LensFlare.js 8.6 KB

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  1. /**
  2. * @author Mugen87 / https://github.com/Mugen87
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.LensFlare = function () {
  6. THREE.Mesh.call( this );
  7. this.type = 'LensFlare';
  8. this.renderOrder = Infinity; // see #12883
  9. this.material.transparent = true;
  10. this.frustumCulled = false;
  11. //
  12. var flareVisible = false;
  13. var positionScreen = new THREE.Vector3();
  14. // textures
  15. var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
  16. tempMap.minFilter = THREE.NearestFilter;
  17. tempMap.magFilter = THREE.NearestFilter;
  18. tempMap.needsUpdate = true;
  19. var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
  20. occlusionMap.minFilter = THREE.NearestFilter;
  21. occlusionMap.magFilter = THREE.NearestFilter;
  22. occlusionMap.needsUpdate = true;
  23. // material
  24. var shader = THREE.LensFlare.Shader;
  25. var material = new THREE.RawShaderMaterial( {
  26. uniforms: shader.uniforms,
  27. vertexShader: shader.vertexShader,
  28. fragmentShader: shader.fragmentShader,
  29. depthWrite: false,
  30. transparent: false
  31. } );
  32. // the following object is used for occlusionMap generation
  33. var occluder = new THREE.Mesh( THREE.LensFlare.Geometry, material );
  34. occluder.frustumCulled = false;
  35. //
  36. var scale = new THREE.Vector2();
  37. var screenPositionPixels = new THREE.Vector2();
  38. var validArea = new THREE.Box2();
  39. var viewport = new THREE.Vector4();
  40. this.onBeforeRender = function ( renderer, scene, camera ) {
  41. viewport.copy( renderer.getCurrentViewport() );
  42. var invAspect = viewport.w / viewport.z;
  43. var halfViewportWidth = viewport.z / 2.0;
  44. var halfViewportHeight = viewport.w / 2.0;
  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. positionScreen.setFromMatrixPosition( this.matrixWorld );
  51. positionScreen.applyMatrix4( camera.matrixWorldInverse );
  52. positionScreen.applyMatrix4( camera.projectionMatrix );
  53. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  54. screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  55. screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  56. // screen cull
  57. flareVisible = validArea.containsPoint( screenPositionPixels );
  58. if ( flareVisible ) {
  59. var currentAutoClear = renderer.autoClear;
  60. renderer.autoClear = false;
  61. // save current RGB to temp texture
  62. renderer.copyFramebufferToTexture( screenPositionPixels, tempMap );
  63. // render pink quad
  64. occluder.material.uniforms.renderType.value = 0;
  65. occluder.material.uniforms.scale.value = scale;
  66. occluder.material.uniforms.screenPosition.value = positionScreen;
  67. occluder.material.depthTest = true;
  68. renderer.render( occluder, camera );
  69. // copy result to occlusionMap
  70. renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap );
  71. // restore graphics
  72. occluder.material.uniforms.renderType.value = 1;
  73. occluder.material.uniforms.map.value = tempMap;
  74. occluder.material.depthTest = false;
  75. renderer.render( occluder, camera );
  76. //
  77. renderer.autoClear = currentAutoClear;
  78. }
  79. // update object positions
  80. var children = this.children;
  81. var vecX = - positionScreen.x * 2;
  82. var vecY = - positionScreen.y * 2;
  83. for ( var i = 0, l = children.length; i < l; i ++ ) {
  84. var flare = children[ i ];
  85. var flarePosition = flare.material.uniforms.screenPosition.value;
  86. flarePosition.x = positionScreen.x + vecX * flare.flareDistance;
  87. flarePosition.y = positionScreen.y + vecY * flare.flareDistance;
  88. //
  89. var size = flare.flareSize / viewport.w;
  90. var invAspect = viewport.w / viewport.z;
  91. flare.material.uniforms.occlusionMap.value = occlusionMap;
  92. flare.material.uniforms.scale.value.set( size * invAspect, size );
  93. flare.material.uniforms.opacity.value = flareVisible ? 1 : 0;
  94. }
  95. };
  96. this.dispose = function () {
  97. occluder.material.dispose();
  98. tempMap.dispose();
  99. occlusionMap.dispose();
  100. };
  101. };
  102. THREE.LensFlare.prototype = Object.create( THREE.Mesh.prototype );
  103. THREE.LensFlare.prototype.constructor = THREE.LensFlare;
  104. THREE.LensFlare.prototype.isLensFlare = true;
  105. THREE.LensFlare.Shader = {
  106. uniforms: {
  107. 'renderType': { value: 0 },
  108. 'map': { value: null },
  109. 'scale': { value: null },
  110. 'screenPosition': { value: null }
  111. },
  112. vertexShader: [
