398 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			398 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |