LensFlare.js 9.6 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.flareVisible = false;
  10. // textures
  11. var tempMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, THREE.RGBFormat );
  12. tempMap.minFilter = THREE.NearestFilter;
  13. tempMap.magFilter = THREE.NearestFilter;
  14. tempMap.needsUpdate = true;
  15. var occlusionMap = new THREE.DataTexture( new Uint8Array( 16 * 16 * 4 ), 16, 16, THREE.RGBAFormat );
  16. occlusionMap.minFilter = THREE.NearestFilter;
  17. occlusionMap.magFilter = THREE.NearestFilter;
  18. occlusionMap.needsUpdate = true;
  19. // material
  20. var shader = THREE.LensFlare.Shader;
  21. var material = new THREE.RawShaderMaterial( {
  22. uniforms: shader.uniforms,
  23. vertexShader: shader.vertexShader,
  24. fragmentShader: shader.fragmentShader,
  25. depthWrite: false
  26. } );
  27. // the following object is used for occlusionMap generation
  28. var occluder = new THREE.Mesh( THREE.LensFlare.Geometry, material );
  29. occluder.frustumCulled = false;
  30. //
  31. var scale = new THREE.Vector2();
  32. var screenPositionPixels = new THREE.Vector2();
  33. var validArea = new THREE.Box2();
  34. var currentFrame = 0;
  35. this.update = function ( renderer, camera, viewport ) {
  36. var frame = renderer.info.render.frame;
  37. if ( currentFrame === frame ) return;
  38. currentFrame = frame;
  39. var invAspect = viewport.w / viewport.z;
  40. var halfViewportWidth = viewport.z * 0.5;
  41. var halfViewportHeight = viewport.w * 0.5;
  42. var size = 16 / viewport.w;
  43. scale.set( size * invAspect, size );
  44. validArea.min.set( viewport.x, viewport.y );
  45. validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  46. // calculate position in screen space
  47. this.positionScreen.setFromMatrixPosition( this.matrixWorld );
  48. this.positionScreen.applyMatrix4( camera.matrixWorldInverse );
  49. this.positionScreen.applyMatrix4( camera.projectionMatrix );
  50. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  51. screenPositionPixels.x = viewport.x + ( this.positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  52. screenPositionPixels.y = viewport.y + ( this.positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  53. // screen cull
  54. if ( validArea.containsPoint( screenPositionPixels ) === true ) {
  55. this.flareVisible = true;
  56. // save current RGB to temp texture
  57. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, tempMap );
  58. // render pink quad
  59. occluder.material.uniforms.renderType.value = 0;
  60. occluder.material.uniforms.scale.value = scale;
  61. occluder.material.uniforms.screenPosition.value = this.positionScreen;
  62. occluder.material.depthTest = true;
  63. renderer.render( occluder, camera );
  64. // copy result to occlusionMap
  65. renderer.copyFramebufferToTexture( screenPositionPixels.x, screenPositionPixels.y, occlusionMap );
  66. // restore graphics
  67. occluder.material.uniforms.renderType.value = 1;
  68. occluder.material.uniforms.map.value = tempMap;
  69. occluder.material.depthTest = false;
  70. renderer.render( occluder, camera );
  71. // update object positions
  72. updateLensFlares();
  73. } else {
  74. this.flareVisible = false;
  75. }
  76. };
  77. var scope = this;
  78. function updateLensFlares() {
  79. var vecX = - scope.positionScreen.x * 2;
  80. var vecY = - scope.positionScreen.y * 2;
  81. for ( var i = 0, l = scope.children.length; i < l; i ++ ) {
  82. var flare = scope.children[ i ];
  83. flare.flarePosition.x = scope.positionScreen.x + vecX * flare.flareDistance;
  84. flare.flarePosition.y = scope.positionScreen.y + vecY * flare.flareDistance;
  85. }
  86. }
  87. this.getOcclusionMap = function () {
  88. return occlusionMap;
  89. };
  90. this.dispose = function () {
  91. occluder.material.dispose();
  92. tempMap.dispose();
  93. occlusionMap.dispose();
  94. };
  95. };
  96. THREE.LensFlare.prototype = Object.create( THREE.Group.prototype );
  97. THREE.LensFlare.prototype.constructor = THREE.LensFlare;
  98. THREE.LensFlare.prototype.isLensFlare = true;
  99. THREE.LensFlare.Shader = {
  100. uniforms: {
  101. 'renderType': { value: 0 },
  102. 'map': { value: null },
  103. 'scale': { value: null },
  104. 'screenPosition': { value: null }
  105. },
  106. vertexShader: [
  107. 'precision highp float;',
  108. 'uniform vec3 screenPosition;',
  109. 'uniform vec2 scale;',
  110. 'attribute vec3 position;',
  111. 'attribute vec2 uv;',
  112. 'varying vec2 vUV;',
  113. 'void main() {',
  114. ' vUV = uv;',
  115. ' vec2 pos = position.xy;',
  116. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  117. '}'
  118. ].join( '\n' ),
  119. fragmentShader: [
  120. 'precision highp float;',
  121. 'uniform lowp int renderType;',
  122. 'uniform sampler2D map;',
  123. 'varying vec2 vUV;',
  124. 'void main() {',
  125. // pink square
  126. ' if ( renderType == 0 ) {',
  127. ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );',
  128. // restore
  129. ' } else {',
  130. ' gl_FragColor = texture2D( map, vUV );',
  131. ' }',
  132. '}'
  133. ].join( '\n' )
  134. };
  135. //
  136. THREE.LensFlareElement = function ( texture, size, distance, blending, color, opacity ) {
