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aframe-refraction-system

v1.6.3

Published

Realtime envMap creation using a ThreeCubeCamera attached to the camera entity

Downloads

55

Readme

aframe-refraction-system

Version low far distance

Description

The system creates a THREE.cubeCamera, which provides an envMap texture to each registered entity. Uses the THREE.CubeRefractionMapping. The cubeCamera is not attached to the original camera, it just changes position ( explanation in the notes ).

Needs to work almost realtime to look good, still, I didn't experience fps-drops.

Check it out here

Usage

script

attach the script <script src="https://cdn.rawgit.com/gftruj/aframe-refraction-system/eef3e0ee/dist/aframe-refraction-system.min.js"></script>

<a-scene refraction-component="near:1;far:100"> <a-entity refraction-component"></a-entity>

npm:

npm install aframe-refraction-system

set the camera attributes in the system: <a-scene refraction-component="near:1;far:100">, and the texture tickrate in the component: <a-entity refraction-component>

Attributes

| Property | Default | Description | |----------------------|--------------|-----------------------------------------------------| | near | 1 | the near clipping distance | | far | 200 | The far clipping distance | | resolution | 256 | Sets the length of the cubeCamera cube's edges | | tickrate | 10 | How often should the texture be updated |

Some visual examples

If You don't want to check out my fiddle:

If the 'far' attribute is low enough, the camera will only catch close objects: low far distance

It does not seem to affect my FPS rate : 59 FPS

Looks amazing with normal maps: basic

Notes:

  • I do realize that "realtime" is the opposite of "good performance". At least this simple project may be of use to someone willing to expand it

  • I do not attach the cubeCamera to the <a-camera>. The cubeCamera scale ( I think its scale, it may be some other issue, making the envMap smaller) gets messed up, so instead of adjusting it I change its position, so the envMap won't look ridiculous. This is a bad idea since its more wasteful then adding one camera to the other, but I'll need to work out the scaling issue.

I could use the scaling thing to my advantage if I expose it as a variable for people to mess with it.