three-stdlib
Version:
stand-alone library of threejs examples
292 lines (249 loc) • 9.28 kB
JavaScript
import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, Texture, NearestFilter, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three";
const Lensflare = /* @__PURE__ */ (() => {
class Lensflare2 extends Mesh {
constructor() {
super(Lensflare2.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 Texture({ width: 16, height: 16 });
tempMap.isFramebufferTexture = true;
tempMap.magFilter = NearestFilter;
tempMap.minFilter = NearestFilter;
tempMap.generateMipmaps = false;
tempMap.needsUpdate = true;
const occlusionMap = new Texture({ width: 16, height: 16 });
occlusionMap.isFramebufferTexture = true;
occlusionMap.magFilter = NearestFilter;
occlusionMap.minFilter = NearestFilter;
occlusionMap.generateMipmaps = false;
occlusionMap.needsUpdate = true;
const geometry = Lensflare2.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(geometry, 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(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;
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, geometry, material1a, mesh1, null);
renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
uniforms = material1b.uniforms;
uniforms["scale"].value = scale;
uniforms["screenPosition"].value = positionScreen;
renderer.renderBufferDirect(camera, null, geometry, 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, 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();
}
};
}
}
const _geometry = new BufferGeometry();
const interleavedBuffer = new InterleavedBuffer(
new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),
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));
Lensflare2.Geometry = _geometry;
return Lensflare2;
})();
const LensflareElement = /* @__PURE__ */ (() => {
class LensflareElement2 {
constructor(texture, size = 1, distance = 0, color = new Color(16777215)) {
this.texture = texture;
this.size = size;
this.distance = distance;
this.color = color;
}
}
LensflareElement2.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;
}
`
)
};
return LensflareElement2;
})();
export {
Lensflare,
LensflareElement
};
//# sourceMappingURL=Lensflare.js.map