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aframe-mirror.js
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aframe-mirror.js
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/**
* Referenced from `three@r141`
*
* @see https://github.com/mrdoob/three.js/blob/r141/examples/jsm/objects/Reflector.js
*/
const {
Color,
Matrix4,
Mesh,
PerspectiveCamera,
Plane,
ShaderMaterial,
UniformsUtils,
Vector3,
Vector4,
WebGLRenderTarget,
} = AFRAME.THREE;
class Reflector extends Mesh {
constructor(geometry, options = {}) {
super(geometry);
this.isReflector = true;
this.type = 'Reflector';
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 || Reflector.ReflectorShader;
const multisample = (options.multisample !== undefined) ? options.multisample : 4;
//
const reflectorPlane = new Plane();
const normal = new Vector3();
const reflectorWorldPosition = new Vector3();
const cameraWorldPosition = new Vector3();
const rotationMatrix = new Matrix4();
const lookAtPosition = new Vector3(0, 0, -1);
const clipPlane = new Vector4();
const view = new Vector3();
const target = new Vector3();
const q = new Vector4();
const textureMatrix = new Matrix4();
const virtualCamera = this.camera;
const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, { samples: multisample });
const material = new ShaderMaterial({
uniforms: UniformsUtils.clone(shader.uniforms),
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
});
material.uniforms.tDiffuse.value = renderTarget.texture;
material.uniforms.color.value = color;
material.uniforms.textureMatrix.value = textureMatrix;
this.material = material;
this.onBeforeRender = function (renderer, scene, camera) {
reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
rotationMatrix.extractRotation(scope.matrixWorld);
normal.set(0, 0, 1);
normal.applyMatrix4(rotationMatrix);
view.subVectors(reflectorWorldPosition, cameraWorldPosition);
// Avoid rendering when reflector is facing away
if (view.dot(normal) > 0) return;
view.reflect(normal).negate();
view.add(reflectorWorldPosition);
rotationMatrix.extractRotation(camera.matrixWorld);
lookAtPosition.set(0, 0, -1);
lookAtPosition.applyMatrix4(rotationMatrix);
lookAtPosition.add(cameraWorldPosition);
target.subVectors(reflectorWorldPosition, lookAtPosition);
target.reflect(normal).negate();
target.add(reflectorWorldPosition);
virtualCamera.position.copy(view);
virtualCamera.up.set(0, 1, 0);
virtualCamera.up.applyMatrix4(rotationMatrix);
virtualCamera.up.reflect(normal);
virtualCamera.lookAt(target);
virtualCamera.far = camera.far; // Used in WebGLBackground
virtualCamera.updateMatrixWorld();
virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
// Update the texture matrix
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,
);
textureMatrix.multiply(virtualCamera.projectionMatrix);
textureMatrix.multiply(virtualCamera.matrixWorldInverse);
textureMatrix.multiply(scope.matrixWorld);
// 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
reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition);
reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant);
const { projectionMatrix } = virtualCamera;
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
clipPlane.multiplyScalar(2.0 / clipPlane.dot(q));
// Replacing the third row of the projection matrix
projectionMatrix.elements[2] = clipPlane.x;
projectionMatrix.elements[6] = clipPlane.y;
projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias;
projectionMatrix.elements[14] = clipPlane.w;
// Render
renderTarget.texture.encoding = renderer.outputEncoding;
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);
renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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;
if (viewport !== undefined) {
renderer.state.viewport(viewport);
}
scope.visible = true;
};
this.getRenderTarget = function () {
return renderTarget;
};
this.dispose = function () {
renderTarget.dispose();
scope.material.dispose();
};
}
}
Reflector.prototype.isReflector = true;
Reflector.ReflectorShader = {
uniforms: {
color: {
value: null,
},
tDiffuse: {
value: null,
},
textureMatrix: {
value: null,
},
},
vertexShader: /* glsl */`
uniform mat4 textureMatrix;
varying vec4 vUv;
#include <common>
#include <logdepthbuf_pars_vertex>
void main() {
vUv = textureMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
#include <logdepthbuf_vertex>
}`,
fragmentShader: /* glsl */`
uniform vec3 color;
uniform sampler2D tDiffuse;
varying vec4 vUv;
#include <logdepthbuf_pars_fragment>
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() {
#include <logdepthbuf_fragment>
vec4 base = texture2DProj( tDiffuse, vUv );
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
}`,
};
const DEFAULT_COLOR = '#7f7f7f';
const DEFAULT_TEXTURE_WIDTH = window.innerWidth * window.devicePixelRatio;
const DEFAULT_TEXTURE_HEIGHT = window.innerHeight * window.devicePixelRatio;
AFRAME.registerComponent('mirror', {
schema: {
color: { type: 'color', default: DEFAULT_COLOR },
textureWidth: { type: 'number', default: DEFAULT_TEXTURE_WIDTH },
textureHeight: { type: 'number', default: DEFAULT_TEXTURE_HEIGHT },
},
init() {
const color = this.data.color || DEFAULT_COLOR;
const textureWidth = this.data.textureWidth || DEFAULT_TEXTURE_WIDTH;
const textureHeight = this.data.textureHeight || DEFAULT_TEXTURE_HEIGHT;
const reflector = new Reflector(
this.el.components.geometry.geometry,
{
color: new AFRAME.THREE.Color(color),
textureWidth,
textureHeight,
},
);
this.el.setObject3D('mesh', reflector);
},
});