/** * @author Mugen87 / https://github.com/Mugen87 * @author mrdoob / http://mrdoob.com/ */ THREE.LensFlare = function () { THREE.Mesh.call( this ); this.type = 'LensFlare'; this.frustumCulled = false; // var flareVisible = false; var positionScreen = new THREE.Vector3(); // textures var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat ); tempMap.minFilter = THREE.NearestFilter; tempMap.magFilter = THREE.NearestFilter; tempMap.needsUpdate = true; var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat ); occlusionMap.minFilter = THREE.NearestFilter; occlusionMap.magFilter = THREE.NearestFilter; occlusionMap.needsUpdate = true; // material var shader = THREE.LensFlare.Shader; var material = new THREE.RawShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, depthWrite: false, transparent: false } ); // the following object is used for occlusionMap generation var occluder = new THREE.Mesh( THREE.LensFlare.Geometry, material ); occluder.frustumCulled = false; // var scale = new THREE.Vector2(); var screenPositionPixels = new THREE.Vector2(); var validArea = new THREE.Box2(); var viewport = new THREE.Vector4(); this.onBeforeRender = function ( renderer, scene, camera ) { viewport.copy( renderer.getCurrentViewport() ); var invAspect = viewport.w / viewport.z; var halfViewportWidth = viewport.z / 2.0; var halfViewportHeight = viewport.w / 2.0; var 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 positionScreen.setFromMatrixPosition( this.matrixWorld ); positionScreen.applyMatrix4( camera.matrixWorldInverse ); positionScreen.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 flareVisible = validArea.containsPoint( screenPositionPixels ); if ( flareVisible ) { var currentAutoClear = renderer.autoClear; renderer.autoClear = false; // save current RGB to temp texture renderer.copyFramebufferToTexture( screenPositionPixels, tempMap ); // render pink quad occluder.material.uniforms.renderType.value = 0; occluder.material.uniforms.scale.value = scale; occluder.material.uniforms.screenPosition.value = positionScreen; occluder.material.depthTest = true; renderer.render( occluder, camera ); // copy result to occlusionMap renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap ); // restore graphics occluder.material.uniforms.renderType.value = 1; occluder.material.uniforms.map.value = tempMap; occluder.material.depthTest = false; renderer.render( occluder, camera ); // renderer.autoClear = currentAutoClear; } // update object positions var children = this.children; var vecX = - positionScreen.x * 2; var vecY = - positionScreen.y * 2; for ( var i = 0, l = children.length; i < l; i ++ ) { var flare = children[ i ]; var flarePosition = flare.material.uniforms.screenPosition.value; flarePosition.x = positionScreen.x + vecX * flare.flareDistance; flarePosition.y = positionScreen.y + vecY * flare.flareDistance; // var size = flare.flareSize / viewport.w; var invAspect = viewport.w / viewport.z; flare.material.uniforms.occlusionMap.value = occlusionMap; flare.material.uniforms.scale.value.set( size * invAspect, size ); flare.material.uniforms.opacity.value = flareVisible ? 1 : 0; } }; this.dispose = function () { occluder.material.dispose(); tempMap.dispose(); occlusionMap.dispose(); }; }; THREE.LensFlare.prototype = Object.create( THREE.Mesh.prototype ); THREE.LensFlare.prototype.constructor = THREE.LensFlare; THREE.LensFlare.prototype.isLensFlare = true; THREE.LensFlare.Shader = { uniforms: { 'renderType': { value: 0 }, 'map': { value: null }, 'scale': { value: null }, 'screenPosition': { value: null } }, vertexShader: [ 'precision highp float;', 'uniform vec3 screenPosition;', 'uniform vec2 scale;', 'attribute vec3 position;', 'attribute vec2 uv;', 'varying vec2 vUV;', 'void main() {', ' vUV = uv;', ' vec2 pos = position.xy;', ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ 'precision highp float;', 'uniform lowp int renderType;', 'uniform sampler2D map;', 'varying vec2 vUV;', 'void main() {', // pink square ' if ( renderType == 0 ) {', ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );', // restore ' } else {', ' gl_FragColor = texture2D( map, vUV );', ' }', '}' ].join( '\n' ) }; // THREE.LensFlareElement = function ( texture, size, distance, color, blending ) { THREE.Mesh.call( this ); this.type = 'LensFlareElement'; this.frustumCulled = false; this.renderOrder = Infinity; this.flareSize = size || 1; this.flareDistance = distance || 0; this.geometry = THREE.LensFlare.Geometry; var shader = THREE.LensFlareElement.Shader; this.material = new THREE.RawShaderMaterial( { // uniforms: Object.assign( {}, shader.uniforms ), uniforms: { 'map': { value: texture }, 'occlusionMap': { value: null }, 'opacity': { value: 1 }, 'color': { value: color || new THREE.Color( 0xffffff ) }, 'scale': { value: new THREE.Vector2() }, 'screenPosition': { value: new THREE.Vector3() } }, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, blending: blending || THREE.AdditiveBlending, transparent: true, depthWrite: false } ); this.dispose = function () { this.material.dispose(); }; }; THREE.LensFlareElement.prototype = Object.create( THREE.Mesh.prototype ); THREE.LensFlareElement.prototype.constructor = THREE.LensFlareElement; THREE.LensFlareElement.prototype.isLensFlareElement = true; THREE.LensFlareElement.Shader = { uniforms: { 'map': { value: null }, 'occlusionMap': { value: null }, 'opacity': { value: 1 }, 'color': { value: null }, 'scale': { value: null }, 'screenPosition': { value: null } }, vertexShader: [ '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 );', '}' ].join( '\n' ), fragmentShader: [ 'precision highp float;', 'uniform sampler2D map;', 'uniform float opacity;', 'uniform vec3 color;', 'varying vec2 vUV;', 'varying float vVisibility;', 'void main() {', ' vec4 texture = texture2D( map, vUV );', ' texture.a *= opacity * vVisibility;', ' gl_FragColor = texture;', ' gl_FragColor.rgb *= color;', '}' ].join( '\n' ) }; THREE.LensFlare.Geometry = ( function () { var geometry = new THREE.BufferGeometry(); var float32Array = new Float32Array( [ - 1, - 1, 0, 0, 0, 1, - 1, 0, 1, 0, 1, 1, 0, 1, 1, - 1, 1, 0, 0, 1 ] ); var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 ); geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); return geometry; } )();