提交 f3454f58 编写于 作者: M Mr.doob

THREE.Mirror now uses onBeforeRender().

上级 4a77f64f
......@@ -2,52 +2,50 @@
* @author Slayvin / http://slayvin.net
*/
THREE.Mirror = function ( renderer, camera, options ) {
THREE.Mirror = function ( width, height, options ) {
THREE.Object3D.call( this );
THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( width, height ) );
this.name = 'mirror_' + this.id;
var scope = this;
options = options || {};
this.matrixNeedsUpdate = true;
scope.name = 'mirror_' + scope.id;
scope.matrixNeedsUpdate = true;
var width = options.textureWidth !== undefined ? options.textureWidth : 512;
var height = options.textureHeight !== undefined ? options.textureHeight : 512;
options = options || {};
this.clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
var mirrorColor = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
this.renderer = renderer;
this.mirrorPlane = new THREE.Plane();
this.normal = new THREE.Vector3( 0, 0, 1 );
this.mirrorWorldPosition = new THREE.Vector3();
this.cameraWorldPosition = new THREE.Vector3();
this.rotationMatrix = new THREE.Matrix4();
this.lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
this.clipPlane = new THREE.Vector4();
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();
if ( camera instanceof THREE.PerspectiveCamera ) {
var textureMatrix = new THREE.Matrix4();
this.camera = camera;
var mirrorCamera = new THREE.PerspectiveCamera();
mirrorCamera.matrixAutoUpdate = true;
} else {
this.camera = new THREE.PerspectiveCamera();
console.log( this.name + ': camera is not a Perspective Camera!' );
}
var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
this.textureMatrix = new THREE.Matrix4();
var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
this.mirrorCamera = this.camera.clone();
this.mirrorCamera.matrixAutoUpdate = true;
if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
renderTarget.texture.generateMipmaps = false;
this.renderTarget = new THREE.WebGLRenderTarget( width, height, parameters );
this.renderTarget2 = new THREE.WebGLRenderTarget( width, height, parameters );
}
var mirrorShader = {
......@@ -92,7 +90,7 @@ THREE.Mirror = function ( renderer, camera, options ) {
var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
this.material = new THREE.ShaderMaterial( {
var material = new THREE.ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
......@@ -100,181 +98,105 @@ THREE.Mirror = function ( renderer, camera, options ) {
} );
this.material.uniforms.mirrorSampler.value = this.renderTarget.texture;
this.material.uniforms.mirrorColor.value = mirrorColor;
this.material.uniforms.textureMatrix.value = this.textureMatrix;
if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) {
this.renderTarget.texture.generateMipmaps = false;
this.renderTarget2.texture.generateMipmaps = false;
}
this.updateTextureMatrix();
this.render();
};
THREE.Mirror.prototype = Object.create( THREE.Object3D.prototype );
Object.assign( THREE.Mirror.prototype, {
constructor: THREE.Mirror,
renderWithMirror: function ( otherMirror ) {
// update the mirror matrix to mirror the current view
this.updateTextureMatrix();
this.matrixNeedsUpdate = false;
// set the camera of the other mirror so the mirrored view is the reference view
var tempCamera = otherMirror.camera;
otherMirror.camera = this.mirrorCamera;
// render the other mirror in temp texture
otherMirror.renderTemp();
otherMirror.material.uniforms.mirrorSampler.value = otherMirror.renderTarget2.texture;
material.uniforms.mirrorSampler.value = renderTarget.texture;
material.uniforms.mirrorColor.value = mirrorColor;
material.uniforms.textureMatrix.value = textureMatrix;
// render the current mirror
this.render();
this.matrixNeedsUpdate = true;
scope.material = material;
// restore material and camera of other mirror
otherMirror.material.uniforms.mirrorSampler.value = otherMirror.renderTarget.texture;
otherMirror.camera = tempCamera;
function updateTextureMatrix( camera ) {
// restore texture matrix of other mirror
otherMirror.updateTextureMatrix();
camera.updateMatrixWorld();
},
mirrorCamera.copy( camera );
mirrorCamera.updateProjectionMatrix();
updateTextureMatrix: function () {
scope.updateMatrixWorld();
this.updateMatrixWorld();
this.camera.updateMatrixWorld();
mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );
rotationMatrix.extractRotation( scope.matrixWorld );
this.rotationMatrix.extractRotation( this.matrixWorld );
normal.set( 0, 0, 1 );
normal.applyMatrix4( rotationMatrix );
this.normal.set( 0, 0, 1 );
this.normal.applyMatrix4( this.rotationMatrix );
var view = mirrorWorldPosition.clone().sub( cameraWorldPosition );
view.reflect( normal ).negate();
view.add( mirrorWorldPosition );
var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
view.reflect( this.normal ).negate();
