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							- import {
 
- 	AdditiveBlending,
 
- 	Box2,
 
- 	BufferGeometry,
 
- 	ClampToEdgeWrapping,
 
- 	Color,
 
- 	DataTexture,
 
- 	InterleavedBuffer,
 
- 	InterleavedBufferAttribute,
 
- 	Mesh,
 
- 	MeshBasicMaterial,
 
- 	NearestFilter,
 
- 	RGBFormat,
 
- 	RawShaderMaterial,
 
- 	Vector2,
 
- 	Vector3,
 
- 	Vector4
 
- } from '../../../build/three.module.js';
 
- class Lensflare extends Mesh {
 
- 	constructor() {
 
- 		super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
 
- 		this.type = 'Lensflare';
 
- 		this.frustumCulled = false;
 
- 		this.renderOrder = Infinity;
 
- 		//
 
- 		const positionScreen = new Vector3();
 
- 		const positionView = new Vector3();
 
- 		// textures
 
- 		const tempMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
 
- 		tempMap.minFilter = NearestFilter;
 
- 		tempMap.magFilter = NearestFilter;
 
- 		tempMap.wrapS = ClampToEdgeWrapping;
 
- 		tempMap.wrapT = ClampToEdgeWrapping;
 
- 		const occlusionMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
 
- 		occlusionMap.minFilter = NearestFilter;
 
- 		occlusionMap.magFilter = NearestFilter;
 
- 		occlusionMap.wrapS = ClampToEdgeWrapping;
 
- 		occlusionMap.wrapT = ClampToEdgeWrapping;
 
- 		// 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();
 
- 			}
 
- 		};
 
- 	}
 
- }
 
- Lensflare.prototype.isLensflare = true;
 
- //
 
- 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 };
 
 
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