mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 04:23:47 +01:00
293 lines
8.8 KiB
JavaScript
293 lines
8.8 KiB
JavaScript
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/**
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* @author Slayvin / http://slayvin.net
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*/
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THREE.ShaderLib['mirror'] = {
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uniforms: { "mirrorColor": { type: "c", value: new THREE.Color(0x7F7F7F) },
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"mirrorSampler": { type: "t", value: null },
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"textureMatrix" : { type: "m4", value: new THREE.Matrix4() }
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},
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vertexShader: [
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"uniform mat4 textureMatrix;",
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"varying vec4 mirrorCoord;",
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"void main() {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"mirrorCoord = textureMatrix * worldPosition;",
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"gl_Position = projectionMatrix * mvPosition;",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform vec3 mirrorColor;",
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"uniform sampler2D mirrorSampler;",
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"varying vec4 mirrorCoord;",
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"float blendOverlay(float base, float blend) {",
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"return( base < 0.5 ? ( 2.0 * base * blend ) : (1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
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"}",
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"void main() {",
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"vec4 color = texture2DProj(mirrorSampler, mirrorCoord);",
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"color = vec4(blendOverlay(mirrorColor.r, color.r), blendOverlay(mirrorColor.g, color.g), blendOverlay(mirrorColor.b, color.b), 1.0);",
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"gl_FragColor = color;",
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"}"
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].join("\n")
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};
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THREE.Mirror = function ( renderer, camera, options ) {
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THREE.Object3D.call( this );
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this.name = 'mirror_' + this.id;
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options = options || {};
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this.matrixNeedsUpdate = true;
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var width = options.textureWidth !== undefined ? options.textureWidth : 512;
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var height = options.textureHeight !== undefined ? options.textureHeight : 512;
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this.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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this.renderer = renderer;
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this.mirrorPlane = new THREE.Plane();
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this.normal = new THREE.Vector3( 0, 0, 1 );
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this.mirrorWorldPosition = new THREE.Vector3();
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this.cameraWorldPosition = new THREE.Vector3();
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this.rotationMatrix = new THREE.Matrix4();
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this.lookAtPosition = new THREE.Vector3(0, 0, -1);
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this.clipPlane = new THREE.Vector4();
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// For debug only, show the normal and plane of the mirror
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var debugMode = options.debugMode !== undefined ? options.debugMode : false;
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if ( debugMode ) {
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var arrow = new THREE.ArrowHelper(new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, 0 ), 10, 0xffff80 );
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var planeGeometry = new THREE.Geometry();
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planeGeometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
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planeGeometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
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planeGeometry.vertices.push( new THREE.Vector3( 10, 10, 0 ) );
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planeGeometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
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planeGeometry.vertices.push( planeGeometry.vertices[0] );
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var plane = new THREE.Line( planeGeometry, new THREE.LineBasicMaterial( { color: 0xffff80 } ) );
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this.add(arrow);
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this.add(plane);
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}
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if ( camera instanceof THREE.PerspectiveCamera ) {
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this.camera = camera;
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} else {
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this.camera = new THREE.PerspectiveCamera();
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console.log( this.name + ': camera is not a Perspective Camera!' );
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}
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this.textureMatrix = new THREE.Matrix4();
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this.mirrorCamera = this.camera.clone();
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this.mirrorCamera.matrixAutoUpdate = true;
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this.texture = new THREE.WebGLRenderTarget( width, height );
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this.tempTexture = new THREE.WebGLRenderTarget( width, height );
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var mirrorShader = THREE.ShaderLib[ "mirror" ];
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var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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fragmentShader: mirrorShader.fragmentShader,
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vertexShader: mirrorShader.vertexShader,
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uniforms: mirrorUniforms
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} );
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this.material.uniforms.mirrorSampler.value = this.texture;
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this.material.uniforms.mirrorColor.value = mirrorColor;
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this.material.uniforms.textureMatrix.value = this.textureMatrix;
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if ( !THREE.Math.isPowerOfTwo(width) || !THREE.Math.isPowerOfTwo( height ) ) {
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this.texture.generateMipmaps = false;
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this.tempTexture.generateMipmaps = false;
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}
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this.updateTextureMatrix();
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this.render();
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};
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THREE.Mirror.prototype = Object.create( THREE.Object3D.prototype );
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THREE.Mirror.prototype.constructor = THREE.Mirror;
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THREE.Mirror.prototype.renderWithMirror = function ( otherMirror ) {
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// update the mirror matrix to mirror the current view