  113. 'precision highp float;',
  114. 'uniform vec3 screenPosition;',
  115. 'uniform vec2 scale;',
  116. 'attribute vec3 position;',
  117. 'attribute vec2 uv;',
  118. 'varying vec2 vUV;',
  119. 'void main() {',
  120. ' vUV = uv;',
  121. ' vec2 pos = position.xy;',
  122. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  123. '}'
  124. ].join( '\n' ),
  125. fragmentShader: [
  126. 'precision highp float;',
  127. 'uniform lowp int renderType;',
  128. 'uniform sampler2D map;',
  129. 'varying vec2 vUV;',
  130. 'void main() {',
  131. // pink square
  132. ' if ( renderType == 0 ) {',
  133. ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );',
  134. // restore
  135. ' } else {',
  136. ' gl_FragColor = texture2D( map, vUV );',
  137. ' }',
  138. '}'
  139. ].join( '\n' )
  140. };
  141. //
  142. THREE.LensFlareElement = function ( texture, size, distance, color, blending ) {
  143. THREE.Mesh.call( this );
  144. this.type = 'LensFlareElement';
  145. this.frustumCulled = false;
  146. this.renderOrder = Infinity;
  147. this.flareSize = size || 1;
  148. this.flareDistance = distance || 0;
  149. this.geometry = THREE.LensFlare.Geometry;
  150. var shader = THREE.LensFlareElement.Shader;
  151. this.material = new THREE.RawShaderMaterial( {
  152. // uniforms: Object.assign( {}, shader.uniforms ),
  153. uniforms: {
  154. 'map': { value: texture },
  155. 'occlusionMap': { value: null },
  156. 'opacity': { value: 1 },
  157. 'color': { value: color || new THREE.Color( 0xffffff ) },
  158. 'scale': { value: new THREE.Vector2() },
  159. 'screenPosition': { value: new THREE.Vector3() }
  160. },
  161. vertexShader: shader.vertexShader,
  162. fragmentShader: shader.fragmentShader,
  163. blending: blending || THREE.AdditiveBlending,
  164. transparent: true,
  165. depthWrite: false
  166. } );
  167. this.dispose = function () {
  168. this.material.dispose();
  169. };
  170. };
  171. THREE.LensFlareElement.prototype = Object.create( THREE.Mesh.prototype );
  172. THREE.LensFlareElement.prototype.constructor = THREE.LensFlareElement;
  173. THREE.LensFlareElement.prototype.isLensFlareElement = true;
  174. THREE.LensFlareElement.Shader = {
  175. uniforms: {
  176. 'map': { value: null },
  177. 'occlusionMap': { value: null },
  178. 'opacity': { value: 1 },
  179. 'color': { value: null },
  180. 'scale': { value: null },
  181. 'screenPosition': { value: null }
  182. },
  183. vertexShader: [
  184. 'precision highp float;',
  185. 'uniform vec3 screenPosition;',
  186. 'uniform vec2 scale;',
  187. 'uniform sampler2D occlusionMap;',
  188. 'attribute vec3 position;',
  189. 'attribute vec2 uv;',
  190. 'varying vec2 vUV;',
  191. 'varying float vVisibility;',
  192. 'void main() {',
  193. ' vUV = uv;',
  194. ' vec2 pos = position.xy;',
  195. ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
  196. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
  197. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
  198. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
  199. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
  200. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
  201. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
  202. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
  203. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
  204. ' vVisibility = visibility.r / 9.0;',
  205. ' vVisibility *= 1.0 - visibility.g / 9.0;',
  206. ' vVisibility *= visibility.b / 9.0;',
  207. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  208. '}'
  209. ].join( '\n' ),
  210. fragmentShader: [
  211. 'precision highp float;',
  212. 'uniform sampler2D map;',
  213. 'uniform float opacity;',
  214. 'uniform vec3 color;',
  215. 'varying vec2 vUV;',
  216. 'varying float vVisibility;',
  217. 'void main() {',
  218. ' vec4 texture = texture2D( map, vUV );',
  219. ' texture.a *= opacity * vVisibility;',
  220. ' gl_FragColor = texture;',
  221. ' gl_FragColor.rgb *= color;',
  222. '}'
  223. ].join( '\n' )
  224. };
  225. THREE.LensFlare.Geometry = ( function () {
  226. var geometry = new THREE.BufferGeometry();
  227. var float32Array = new Float32Array( [
  228. - 1, - 1, 0, 0, 0,
  229. 1, - 1, 0, 1, 0,
  230. 1, 1, 0, 1, 1,
  231. - 1, 1, 0, 0, 1
  232. ] );
  233. var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 );
  234. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  235. geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  236. geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  237. return geometry;
  238. } )();