LensFlare.js 9.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428
  1. /**
  2. * @author Mugen87 / https://github.com/Mugen87
  3. *
  4. */
  5. THREE.LensFlareGroup = function () {
  6. THREE.Group.call( this );
  7. this.type = 'LensFlareGroup';
  8. this.positionScreen = new THREE.Vector3();
  9. this.customUpdateCallback = undefined;
  10. this.flareVisible = false;
  11. // textures
  12. var tempMap = new THREE.CanvasTexture( document.createElement( 'canvas' ) );
  13. tempMap.image.width = tempMap.image.height = 16;
  14. tempMap.format = THREE.RGBFormat;
  15. tempMap.minFilter = tempMap.magFilter = THREE.NearestFilter;
  16. tempMap.needsUpdate = true;
  17. var occlusionMap = new THREE.CanvasTexture( document.createElement( 'canvas' ) );
  18. occlusionMap.image.width = occlusionMap.image.height = 16;
  19. occlusionMap.format = THREE.RGBAFormat;
  20. occlusionMap.minFilter = occlusionMap.magFilter = THREE.NearestFilter;
  21. occlusionMap.needsUpdate = true;
  22. // material
  23. var shader = THREE.LensFlareGroup.Shader;
  24. var material = new THREE.RawShaderMaterial( {
  25. uniforms: shader.uniforms,
  26. vertexShader: shader.vertexShader,
  27. fragmentShader: shader.fragmentShader,
  28. depthWrite: false
  29. } );
  30. // the following object is used for occlusionMap generation
  31. var occluder = new THREE.Mesh( THREE.LensFlare.Geometry, material );
  32. occluder.frustumCulled = false;
  33. //
  34. var scale = new THREE.Vector2();
  35. var screenPositionPixels = new THREE.Vector2();
  36. var validArea = new THREE.Box2();
  37. var currentFrame = 0;
  38. this.update = function ( renderer, camera, viewport ) {
  39. var frame = renderer.info.render.frame;
  40. if ( currentFrame === frame ) return;
  41. currentFrame = frame;
  42. var invAspect = viewport.w / viewport.z;
  43. var halfViewportWidth = viewport.z * 0.5;
  44. var halfViewportHeight = viewport.w * 0.5;
  45. var size = 16 / viewport.w;
  46. scale.set( size * invAspect, size );
  47. validArea.min.set( viewport.x, viewport.y );
  48. validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  49. // calculate position in screen space
  50. this.positionScreen.setFromMatrixPosition( this.matrixWorld );
  51. this.positionScreen.applyMatrix4( camera.matrixWorldInverse );
  52. this.positionScreen.applyMatrix4( camera.projectionMatrix );
  53. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  54. screenPositionPixels.x = viewport.x + ( this.positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  55. screenPositionPixels.y = viewport.y + ( this.positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  56. // screen cull
  57. if ( validArea.containsPoint( screenPositionPixels ) === true ) {
  58. this.flareVisible = true;
  59. // save current RGB to temp texture
  60. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, tempMap );
  61. // render pink quad
  62. occluder.material.uniforms.renderType.value = 0;
  63. occluder.material.uniforms.scale.value = scale;
  64. occluder.material.uniforms.screenPosition.value = this.positionScreen;
  65. occluder.material.depthTest = true;
  66. renderer.render( occluder, camera );
  67. // copy result to occlusionMap
  68. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, occlusionMap );
  69. // restore graphics
  70. occluder.material.uniforms.renderType.value = 1;
  71. occluder.material.uniforms.map.value = tempMap;
  72. occluder.material.depthTest = false;
  73. renderer.render( occluder, camera );
  74. // update object positions
  75. if ( this.customUpdateCallback ) {
  76. this.customUpdateCallback( this );
  77. } else {
  78. this.updateLensFlares();
  79. }
  80. } else {
  81. this.flareVisible = false;
  82. }
  83. };
  84. this.updateLensFlares = function () {
  85. var vecX = - this.positionScreen.x * 2;
  86. var vecY = - this.positionScreen.y * 2;
  87. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  88. var flare = this.children[ i ];
  89. flare.flarePosition.x = this.positionScreen.x + vecX * flare.flareDistance;
  90. flare.flarePosition.y = this.positionScreen.y + vecY * flare.flareDistance;
  91. flare.flareRotation += 0.25;
  92. }
  93. };
  94. this.getOcclusionMap = function () {
  95. return occlusionMap;
  96. };
  97. this.dispose = function () {
  98. occluder.material.dispose();
  99. tempMap.dispose();
  100. occlusionMap.dispose();
  101. };
  102. };
  103. THREE.LensFlareGroup.prototype = Object.create( THREE.Group.prototype );
  104. THREE.LensFlareGroup.prototype.constructor = THREE.LensFlareGroup;
  105. THREE.LensFlareGroup.prototype.isLensFlareGroup = true;
  106. THREE.LensFlareGroup.Shader = {
  107. uniforms: {
  108. 'renderType': { value: 0 },
  109. 'map': { value: null },
  110. 'scale': { value: null },
  111. 'screenPosition': { value: null }
  112. },
  113. vertexShader: [
  114. 'precision highp float;',
  115. 'uniform vec3 screenPosition;',
  116. 'uniform vec2 scale;',
  117. 'attribute vec3 position;',
  118. 'attribute vec2 uv;',
  119. 'varying vec2 vUV;',
  120. 'void main() {',
  121. ' vUV = uv;',
  122. ' vec2 pos = position.xy;',
  123. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  124. '}'
  125. ].join( '\n' ),
  126. fragmentShader: [
  127. 'precision highp float;',
  128. 'uniform lowp int renderType;',
  129. 'uniform sampler2D map;',
