/** * Created by tpowellmeto on 29/10/2015. * * peppers ghost effect based on http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS */ THREE.PeppersGhostEffect = function ( renderer ) { var scope = this; scope.cameraDistance = 15; scope.reflectFromAbove = false; // Internals var _halfWidth, _width, _height; var _cameraF = new THREE.PerspectiveCamera(); //front var _cameraB = new THREE.PerspectiveCamera(); //back var _cameraL = new THREE.PerspectiveCamera(); //left var _cameraR = new THREE.PerspectiveCamera(); //right var _position = new THREE.Vector3(); var _quaternion = new THREE.Quaternion(); var _scale = new THREE.Vector3(); // Initialization renderer.autoClear = false; this.setSize = function ( width, height ) { _halfWidth = width / 2; if ( width < height ) { _width = width / 3; _height = width / 3; } else { _width = height / 3; _height = height / 3; } renderer.setSize( width, height ); }; this.render = function ( scene, camera ) { scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); camera.matrixWorld.decompose( _position, _quaternion, _scale ); // front _cameraF.position.copy( _position ); _cameraF.quaternion.copy( _quaternion ); _cameraF.translateZ( scope.cameraDistance ); _cameraF.lookAt( scene.position ); // back _cameraB.position.copy( _position ); _cameraB.quaternion.copy( _quaternion ); _cameraB.translateZ( - ( scope.cameraDistance ) ); _cameraB.lookAt( scene.position ); _cameraB.rotation.z += 180 * ( Math.PI / 180 ); // left _cameraL.position.copy( _position ); _cameraL.quaternion.copy( _quaternion ); _cameraL.translateX( - ( scope.cameraDistance ) ); _cameraL.lookAt( scene.position ); _cameraL.rotation.x += 90 * ( Math.PI / 180 ); // right _cameraR.position.copy( _position ); _cameraR.quaternion.copy( _quaternion ); _cameraR.translateX( scope.cameraDistance ); _cameraR.lookAt( scene.position ); _cameraR.rotation.x += 90 * ( Math.PI / 180 ); renderer.clear(); renderer.setScissorTest( true ); renderer.setScissor( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height ); renderer.setViewport( _halfWidth - ( _width / 2 ), ( _height * 2 ), _width, _height ); if ( scope.reflectFromAbove ) { renderer.render( scene, _cameraB ); } else { renderer.render( scene, _cameraF ); } renderer.setScissor( _halfWidth - ( _width / 2 ), 0, _width, _height ); renderer.setViewport( _halfWidth - ( _width / 2 ), 0, _width, _height ); if ( scope.reflectFromAbove ) { renderer.render( scene, _cameraF ); } else { renderer.render( scene, _cameraB ); } renderer.setScissor( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height ); renderer.setViewport( _halfWidth - ( _width / 2 ) - _width, _height, _width, _height ); if ( scope.reflectFromAbove ) { renderer.render( scene, _cameraR ); } else { renderer.render( scene, _cameraL ); } renderer.setScissor( _halfWidth + ( _width / 2 ), _height, _width, _height ); renderer.setViewport( _halfWidth + ( _width / 2 ), _height, _width, _height ); if ( scope.reflectFromAbove ) { renderer.render( scene, _cameraL ); } else { renderer.render( scene, _cameraR ); } renderer.setScissorTest( false ); }; };