| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389 | 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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