123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355 |
- ( function () {
- class Lensflare extends THREE.Mesh {
- constructor() {
- super( Lensflare.Geometry, new THREE.MeshBasicMaterial( {
- opacity: 0,
- transparent: true
- } ) );
- this.type = 'Lensflare';
- this.frustumCulled = false;
- this.renderOrder = Infinity; //
- const positionScreen = new THREE.Vector3();
- const positionView = new THREE.Vector3(); // textures
- const tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
- tempMap.minFilter = THREE.NearestFilter;
- tempMap.magFilter = THREE.NearestFilter;
- tempMap.wrapS = THREE.ClampToEdgeWrapping;
- tempMap.wrapT = THREE.ClampToEdgeWrapping;
- const occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
- occlusionMap.minFilter = THREE.NearestFilter;
- occlusionMap.magFilter = THREE.NearestFilter;
- occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
- occlusionMap.wrapT = THREE.ClampToEdgeWrapping; // material
- const geometry = Lensflare.Geometry;
- const material1a = new THREE.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 THREE.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 THREE.Mesh( geometry, material1a ); //
- const elements = [];
- const shader = LensflareElement.Shader;
- const material2 = new THREE.RawShaderMaterial( {
- uniforms: {
- 'map': {
- value: null
- },
- 'occlusionMap': {
- value: occlusionMap
- },
- 'color': {
- value: new THREE.Color( 0xffffff )
- },
- 'scale': {
- value: new THREE.Vector2()
- },
- 'screenPosition': {
- value: new THREE.Vector3()
- }
- },
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- blending: THREE.AdditiveBlending,
- transparent: true,
- depthWrite: false
- } );
- const mesh2 = new THREE.Mesh( geometry, material2 );
- this.addElement = function ( element ) {
- elements.push( element );
- }; //
- const scale = new THREE.Vector2();
- const screenPositionPixels = new THREE.Vector2();
- const validArea = new THREE.Box2();
- const viewport = new THREE.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 THREE.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 THREE.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 THREE.InterleavedBuffer( float32Array, 5 );
- geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
- geometry.setAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
- geometry.setAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
- return geometry;
- }();
- THREE.Lensflare = Lensflare;
- THREE.LensflareElement = LensflareElement;
- } )();
|