  137. THREE.Mesh.call( this );
  138. this.type = 'LensFlareElement';
  139. this.frustumCulled = false;
  140. this.flareTexture = texture;
  141. this.flareSize = size || 1;
  142. this.flareDistance = distance || 0;
  143. this.flareBlending = blending || THREE.AdditiveBlending;
  144. this.flareColor = color || new THREE.Color( 0xffffff );
  145. this.flareOpacity = opacity || 1;
  146. this.flarePosition = new THREE.Vector3();
  147. this.flareScale = 1;
  148. this.flareRotation = 0;
  149. this.geometry = THREE.LensFlare.Geometry;
  150. var shader = THREE.LensFlareElement.Shader;
  151. this.material = new THREE.RawShaderMaterial( {
  152. uniforms: shader.uniforms,
  153. vertexShader: shader.vertexShader,
  154. fragmentShader: shader.fragmentShader,
  155. blending: this.flareBlending,
  156. transparent: true,
  157. depthWrite: false
  158. } );
  159. //
  160. var scale = new THREE.Vector2();
  161. var viewport = new THREE.Vector4();
  162. this.onBeforeRender = function ( renderer, scene, camera, geometry, material, group ) {
  163. var parent = this.parent;
  164. if ( parent === null ) {
  165. console.error( 'THREE.LensFlareElement: LensFlareElement not assigned to a LensFlare. Rendering not possible.' );
  166. return;
  167. }
  168. //
  169. viewport.copy( renderer.getCurrentViewport() );
  170. parent.update( renderer, camera, viewport );
  171. //
  172. var size = this.flareSize * this.flareScale / viewport.w;
  173. var invAspect = viewport.w / viewport.z;
  174. scale.set( size * invAspect, size );
  175. this.material.uniforms.map.value = this.flareTexture;
  176. this.material.uniforms.occlusionMap.value = parent.getOcclusionMap();
  177. this.material.uniforms.opacity.value = this.flareOpacity;
  178. this.material.uniforms.color.value = this.flareColor;
  179. this.material.uniforms.scale.value = scale;
  180. this.material.uniforms.rotation.value = this.flareRotation;
  181. this.material.uniforms.screenPosition.value = this.flarePosition;
  182. if ( parent.flareVisible === false ) {
  183. this.material.uniforms.opacity.value = 0;
  184. }
  185. };
  186. this.dispose = function () {
  187. this.material.dispose();
  188. };
  189. };
  190. THREE.LensFlareElement.prototype = Object.create( THREE.Mesh.prototype );
  191. THREE.LensFlareElement.prototype.constructor = THREE.LensFlareElement;
  192. THREE.LensFlareElement.prototype.isLensFlareElement = true;
  193. THREE.LensFlareElement.Shader = {
  194. uniforms: {
  195. 'map': { value: null },
  196. 'occlusionMap': { value: null },
  197. 'opacity': { value: 1 },
  198. 'color': { value: null },
  199. 'scale': { value: null },
  200. 'rotation': { value: 0 },
  201. 'screenPosition': { value: null }
  202. },
  203. vertexShader: [
  204. 'precision highp float;',
  205. 'uniform vec3 screenPosition;',
  206. 'uniform vec2 scale;',
  207. 'uniform float rotation;',
  208. 'uniform sampler2D occlusionMap;',
  209. 'attribute vec3 position;',
  210. 'attribute vec2 uv;',
  211. 'varying vec2 vUV;',
  212. 'varying float vVisibility;',
  213. 'void main() {',
  214. ' vUV = uv;',
  215. ' vec2 pos = position.xy;',
  216. ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
  217. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
  218. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
  219. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
  220. ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
  221. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
  222. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
  223. ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
  224. ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
  225. ' vVisibility = visibility.r / 9.0;',
  226. ' vVisibility *= 1.0 - visibility.g / 9.0;',
  227. ' vVisibility *= visibility.b / 9.0;',
  228. ' vVisibility *= 1.0 - visibility.a / 9.0;',
  229. ' pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;',
  230. ' pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;',
  231. ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
  232. '}'
  233. ].join( '\n' ),
  234. fragmentShader: [
  235. 'precision highp float;',
  236. 'uniform sampler2D map;',
  237. 'uniform float opacity;',
  238. 'uniform vec3 color;',
  239. 'varying vec2 vUV;',
  240. 'varying float vVisibility;',
  241. 'void main() {',
  242. ' vec4 texture = texture2D( map, vUV );',
  243. ' texture.a *= opacity * vVisibility;',
  244. ' gl_FragColor = texture;',
  245. ' gl_FragColor.rgb *= color;',
  246. '}'
  247. ].join( '\n' )
  248. };
  249. THREE.LensFlare.Geometry = ( function () {
  250. var geometry = new THREE.BufferGeometry();
  251. var float32Array = new Float32Array( [
  252. - 1, - 1, 0, 0, 0,
  253. 1, - 1, 0, 1, 0,
  254. 1, 1, 0, 1, 1,
  255. - 1, 1, 0, 0, 1
  256. ] );
  257. var interleavedBuffer = new THREE.InterleavedBuffer( float32Array, 5 );
  258. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  259. geometry.addAttribute( 'position', new THREE.InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  260. geometry.addAttribute( 'uv', new THREE.InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  261. return geometry;
  262. } )();