UNPKG

three-stdlib

Version:

stand-alone library of threejs examples

287 lines (244 loc) 9.07 kB
var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => { __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); return value; }; import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, DataTexture, RGBAFormat, NearestFilter, ClampToEdgeWrapping, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three"; 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)); const _Lensflare = class 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(); const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat); tempMap.minFilter = NearestFilter; tempMap.magFilter = NearestFilter; tempMap.wrapS = ClampToEdgeWrapping; tempMap.wrapT = ClampToEdgeWrapping; const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat); occlusionMap.minFilter = NearestFilter; occlusionMap.magFilter = NearestFilter; occlusionMap.wrapS = ClampToEdgeWrapping; occlusionMap.wrapT = ClampToEdgeWrapping; const geometry2 = _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 }); const mesh1 = new Mesh(geometry2, material1a); const elements = []; const shader = LensflareElement.Shader; const material2 = new RawShaderMaterial({ uniforms: { map: { value: null }, occlusionMap: { value: occlusionMap }, color: { value: new Color(16777215) }, scale: { value: new Vector2() }, screenPosition: { value: new Vector3() } }, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, blending: AdditiveBlending, transparent: true, depthWrite: false }); const mesh2 = new Mesh(geometry2, 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; const halfViewportHeight = viewport.w / 2; 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)); positionView.setFromMatrixPosition(this.matrixWorld); positionView.applyMatrix4(camera.matrixWorldInverse); if (positionView.z > 0) return; positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix); screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8; screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8; if (validArea.containsPoint(screenPositionPixels)) { renderer.copyFramebufferToTexture(screenPositionPixels, tempMap); let uniforms = material1a.uniforms; uniforms["scale"].value = scale; uniforms["screenPosition"].value = positionScreen; renderer.renderBufferDirect(camera, null, geometry2, material1a, mesh1, null); renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap); uniforms = material1b.uniforms; uniforms["scale"].value = scale; uniforms["screenPosition"].value = positionScreen; renderer.renderBufferDirect(camera, null, geometry2, material1b, mesh1, null); 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 uniforms2 = material2.uniforms; uniforms2["color"].value.copy(element.color); uniforms2["map"].value = element.texture; uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance; uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance; size = element.size / viewport.w; const invAspect2 = viewport.w / viewport.z; uniforms2["scale"].value.set(size * invAspect2, size); material2.uniformsNeedUpdate = true; renderer.renderBufferDirect(camera, null, geometry2, 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(); } }; } }; let Lensflare = _Lensflare; __publicField(Lensflare, "Geometry", geometry); class LensflareElement { constructor(texture, size = 1, distance = 0, color = new Color(16777215)) { this.texture = texture; this.size = size; this.distance = distance; this.color = color; } } __publicField(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; }` ) }); export { Lensflare, LensflareElement }; //# sourceMappingURL=Lensflare.js.map