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this.updateTextureMatrix();
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this.matrixNeedsUpdate = false;
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// set the camera of the other mirror so the mirrored view is the reference view
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var tempCamera = otherMirror.camera;
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otherMirror.camera = this.mirrorCamera;
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// render the other mirror in temp texture
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otherMirror.renderTemp();
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otherMirror.material.uniforms.mirrorSampler.value = otherMirror.tempTexture;
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// render the current mirror
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this.render();
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this.matrixNeedsUpdate = true;
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// restore material and camera of other mirror
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otherMirror.material.uniforms.mirrorSampler.value = otherMirror.texture;
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otherMirror.camera = tempCamera;
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// restore texture matrix of other mirror
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otherMirror.updateTextureMatrix();
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};
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THREE.Mirror.prototype.updateTextureMatrix = function () {
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this.updateMatrixWorld();
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this.camera.updateMatrixWorld();
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this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
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this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );
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this.rotationMatrix.extractRotation( this.matrixWorld );
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this.normal.set( 0, 0, 1 );
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this.normal.applyMatrix4( this.rotationMatrix );
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var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
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view.reflect( this.normal ).negate();
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view.add( this.mirrorWorldPosition );
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this.rotationMatrix.extractRotation( this.camera.matrixWorld );
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this.lookAtPosition.set(0, 0, -1);
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this.lookAtPosition.applyMatrix4( this.rotationMatrix );
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this.lookAtPosition.add( this.cameraWorldPosition );
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var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
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target.reflect( this.normal ).negate();
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target.add( this.mirrorWorldPosition );
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this.up.set( 0, -1, 0 );
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this.up.applyMatrix4( this.rotationMatrix );
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this.up.reflect( this.normal ).negate();
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this.mirrorCamera.position.copy( view );
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this.mirrorCamera.up = this.up;
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this.mirrorCamera.lookAt( target );
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this.mirrorCamera.updateProjectionMatrix();
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this.mirrorCamera.updateMatrixWorld();
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this.mirrorCamera.matrixWorldInverse.getInverse( this.mirrorCamera.matrixWorld );
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// Update the texture matrix
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this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0 );
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this.textureMatrix.multiply( this.mirrorCamera.projectionMatrix );
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this.textureMatrix.multiply( this.mirrorCamera.matrixWorldInverse );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
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this.mirrorPlane.applyMatrix4( this.mirrorCamera.matrixWorldInverse );
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this.clipPlane.set( this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
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var q = new THREE.Vector4();
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var projectionMatrix = this.mirrorCamera.projectionMatrix;
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q.x = ( Math.sign(this.clipPlane.x) + projectionMatrix.elements[8] ) / projectionMatrix.elements[0];
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q.y = ( Math.sign(this.clipPlane.y) + projectionMatrix.elements[9] ) / projectionMatrix.elements[5];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[10] ) / projectionMatrix.elements[14];
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// Calculate the scaled plane vector
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var c = new THREE.Vector4();
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c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot(q) );
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[2] = c.x;
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projectionMatrix.elements[6] = c.y;
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projectionMatrix.elements[10] = c.z + 1.0 - this.clipBias;
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projectionMatrix.elements[14] = c.w;
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};
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THREE.Mirror.prototype.render = function () {
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if ( this.matrixNeedsUpdate ) this.updateTextureMatrix();
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this.matrixNeedsUpdate = true;
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// Render the mirrored view of the current scene into the target texture
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var scene = this;
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while ( scene.parent !== undefined ) {
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scene = scene.parent;
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}
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if ( scene !== undefined && scene instanceof THREE.Scene) {
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this.renderer.render( scene, this.mirrorCamera, this.texture, true );
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}
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};
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THREE.Mirror.prototype.renderTemp = function () {
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if ( this.matrixNeedsUpdate ) this.updateTextureMatrix();
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this.matrixNeedsUpdate = true;
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// Render the mirrored view of the current scene into the target texture
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var scene = this;
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while ( scene.parent !== undefined ) {
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scene = scene.parent;
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}
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if ( scene !== undefined && scene instanceof THREE.Scene) {
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this.renderer.render( scene, this.mirrorCamera, this.tempTexture, true );
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}
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};
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