Reputation: 6141
I've created a this rotating book using THREE.js. Unfortunately I have very little knowledge of OpenGL and so I can't figure out how to make a Fading reflection.
window.onload = function() {
// Create the renderer and add it to the page's body element
var renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Create the scene to hold the object
var scene = new THREE.Scene();
// Create the camera
var camera = new THREE.PerspectiveCamera(
35, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near plane distance
1000 // Far plane distance
);
// Position the camera
camera.position.set(-15, 10, 20);
camera.lookAt(scene.position);
// Add the lights
var light = new THREE.PointLight(0xffffff, 0.4);
light.position.set(10, 10, 10);
scene.add(light);
ambientLight = new THREE.AmbientLight(0xbbbbbb);
scene.add(ambientLight);
// Load the textures (book images)
var textureLoader = new THREE.TextureLoader();
//front
var bookCoverTexture = textureLoader.load("https://i.imgur.com/sBzG9bm.jpeg");
//side
var bookSpineTexture = textureLoader.load("https://i.imgur.com/ZFgZgnx.png");
//back
var bookBackTexture = textureLoader.load("https://i.imgur.com/s4Kbbr9.jpeg");
//pages
var bookPagesTexture = textureLoader.load("https://i.imgur.com/2Mul6cU.jpeg");
//top + bottom pages
var bookPagesTopBottomTexture = textureLoader.load(
"https://i.imgur.com/OXCKChN.jpg"
);
// Use the linear filter for the textures to avoid blurriness
bookCoverTexture.minFilter = bookSpineTexture.minFilter = bookBackTexture.minFilter = bookPagesTexture.minFilter = bookPagesTopBottomTexture.minFilter =
THREE.LinearFilter;
// Create the materials
var bookCover = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookCoverTexture
});
var bookSpine = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookSpineTexture
});
var bookBack = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookBackTexture
});
var bookPages = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookPagesTexture
});
var bookPagesTopBottom = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookPagesTopBottomTexture
});
var materials = [
bookPages, // Right side
bookSpine, // Left side
bookPagesTopBottom, // Top side
bookPagesTopBottom, // Bottom side
bookCover, // Front side
bookBack // Back side
];
// Create the book and add it to the scene
var book = new THREE.Mesh(
new THREE.BoxGeometry(7, 10, 2.2, 4, 4, 1),
materials
);
book.layers.enable(1);
scene.add(book);
var geometry = new THREE.PlaneBufferGeometry(20, 20);
var mirror = new THREE.Reflector(geometry, {
clipBias: 0.003,
textureWidth: 1024 * window.devicePixelRatio,
textureHeight: 1024 * window.devicePixelRatio,
color: 0x889999,
recursion: 1
});
mirror.rotateX(-Math.PI / 2);
mirror.position.y = -5.2;
mirror.material.transparent = true;
mirror.material.alpha = 0.1;
scene.add(mirror);
// Create the orbit controls for the camera
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enablePan = false;
controls.enableZoom = false;
// Begin the animation
animate();
/*
Animate a frame
*/
function animate() {
book.rotation.y += 0.01;
// Update the orbit controls
controls.update();
// Render the frame
renderer.render(scene, camera);
// Keep the animation going
requestAnimationFrame(animate);
}
};
<script src="https://unpkg.com/[email protected]/build/three.js"></script>
<script src="https://unpkg.com/[email protected]/examples/js/controls/OrbitControls.js"></script>
<script src="https://unpkg.com/[email protected]/examples/js/objects/Reflector.js"></script>
<div style="padding: 20px; position: absolute;">
</div>
After some research I did come across this post for creating fading reflection but I'm unable to do it on my own.
https://discourse.threejs.org/t/creating-a-fading-reflection/3831
Would appreciate a little help.
Upvotes: 3
Views: 1520
Reputation: 31026
I've updated your code with the modified version of THREE.Reflector
from the three.js
forum.
