FragColor = color;',
			'}'
		].join( '\n' )

	};

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	var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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	var material = new THREE.ShaderMaterial( {
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		fragmentShader: mirrorShader.fragmentShader,
		vertexShader: mirrorShader.vertexShader,
		uniforms: mirrorUniforms
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	} );

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	material.uniforms.mirrorSampler.value = renderTarget.texture;
	material.uniforms.mirrorColor.value = mirrorColor;
	material.uniforms.textureMatrix.value = textureMatrix;
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	scope.material = material;
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	function updateTextureMatrix( camera ) {
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		scope.updateMatrixWorld();
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		mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
		cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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		rotationMatrix.extractRotation( scope.matrixWorld );
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		normal.set( 0, 0, 1 );
		normal.applyMatrix4( rotationMatrix );
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		view.subVectors( mirrorWorldPosition, cameraWorldPosition );
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		view.reflect( normal ).negate();
		view.add( mirrorWorldPosition );
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		rotationMatrix.extractRotation( camera.matrixWorld );
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		lookAtPosition.set( 0, 0, - 1 );
		lookAtPosition.applyMatrix4( rotationMatrix );
		lookAtPosition.add( cameraWorldPosition );
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		target.subVectors( mirrorWorldPosition, lookAtPosition );
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		target.reflect( normal ).negate();
		target.add( mirrorWorldPosition );
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		mirrorCamera.position.copy( view );
		mirrorCamera.up.set( 0, - 1, 0 );
		mirrorCamera.up.applyMatrix4( rotationMatrix );
		mirrorCamera.up.reflect( normal ).negate();
		mirrorCamera.lookAt( target );
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		mirrorCamera.near = camera.near;
		mirrorCamera.far = camera.far;

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		mirrorCamera.updateMatrixWorld();
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		mirrorCamera.updateProjectionMatrix();
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		// Update the texture matrix
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		textureMatrix.set(
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			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
		);
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		textureMatrix.multiply( mirrorCamera.projectionMatrix );
		textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
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		// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
		// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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		mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
		mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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		clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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		var projectionMatrix = mirrorCamera.projectionMatrix;
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		q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
		q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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		q.z = - 1.0;
		q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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		// Calculate the scaled plane vector
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		clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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		// Replacing the third row of the projection matrix
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		projectionMatrix.elements[ 2 ] = clipPlane.x;
		projectionMatrix.elements[ 6 ] = clipPlane.y;
		projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
		projectionMatrix.elements[ 14 ] = clipPlane.w;
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	}
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	scope.onBeforeRender = function ( renderer, scene, camera ) {
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		updateTextureMatrix( camera );
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		scope.visible = false;
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		var currentRenderTarget = renderer.getRenderTarget();
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		var currentVrEnabled = renderer.vr.enabled;
		var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;

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		renderer.vr.enabled = false; // Avoid camera modification and recursion
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		renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows

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		renderer.render( scene, mirrorCamera, renderTarget, true );
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		renderer.vr.enabled = currentVrEnabled;
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		renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;

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		renderer.setRenderTarget( currentRenderTarget );
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		scope.visible = true;
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	};
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};
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THREE.Mirror.prototype = Object.create( THREE.Mesh.prototype );