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/** | |
* @author Mugen87 / https://github.com/Mugen87 | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
THREE.Lensflare = function () { | |
THREE.Mesh.call( this, THREE.Lensflare.Geometry, new THREE.MeshBasicMaterial( { opacity: 0, transparent: true } ) ); | |
this.type = 'Lensflare'; | |
this.frustumCulled = false; | |
this.renderOrder = Infinity; | |
// | |
var positionScreen = new THREE.Vector3(); | |
var positionView = 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.wrapS = THREE.ClampToEdgeWrapping; | |
tempMap.wrapT = THREE.ClampToEdgeWrapping; | |
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.wrapS = THREE.ClampToEdgeWrapping; | |
occlusionMap.wrapT = THREE.ClampToEdgeWrapping; | |
occlusionMap.needsUpdate = true; | |
// material | |
var geometry = THREE.Lensflare.Geometry; | |
var material1a = new THREE.RawShaderMaterial( { | |
uniforms: { | |
'scale': { value: null }, | |
'screenPosition': { value: null } | |
}, | |
vertexShader: [ | |
'precision highp float;', | |
'uniform vec3 screenPosition;', | |
'uniform vec2 scale;', | |
'attribute vec3 position;', | |
'void main() {', | |
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', | |
'}' | |
].join( '\n' ), | |
fragmentShader: [ | |
'precision highp float;', | |
'void main() {', | |
' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );', | |
'}' | |
].join( '\n' ), | |
depthTest: true, | |
depthWrite: false, | |
transparent: false | |
} ); | |
var material1b = new THREE.RawShaderMaterial( { | |
uniforms: { | |
'map': { value: tempMap }, | |
'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;', | |
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', | |
'}' | |
].join( '\n' ), | |
fragmentShader: [ | |
'precision highp float;', | |
'uniform sampler2D map;', | |
'varying vec2 vUV;', | |
'void main() {', | |
' gl_FragColor = texture2D( map, vUV );', | |
'}' | |
].join( '\n' ), | |
depthTest: false, | |
depthWrite: false, | |
transparent: false | |
} ); | |
// the following object is used for occlusionMap generation | |
var mesh1 = new THREE.Mesh( geometry, material1a ); | |
// | |
var elements = []; | |
var shader = THREE.LensflareElement.Shader; | |
var material2 = new THREE.RawShaderMaterial( { | |
uniforms: { | |
'map': { value: null }, | |
'occlusionMap': { value: occlusionMap }, | |
'color': { value: new THREE.Color( 0xffffff ) }, | |
'scale': { value: new THREE.Vector2() }, | |
'screenPosition': { value: new THREE.Vector3() } | |
}, | |
vertexShader: shader.vertexShader, | |
fragmentShader: shader.fragmentShader, | |
blending: THREE.AdditiveBlending, | |
transparent: true, | |
depthWrite: false | |
} ); | |
var mesh2 = new THREE.Mesh( geometry, material2 ); | |
this.addElement = function ( element ) { | |
elements.push( element ); | |
}; | |
// | |
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 ) { | |
renderer.getCurrentViewport( viewport ); | |
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 | |
positionView.setFromMatrixPosition( this.matrixWorld ); | |
positionView.applyMatrix4( camera.matrixWorldInverse ); | |
if ( positionView.z > 0 ) return; // lensflare is behind the camera | |
positionScreen.copy( positionView ).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 | |
if ( validArea.containsPoint( screenPositionPixels ) ) { | |
// save current RGB to temp texture | |
renderer.copyFramebufferToTexture( screenPositionPixels, tempMap ); | |
// render pink quad | |
var uniforms = material1a.uniforms; | |
uniforms[ "scale" ].value = scale; | |
uniforms[ "screenPosition" ].value = positionScreen; | |
renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null ); | |
// copy result to occlusionMap | |
renderer.copyFramebufferToTexture( screenPositionPixels, occlusionMap ); | |
// restore graphics | |
var uniforms = material1b.uniforms; | |
uniforms[ "scale" ].value = scale; | |
uniforms[ "screenPosition" ].value = positionScreen; | |
renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null ); | |
// render elements | |
var vecX = - positionScreen.x * 2; | |
var vecY = - positionScreen.y * 2; | |
for ( var i = 0, l = elements.length; i < l; i ++ ) { | |
var element = elements[ i ]; | |
var uniforms = material2.uniforms; | |
uniforms[ "color" ].value.copy( element.color ); | |
uniforms[ "map" ].value = element.texture; | |
uniforms[ "screenPosition" ].value.x = positionScreen.x + vecX * element.distance; | |
uniforms[ "screenPosition" ].value.y = positionScreen.y + vecY * element.distance; | |
var size = element.size / viewport.w; | |
var invAspect = viewport.w / viewport.z; | |
uniforms[ "scale" ].value.set( size * invAspect, size ); | |
material2.uniformsNeedUpdate = true; | |
renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null ); | |
} | |
} | |
}; | |
this.dispose = function () { | |
material1a.dispose(); | |
material1b.dispose(); | |
material2.dispose(); | |
tempMap.dispose(); | |
occlusionMap.dispose(); | |
for ( var i = 0, l = elements.length; i < l; i ++ ) { | |
elements[ i ].texture.dispose(); | |
} | |
}; | |
}; | |
THREE.Lensflare.prototype = Object.create( THREE.Mesh.prototype ); | |
THREE.Lensflare.prototype.constructor = THREE.Lensflare; | |
THREE.Lensflare.prototype.isLensflare = true; | |
// | |
THREE.LensflareElement = function ( texture, size, distance, color ) { | |
this.texture = texture; | |
this.size = size || 1; | |
this.distance = distance || 0; | |
this.color = color || new THREE.Color( 0xffffff ); | |
}; | |
THREE.LensflareElement.Shader = { | |
uniforms: { | |
'map': { value: null }, | |
'occlusionMap': { value: null }, | |
'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 vec3 color;', | |
'varying vec2 vUV;', | |
'varying float vVisibility;', | |
'void main() {', | |
' vec4 texture = texture2D( map, vUV );', | |
' texture.a *= 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; | |
} )(); | |