view.add( this.mirrorWorldPosition );
rotationMatrix.extractRotation( camera.matrixWorld );
this.rotationMatrix.extractRotation( this.camera.matrixWorld );
lookAtPosition.set( 0, 0, - 1 );
lookAtPosition.applyMatrix4( rotationMatrix );
lookAtPosition.add( cameraWorldPosition );
this.lookAtPosition.set( 0, 0, - 1 );
this.lookAtPosition.applyMatrix4( this.rotationMatrix );
this.lookAtPosition.add( this.cameraWorldPosition );
var target = mirrorWorldPosition.clone().sub( lookAtPosition );
target.reflect( normal ).negate();
target.add( mirrorWorldPosition );
var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
target.reflect( this.normal ).negate();
target.add( this.mirrorWorldPosition );
mirrorCamera.position.copy( view );
mirrorCamera.up.set( 0, - 1, 0 );
mirrorCamera.up.applyMatrix4( rotationMatrix );
mirrorCamera.up.reflect( normal ).negate();
mirrorCamera.lookAt( target );
this.up.set( 0, - 1, 0 );
this.up.applyMatrix4( this.rotationMatrix );
this.up.reflect( this.normal ).negate();
this.mirrorCamera.position.copy( view );
this.mirrorCamera.up = this.up;
this.mirrorCamera.lookAt( target );
this.mirrorCamera.updateProjectionMatrix();
this.mirrorCamera.updateMatrixWorld();
this.mirrorCamera.matrixWorldInverse.getInverse( this.mirrorCamera.matrixWorld );
mirrorCamera.updateProjectionMatrix();
mirrorCamera.updateMatrixWorld();
mirrorCamera.matrixWorldInverse.getInverse( mirrorCamera.matrixWorld );
// Update the texture matrix
this.textureMatrix.set(
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
);
this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
this.textureMatrix.multiply( this.mirrorCamera.matrixWorldInverse );
textureMatrix.multiply( mirrorCamera.projectionMatrix );
textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
// 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
this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
this.mirrorPlane.applyMatrix4( this.mirrorCamera.matrixWorldInverse );
mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
this.clipPlane.set( this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
var q = new THREE.Vector4();
var projectionMatrix = this.mirrorCamera.projectionMatrix;
var projectionMatrix = mirrorCamera.projectionMatrix;
q.x = ( Math.sign( this.clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
q.y = ( Math.sign( this.clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
q.y = ( Math.sign( clipPlane.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
var c = new THREE.Vector4();
c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot( q ) );
c = clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
// Replacing the third row of the projection matrix
projectionMatrix.elements[ 2 ] = c.x;
projectionMatrix.elements[ 6 ] = c.y;
projectionMatrix.elements[ 10 ] = c.z + 1.0 - this.clipBias;
projectionMatrix.elements[ 10 ] = c.z + 1.0 - clipBias;
projectionMatrix.elements[ 14 ] = c.w;
},
render: function () {
if ( this.matrixNeedsUpdate ) this.updateTextureMatrix();
this.matrixNeedsUpdate = true;
// Render the mirrored view of the current scene into the target texture
var scene = this;
while ( scene.parent !== null ) {
scene = scene.parent;
}
if ( scene !== undefined && scene instanceof THREE.Scene ) {
// We can't render ourself to ourself
var visible = this.material.visible;
this.material.visible = false;
this.renderer.render( scene, this.mirrorCamera, this.renderTarget, true );
this.material.visible = visible;
}
},
renderTemp: function () {
if ( this.matrixNeedsUpdate ) this.updateTextureMatrix();
this.matrixNeedsUpdate = true;
}
// Render the mirrored view of the current scene into the target texture
var scene = this;
scope.onBeforeRender = function ( renderer, scene, camera ) {
while ( scene.parent !== null ) {
updateTextureMatrix( camera );
scene = scene.parent;
scope.visible = false;
}
var currentRenderTarget = renderer.getRenderTarget();
if ( scene !== undefined && scene instanceof THREE.Scene ) {
renderer.render( scene, mirrorCamera, renderTarget, true );
renderer.setRenderTarget( currentRenderTarget );
this.renderer.render( scene, this.mirrorCamera, this.renderTarget2, true );
scope.visible = true;
}
};
}
};
} );
THREE.Mirror.prototype = Object.create( THREE.Mesh.prototype );
......@@ -11,7 +11,7 @@ THREE.MirrorNode = function( renderer, camera, options ) {
this.coord = new THREE.OperatorNode( this.textureMatrix, this.worldPosition, THREE.OperatorNode.MUL );
this.coordResult = new THREE.OperatorNode( null, this.coord, THREE.OperatorNode.ADD );
this.texture = new THREE.TextureNode( this.mirror.renderTarget.texture, this.coord, null, true );
this.texture = new THREE.TextureNode( this.mirror.material.uniforms.mirrorSampler.value, this.coord, null, true );
};
......
