LensFlare.js 9.7 KB

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  1. /**
  2. * @author Mugen87 / https://github.com/Mugen87
  3. *
  4. */
  5. THREE.LensFlare = function () {
  6. THREE.Group.call( this );
  7. this.type = 'LensFlare';
  8. this.positionScreen = new THREE.Vector3();
  9. this.customUpdateCallback = undefined;
  10. this.flareVisible = false;
  11. // textures
  12. var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
  13. tempMap.minFilter = THREE.NearestFilter;
  14. tempMap.magFilter = THREE.NearestFilter;
  15. tempMap.needsUpdate = true;
  16. var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 4 ), 16, 16, THREE.RGBAFormat );
  17. occlusionMap.minFilter = THREE.NearestFilter;
  18. occlusionMap.magFilter = THREE.NearestFilter;
  19. occlusionMap.needsUpdate = true;
  20. // material
  21. var shader = THREE.LensFlare.Shader;
  22. var material = new THREE.RawShaderMaterial( {
  23. uniforms: shader.uniforms,
  24. vertexShader: shader.vertexShader,
  25. fragmentShader: shader.fragmentShader,
  26. depthWrite: false
  27. } );
  28. // the following object is used for occlusionMap generation
  29. var occluder = new THREE.Mesh( THREE.LensFlare.Geometry, material );
  30. occluder.frustumCulled = false;
  31. //
  32. var scale = new THREE.Vector2();
  33. var screenPositionPixels = new THREE.Vector2();
  34. var validArea = new THREE.Box2();
  35. var currentFrame = 0;
  36. this.update = function ( renderer, camera, viewport ) {
  37. var frame = renderer.info.render.frame;
  38. if ( currentFrame === frame ) return;
  39. currentFrame = frame;
  40. var invAspect = viewport.w / viewport.z;
  41. var halfViewportWidth = viewport.z * 0.5;
  42. var halfViewportHeight = viewport.w * 0.5;
  43. var size = 16 / viewport.w;
  44. scale.set( size * invAspect, size );
  45. validArea.min.set( viewport.x, viewport.y );
  46. validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  47. // calculate position in screen space
  48. this.positionScreen.setFromMatrixPosition( this.matrixWorld );
  49. this.positionScreen.applyMatrix4( camera.matrixWorldInverse );
  50. this.positionScreen.applyMatrix4( camera.projectionMatrix );
  51. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  52. screenPositionPixels.x = viewport.x + ( this.positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  53. screenPositionPixels.y = viewport.y + ( this.positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  54. // screen cull
  55. if ( validArea.containsPoint( screenPositionPixels ) === true ) {
  56. this.flareVisible = true;
  57. // save current RGB to temp texture
  58. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, tempMap );
  59. // render pink quad
  60. occluder.material.uniforms.renderType.value = 0;
  61. occluder.material.uniforms.scale.value = scale;
  62. occluder.material.uniforms.screenPosition.value = this.positionScreen;
  63. occluder.material.depthTest = true;
  64. renderer.render( occluder, camera );
  65. // copy result to occlusionMap
  66. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, occlusionMap );
  67. // restore graphics
  68. occluder.material.uniforms.renderType.value = 1;
  69. occluder.material.uniforms.map.value = tempMap;
  70. occluder.material.depthTest = false;
  71. renderer.render( occluder, camera );
  72. // update object positions
  73. if ( this.customUpdateCallback ) {
  74. this.customUpdateCallback( this );
  75. } else {
  76. this.updateLensFlares();
  77. }
  78. } else {
  79. this.flareVisible = false;
  80. }
  81. };
  82. this.updateLensFlares = function () {
  83. var vecX = - this.positionScreen.x * 2;
  84. var vecY = - this.positionScreen.y * 2;
  85. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  86. var flare = this.children[ i ];