  130. 'varying vec2 vUV;',
  131. 'void main() {',
  132. // pink square
  133. ' if ( renderType == 0 ) {',
  134. ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );',
  135. // restore
  136. ' } else {',
  137. ' gl_FragColor = texture2D( map, vUV );',
  138. ' }',
  139. '}'
  140. ].join( '\n' )
  141. };
  142. //
  143. THREE.LensFlare = function ( texture, size, distance, blending, color, opacity ) {
  144. THREE.Mesh.call( this );
  145. this.type = 'LensFlare';
  146. this.frustumCulled = false;
  147. this.flareTexture = texture;
  148. this.flareSize = size || 1;
  149. this.flareDistance = distance || 0;
  150. this.flareBlending = blending || THREE.NormalBlending,
  151. this.flareColor = color || new THREE.Color( 0xffffff );
  152. this.flareOpacity = opacity || 1;
  153. this.flarePosition = new THREE.Vector3();
  154. this.flareScale = 1;
  155. this.flareRotation = 0;
  156. this.geometry = THREE.LensFlare.Geometry;
  157. var shader = THREE.LensFlare.Shader;
  158. this.material = new THREE.RawShaderMaterial( {
  159. uniforms: shader.uniforms,
  160. vertexShader: shader.vertexShader,
  161. fragmentShader: shader.fragmentShader,
  162. blending: blending,
  163. transparent: true,
  164. depthWrite: false
  165. } );
  166. //
  167. var scale = new THREE.Vector2();
  168. this.onBeforeRender = function ( renderer, scene, camera, geometry, material, group, viewport ) {
  169. var group = this.parent;
  170. if ( group === null ) {
  171. console.error( 'THREE.LensFlare: LensFlare not assigned to a LensFlareGroup. Rendering not possible.' );
  172. return;
  173. }
  174. //
  175. group.update( renderer, camera, viewport );
  176. //
  177. var size = this.flareSize * this.flareScale / viewport.w;
  178. var invAspect = viewport.w / viewport.z;
  179. scale.set( size * invAspect, size );
  180. this.material.uniforms.map.value = this.flareTexture;
  181. this.material.uniforms.occlusionMap.value = group.getOcclusionMap();
  182. this.material.uniforms.opacity.value = this.flareOpacity;
  183. this.material.uniforms.color.value = this.flareColor;
  184. this.material.uniforms.scale.value = scale;
  185. this.material.uniforms.rotation.value = this.flareRotation;
  186. this.material.uniforms.screenPosition.value = this.flarePosition;
  187. if ( group.flareVisible === false ) {
  188. this.material.uniforms.opacity.value = 0;
  189. }
  190. };
  191. this.dispose = function () {
  192. this.material.dispose();
  193. };
  194. };
  195. THREE.LensFlare.prototype = Object.create( THREE.Mesh.prototype );
  196. THREE.LensFlare.prototype.constructor = THREE.LensFlare;
  197. THREE.LensFlare.prototype.isLensFlare = true;
  198. THREE.LensFlare.Shader = {
  199. uniforms: {
  200. 'map': { value: null },
  201. 'occlusionMap': { value: null },
  202. 'opacity': { value: 1 },
  203. 'color': { value: null },
  204. 'scale': { value: null },
  205. 'rotation': { value: 1 },
  206. 'screenPosition': { value: null }
  207. },
  208. vertexShader: [
  209. 'precision highp float;',
  210. 'uniform vec3 screenPosition;',
  211. 'uniform vec2 scale;',
  212. 'uniform float rotation;',
  213. 'uniform sampler2D occlusionMap;',
  214. 'attribute vec3 position;',
  215. 'attribute vec2 uv;',
  216. 'varying vec2 vUV;',
  217. 'varying float vVisibility;',
  218. 'void main() {',
  219. ' vUV = uv;',
  220. ' vec2 pos = position.xy;',
  221. ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
  222. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
  223. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
  224. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
  225. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
  226. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
  227. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
  228. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
  229. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
  230. ' vVisibility = visibility.r / 9.0;',
  231. ' vVisibility *= 1.0 - visibility.g / 9.0;',
  232. ' vVisibility *= visibility.b / 9.0;',
  233. ' vVisibility *= 1.0 - visibility.a / 9.0;',
  234. ' pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;',
  235. ' pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;',
  236. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  237. '}'
  238. ].join( '\n' ),
  239. fragmentShader: [
  240. 'precision highp float;',
  241. 'uniform sampler2D map;',
  242. 'uniform float opacity;',
  243. 'uniform vec3 color;',
  244. 'varying vec2 vUV;',
  245. 'varying float vVisibility;',
  246. 'void main() {',
  247. ' vec4 texture = texture2D( map, vUV );',
  248. ' texture.a *= opacity * vVisibility;',
  249. ' gl_FragColor = texture;',
  250. ' gl_FragColor.rgb *= color;',
  251. '}'
  252. ].join( '\n' )
  253. };
  254. THREE.LensFlare.Geometry = ( function () {
  255. var geometry = new THREE.BufferGeometry();
  256. var float32Array = new Float32Array( [
  257. - 1, - 1, 0, 0, 0,
  258. 1, - 1, 0, 1, 0,
  259. 1, 1, 0, 1, 1,
  260. - 1, 1, 0, 0, 1
  261. ] );
  262. var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 );
  263. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  264. geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  265. geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  266. return geometry;
  267. } )();