window.onload = function() {
// Create the renderer and add it to the page's body element
var renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Create the scene to hold the object
var scene = new THREE.Scene();
// Create the camera
var camera = new THREE.PerspectiveCamera(
35, // Field of view
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near plane distance
1000 // Far plane distance
);
// Position the camera
camera.position.set(-15, 10, 20);
camera.lookAt(scene.position);
// Add the lights
var light = new THREE.PointLight(0xffffff, 0.4);
light.position.set(10, 10, 10);
scene.add(light);
ambientLight = new THREE.AmbientLight(0xbbbbbb);
scene.add(ambientLight);
// Load the textures (book images)
var textureLoader = new THREE.TextureLoader();
//front
var bookCoverTexture = textureLoader.load("https://i.imgur.com/sBzG9bm.jpeg");
//side
var bookSpineTexture = textureLoader.load("https://i.imgur.com/ZFgZgnx.png");
//back
var bookBackTexture = textureLoader.load("https://i.imgur.com/s4Kbbr9.jpeg");
//pages
var bookPagesTexture = textureLoader.load("https://i.imgur.com/2Mul6cU.jpeg");
//top + bottom pages
var bookPagesTopBottomTexture = textureLoader.load(
"https://i.imgur.com/OXCKChN.jpg"
);
// Use the linear filter for the textures to avoid blurriness
bookCoverTexture.minFilter = bookSpineTexture.minFilter = bookBackTexture.minFilter = bookPagesTexture.minFilter = bookPagesTopBottomTexture.minFilter =
THREE.LinearFilter;
// Create the materials
var bookCover = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookCoverTexture
});
var bookSpine = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookSpineTexture
});
var bookBack = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookBackTexture
});
var bookPages = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookPagesTexture
});
var bookPagesTopBottom = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: bookPagesTopBottomTexture
});
var materials = [
bookPages, // Right side
bookSpine, // Left side
bookPagesTopBottom, // Top side
bookPagesTopBottom, // Bottom side
bookCover, // Front side
bookBack // Back side
];
// Create the book and add it to the scene
var book = new THREE.Mesh(
new THREE.BoxGeometry(7, 10, 2.2, 4, 4, 1),
materials
);
book.layers.enable(1);
scene.add(book);
var geometry = new THREE.PlaneBufferGeometry(20, 20);
var mirror = new THREE.Reflector(geometry, {
clipBias: 0.003,
textureWidth: 1024 * window.devicePixelRatio,
textureHeight: 1024 * window.devicePixelRatio,
color: 0x889999,
recursion: 1
});
mirror.rotateX(-Math.PI / 2);
mirror.position.y = -5.2;
mirror.material.transparent = true;
mirror.material.alpha = 0.1;
scene.add(mirror);
// Create the orbit controls for the camera
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enablePan = false;
controls.enableZoom = false;
// Begin the animation
animate();
/*
Animate a frame
*/
function animate() {
book.rotation.y += 0.01;
// Update the orbit controls
controls.update();
// Render the frame
renderer.render(scene, camera);
// Keep the animation going
requestAnimationFrame(animate);
}
};
<script src="https://unpkg.com/[email protected]/build/three.js"></script>
<script src="https://unpkg.com/[email protected]/examples/js/controls/OrbitControls.js"></script>
<script>
THREE.Reflector = function ( geometry, options ) {
THREE.Mesh.call( this, geometry );
this.type = 'Reflector';
var scope = this;
options = options || {};
var color = ( options.color !== undefined ) ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
var textureWidth = options.textureWidth || 512;
var textureHeight = options.textureHeight || 512;
var clipBias = options.clipBias || 0;
var shader = options.shader || THREE.Reflector.ReflectorShader;
//
var reflectorPlane = new THREE.Plane();
var normal = new THREE.Vector3();
var reflectorWorldPosition = 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();
var viewport = new THREE.Vector4();
var view = new THREE.Vector3();
var target = new THREE.Vector3();
var q = new THREE.Vector4();
var textureMatrix = new THREE.Matrix4();
var virtualCamera = new THREE.PerspectiveCamera();
var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters );
renderTarget.depthBuffer = true;
renderTarget.depthTexture = new THREE.DepthTexture();
renderTarget.depthTexture.type = THREE.UnsignedShortType;
if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {
renderTarget.texture.generateMipmaps = false;
}
var material = new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
transparent: true
} );
material.uniforms.tDiffuse.value = renderTarget.texture;
material.uniforms.tDepth.value = renderTarget.depthTexture;
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 );
this.material.uniforms.cameraNear.value = camera.near;
this.material.uniforms.cameraFar.value = camera.far;
// 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 );
var projectionMatrix = virtualCamera.projectionMatrix;
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;
var currentRenderTarget = renderer.getRenderTarget();
var currentXrEnabled = renderer.xr.enabled;
var 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
var bounds = camera.bounds;
if ( bounds !== undefined ) {
var size = renderer.getSize();
var pixelRatio = renderer.getPixelRatio();
viewport.x = bounds.x * size.width * pixelRatio;
viewport.y = bounds.y * size.height * pixelRatio;
viewport.z = bounds.z * size.width * pixelRatio;
viewport.w = bounds.w * size.height * pixelRatio;
renderer.state.viewport( viewport );
}
scope.visible = true;
};
this.getRenderTarget = function () {
return renderTarget;
};
};
THREE.Reflector.prototype = Object.create( THREE.Mesh.prototype );
THREE.Reflector.prototype.constructor = THREE.Reflector;
THREE.Reflector.ReflectorShader = {
uniforms: {
'color': {
type: 'c',
value: null
},
'tDiffuse': {
type: 't',
value: null
},
'tDepth': {
type: 't',
value: null
},
'textureMatrix': {
type: 'm4',
value: null
},
'cameraNear': {
type: 'f',
value: 0
},
'cameraFar': {
type: 'f',
value: 0
},
},
vertexShader: [
'uniform mat4 textureMatrix;',
'varying vec4 vUv;',
'void main() {',
' vUv = textureMatrix * vec4( position, 1.0 );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'#include <packing>',
'uniform vec3 color;',
'uniform sampler2D tDiffuse;',
'uniform sampler2D tDepth;',
'uniform float cameraNear;',
'uniform float cameraFar;',
'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 ) );',
'}',
'float readDepth( sampler2D depthSampler, vec4 coord ) {',
' float fragCoordZ = texture2DProj( depthSampler, coord ).x;',
' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );',
' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );',
'}',
'void main() {',
' vec4 base = texture2DProj( tDiffuse, vUv );',
' float depth = readDepth( tDepth, vUv );',
' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 - ( depth * 50000.0 ) );',
'}'
].join( '\n' )
};
</script>
<div style="padding: 20px; position: absolute;">
</div>
Upvotes: 5