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@damienmortini/three

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import { AdditiveBlending, Box2, BufferGeometry, Color, FramebufferTexture, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, RawShaderMaterial, RGBAFormat, Vector2, Vector3, Vector4 } from '../../../../three/src/Three.js'; 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 };