......@@ -54,15 +54,20 @@
var cameraControls;
var verticalMirror, groundMirror;
var sphereGroup, smallSphere;
init();
animate();
function init() {
var container = document.getElementById( 'container' );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
container.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
......@@ -77,30 +82,21 @@
cameraControls.minDistance = 10;
cameraControls.update();
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
}
function fillScene() {
//
var planeGeo = new THREE.PlaneBufferGeometry( 100.1, 100.1 );
// MIRROR planes
groundMirror = new THREE.Mirror( renderer, camera, { clipBias: 0.003, textureWidth: WIDTH, textureHeight: HEIGHT, color: 0x777777 } );
var mirrorMesh = new THREE.Mesh( planeGeo, groundMirror.material );
mirrorMesh.add( groundMirror );
mirrorMesh.rotateX( - Math.PI / 2 );
scene.add( mirrorMesh );
var groundMirror = new THREE.Mirror( 100, 100, { clipBias: 0.003, textureWidth: WIDTH, textureHeight: HEIGHT, color: 0x777777 } );
groundMirror.rotateX( - Math.PI / 2 );
scene.add( groundMirror );
verticalMirror = new THREE.Mirror( renderer, camera, { clipBias: 0.003, textureWidth: WIDTH, textureHeight: HEIGHT, color:0x889999 } );
var verticalMirror = new THREE.Mirror( 60, 60, { clipBias: 0.003, textureWidth: WIDTH, textureHeight: HEIGHT, color:0x889999 } );
verticalMirror.position.y = 35;
verticalMirror.position.z = -45;
scene.add( verticalMirror );
var verticalMirrorMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 60, 60 ), verticalMirror.material );
verticalMirrorMesh.add( verticalMirror );
verticalMirrorMesh.position.y = 35;
verticalMirrorMesh.position.z = -45;
scene.add( verticalMirrorMesh );
sphereGroup = new THREE.Object3D();
scene.add( sphereGroup );
......@@ -173,19 +169,9 @@
}
function render() {
function animate() {
// render (update) the mirrors
groundMirror.renderWithMirror( verticalMirror );
verticalMirror.renderWithMirror( groundMirror );
renderer.render(scene, camera);
}
function update() {
requestAnimationFrame( update );
requestAnimationFrame( animate );
var timer = Date.now() * 0.01;
......@@ -201,12 +187,9 @@
cameraControls.update();
render();
}
renderer.render(scene, camera);
init();
fillScene();
update();
}
</script>
</body>
......
......@@ -116,7 +116,7 @@
var clock = new THREE.Clock();
var cameraControls;
var gui = new dat.GUI();
var groundMirror;
......@@ -283,13 +283,6 @@
function render() {
// render (update) the mirrors
groundMirrorMaterial.visible = false;
groundMirror.render();
groundMirrorMaterial.visible = true;
renderer.render(scene, camera);
}
......
......@@ -1399,11 +1399,11 @@ function WebGLRenderer( parameters ) {
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
object.onBeforeRender( _this, scene, camera, geometry, material, group );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
object.onBeforeRender( _this, scene, camera, geometry, material, group );
if ( object.isImmediateRenderObject ) {
state.setMaterial( material );
......@@ -1422,7 +1422,6 @@ function WebGLRenderer( parameters ) {
object.onAfterRender( _this, scene, camera, geometry, material, group );
}
}
......
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