  87. flare.flarePosition.x = this.positionScreen.x + vecX * flare.flareDistance;
  88. flare.flarePosition.y = this.positionScreen.y + vecY * flare.flareDistance;
  89. flare.flareRotation += 0.25;
  90. }
  91. };
  92. this.getOcclusionMap = function () {
  93. return occlusionMap;
  94. };
  95. this.dispose = function () {
  96. occluder.material.dispose();
  97. tempMap.dispose();
  98. occlusionMap.dispose();
  99. };
  100. };
  101. THREE.LensFlare.prototype = Object.create( THREE.Group.prototype );
  102. THREE.LensFlare.prototype.constructor = THREE.LensFlare;
  103. THREE.LensFlare.prototype.isLensFlare = true;
  104. THREE.LensFlare.Shader = {
  105. uniforms: {
  106. 'renderType': { value: 0 },
  107. 'map': { value: null },
  108. 'scale': { value: null },
  109. 'screenPosition': { value: null }
  110. },
  111. vertexShader: [
  112. 'precision highp float;',
  113. 'uniform vec3 screenPosition;',
  114. 'uniform vec2 scale;',
  115. 'attribute vec3 position;',
  116. 'attribute vec2 uv;',
  117. 'varying vec2 vUV;',
  118. 'void main() {',
  119. ' vUV = uv;',
  120. ' vec2 pos = position.xy;',
  121. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  122. '}'
  123. ].join( '\n' ),
  124. fragmentShader: [
  125. 'precision highp float;',
  126. 'uniform lowp int renderType;',
  127. 'uniform sampler2D map;',
  128. 'varying vec2 vUV;',
  129. 'void main() {',
  130. // pink square
  131. ' if ( renderType == 0 ) {',
  132. ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );',
  133. // restore
  134. ' } else {',
  135. ' gl_FragColor = texture2D( map, vUV );',
  136. ' }',
  137. '}'
  138. ].join( '\n' )
  139. };
  140. //
  141. THREE.LensFlareElement = function ( texture, size, distance, blending, color, opacity ) {
  142. THREE.Mesh.call( this );
  143. this.type = 'LensFlareElement';
  144. this.frustumCulled = false;
  145. this.flareTexture = texture;
  146. this.flareSize = size || 1;
  147. this.flareDistance = distance || 0;
  148. this.flareBlending = blending || THREE.AdditiveBlending;
  149. this.flareColor = color || new THREE.Color( 0xffffff );
  150. this.flareOpacity = opacity || 1;
  151. this.flarePosition = new THREE.Vector3();
  152. this.flareScale = 1;
  153. this.flareRotation = 0;
  154. this.geometry = THREE.LensFlare.Geometry;
  155. var shader = THREE.LensFlareElement.Shader;
  156. this.material = new THREE.RawShaderMaterial( {
  157. uniforms: shader.uniforms,
  158. vertexShader: shader.vertexShader,
  159. fragmentShader: shader.fragmentShader,
  160. blending: this.flareBlending,
  161. transparent: true,
  162. depthWrite: false
  163. } );
  164. //
  165. var scale = new THREE.Vector2();
  166. var viewport = new THREE.Vector4();
  167. this.onBeforeRender = function ( renderer, scene, camera, geometry, material, group ) {
  168. var parent = this.parent;
  169. if ( parent === null ) {
  170. console.error( 'THREE.LensFlareElement: LensFlareElement not assigned to a LensFlare. Rendering not possible.' );
  171. return;
  172. }
  173. //
  174. viewport.copy( renderer.getCurrentViewport() );
  175. parent.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 = parent.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 ( parent.flareVisible === false ) {
  188. this.material.uniforms.opacity.value = 0;
  189. }
  190. };
  191. this.dispose = function () {
  192. this.material.dispose();
  193. };
  194. };
  195. THREE.LensFlareElement.prototype = Object.create( THREE.Mesh.prototype );
  196. THREE.LensFlareElement.prototype.constructor = THREE.LensFlareElement;
  197. THREE.LensFlareElement.prototype.isLensFlareElement = true;
  198. THREE.LensFlareElement.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. } )();