You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
379 lines
8.2 KiB
379 lines
8.2 KiB
2 years ago
|
import {
|
||
|
AdditiveBlending,
|
||
|
Box2,
|
||
|
BufferGeometry,
|
||
|
Color,
|
||
|
FramebufferTexture,
|
||
|
InterleavedBuffer,
|
||
|
InterleavedBufferAttribute,
|
||
|
Mesh,
|
||
|
MeshBasicMaterial,
|
||
|
RawShaderMaterial,
|
||
|
Vector2,
|
||
|
Vector3,
|
||
|
Vector4,
|
||
|
RGBAFormat
|
||
|
} 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, RGBAFormat );
|
||
|
const occlusionMap = new FramebufferTexture( 16, 16, RGBAFormat );
|
||
|
|
||
|
// 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( {
|
||
|
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 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 = {
|
||
|
|
||
|
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 };
|