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6 months ago
import {
AdditiveBlending,
Box2,
BufferGeometry,
Color,
FramebufferTexture,
InterleavedBuffer,
InterleavedBufferAttribute,
Mesh,
MeshBasicMaterial,
RawShaderMaterial,
UnsignedByteType,
Vector2,
Vector3,
Vector4
} from 'three';
class Lensflare extends Mesh {
constructor() {
super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
this.isLensflare = true;
this.type = 'Lensflare';
this.frustumCulled = false;
this.renderOrder = Infinity;
//
const positionScreen = new Vector3();
const positionView = new Vector3();
// textures
const tempMap = new FramebufferTexture( 16, 16 );
const occlusionMap = new FramebufferTexture( 16, 16 );
let currentType = UnsignedByteType;
// material
const geometry = Lensflare.Geometry;
const material1a = new RawShaderMaterial( {
uniforms: {
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
precision highp float;
uniform vec3 screenPosition;
uniform vec2 scale;
attribute vec3 position;
void main() {
gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
void main() {
gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
}`,
depthTest: true,
depthWrite: false,
transparent: false
} );
const material1b = new RawShaderMaterial( {
uniforms: {
'map': { value: tempMap },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
precision highp float;
uniform vec3 screenPosition;
uniform vec2 scale;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D map;
varying vec2 vUV;
void main() {
gl_FragColor = texture2D( map, vUV );
}`,
depthTest: false,
depthWrite: false,
transparent: false
} );
// the following object is used for occlusionMap generation
const mesh1 = new Mesh( geometry, material1a );
//
const elements = [];
const shader = LensflareElement.Shader;
const material2 = new RawShaderMaterial( {
name: shader.name,
uniforms: {
'map': { value: null },
'occlusionMap': { value: occlusionMap },
'color': { value: new Color( 0xffffff ) },
'scale': { value: new Vector2() },
'screenPosition': { value: new Vector3() }
},
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
blending: AdditiveBlending,
transparent: true,
depthWrite: false
} );
const mesh2 = new Mesh( geometry, material2 );
this.addElement = function ( element ) {
elements.push( element );
};
//
const scale = new Vector2();
const screenPositionPixels = new Vector2();
const validArea = new Box2();
const viewport = new Vector4();
this.onBeforeRender = function ( renderer, scene, camera ) {
renderer.getCurrentViewport( viewport );
const renderTarget = renderer.getRenderTarget();
const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
if ( currentType !== type ) {
tempMap.dispose();
occlusionMap.dispose();
tempMap.type = occlusionMap.type = type;
currentType = type;
}
const invAspect = viewport.w / viewport.z;
const halfViewportWidth = viewport.z / 2.0;
const halfViewportHeight = viewport.w / 2.0;
let size = 16 / viewport.w;
scale.set( size * invAspect, size );
validArea.min.set( viewport.x, viewport.y );
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
// calculate position in screen space
positionView.setFromMatrixPosition( this.matrixWorld );
positionView.applyMatrix4( camera.matrixWorldInverse );
if ( positionView.z > 0 ) return; // lensflare is behind the camera
positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
// screen cull
if ( validArea.containsPoint( screenPositionPixels ) ) {
// save current RGB to temp texture
renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
// render pink quad
let uniforms = material1a.uniforms;
uniforms[ 'scale' ].value = scale;
uniforms[ 'screenPosition' ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
// copy result to occlusionMap
renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
// restore graphics
uniforms = material1b.uniforms;
uniforms[ 'scale' ].value = scale;
uniforms[ 'screenPosition' ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
// render elements
const vecX = - positionScreen.x * 2;
const vecY = - positionScreen.y * 2;
for ( let i = 0, l = elements.length; i < l; i ++ ) {
const element = elements[ i ];
const uniforms = material2.uniforms;
uniforms[ 'color' ].value.copy( element.color );
uniforms[ 'map' ].value = element.texture;
uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
size = element.size / viewport.w;
const invAspect = viewport.w / viewport.z;
uniforms[ 'scale' ].value.set( size * invAspect, size );
material2.uniformsNeedUpdate = true;
renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
}
}
};
this.dispose = function () {
material1a.dispose();
material1b.dispose();
material2.dispose();
tempMap.dispose();
occlusionMap.dispose();
for ( let i = 0, l = elements.length; i < l; i ++ ) {
elements[ i ].texture.dispose();
}
};
}
}
//
class LensflareElement {
constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
this.texture = texture;
this.size = size;
this.distance = distance;
this.color = color;
}
}
LensflareElement.Shader = {
name: 'LensflareElementShader',
uniforms: {
'map': { value: null },
'occlusionMap': { value: null },
'color': { value: null },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
precision highp float;
uniform vec3 screenPosition;
uniform vec2 scale;
uniform sampler2D occlusionMap;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
varying float vVisibility;
void main() {
vUV = uv;
vec2 pos = position.xy;
vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
vVisibility = visibility.r / 9.0;
vVisibility *= 1.0 - visibility.g / 9.0;
vVisibility *= visibility.b / 9.0;
gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D map;
uniform vec3 color;
varying vec2 vUV;
varying float vVisibility;
void main() {
vec4 texture = texture2D( map, vUV );
texture.a *= vVisibility;
gl_FragColor = texture;
gl_FragColor.rgb *= color;
}`
};
Lensflare.Geometry = ( function () {
const geometry = new BufferGeometry();
const float32Array = new Float32Array( [
- 1, - 1, 0, 0, 0,
1, - 1, 0, 1, 0,
1, 1, 0, 1, 1,
- 1, 1, 0, 0, 1
] );
const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
return geometry;
} )();
export { Lensflare, LensflareElement };