@damienmortini/three
Version:
356 lines (242 loc) • 9.06 kB
JavaScript
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 };