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+import {
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+ AdditiveBlending,
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+ Box2,
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+ BufferGeometry,
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+ Color,
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+ FramebufferTexture,
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+ InterleavedBuffer,
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+ InterleavedBufferAttribute,
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+ Mesh,
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+ MeshBasicNodeMaterial,
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+ NodeMaterial,
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+ UnsignedByteType,
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+ Vector2,
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+ Vector3,
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+ Vector4 } from 'three';
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+
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+import { texture, textureLoad, uv, ivec2, vec2, vec4, positionGeometry, reference, varyingProperty, materialReference, Fn, Node } from 'three/tsl';
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+
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+class LensflareMesh extends Mesh {
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+
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+ constructor() {
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+
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+ super( LensflareMesh.Geometry, new MeshBasicNodeMaterial( { opacity: 0, transparent: true } ) );
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+
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+ this.isLensflare = true;
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+
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+ this.type = 'LensflareMesh';
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+ this.frustumCulled = false;
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+ this.renderOrder = Infinity;
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+
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+ //
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+
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+ const positionView = new Vector3();
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+
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+ // textures
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+
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+ const tempMap = new FramebufferTexture( 16, 16 );
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+ const occlusionMap = new FramebufferTexture( 16, 16 );
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+
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+ let currentType = UnsignedByteType;
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+
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+ const geometry = LensflareMesh.Geometry;
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+
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+ // values for shared material uniforms
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+
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+ const sharedValues = {
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+ scale: new Vector2(),
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+ positionScreen: new Vector3()
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+ };
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+
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+ // materials
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+
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+ const scale = reference( 'scale', 'vec2', sharedValues );
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+ const screenPosition = reference( 'positionScreen', 'vec3', sharedValues );
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+
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+ const vertexNode = vec4( positionGeometry.xy.mul( scale ).add( screenPosition.xy ), screenPosition.z, 1.0 );
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+
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+ const material1a = new NodeMaterial();
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+
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+ material1a.depthTest = true;
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+ material1a.depthWrite = false;
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+ material1a.transparent = false;
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+ material1a.fog = false;
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+ material1a.type = 'Lensflare-1a';
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+
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+ material1a.vertexNode = vertexNode;
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+ material1a.fragmentNode = vec4( 1.0, 0.0, 1.0, 1.0 );
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+
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+ const material1b = new NodeMaterial();
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+
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+ material1b.depthTest = false;
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+ material1b.depthWrite = false;
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+ material1b.transparent = false;
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+ material1b.fog = false;
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+ material1b.type = 'Lensflare-1b';
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+
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+ material1b.vertexNode = vertexNode;
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+ material1b.fragmentNode = texture( tempMap, vec2( uv().flipY() ) );
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+
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+ // the following object is used for occlusionMap generation
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+
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+ const mesh1 = new Mesh( geometry, material1a );
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+
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+ //
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+
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+ const elements = [];
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+ const elementMeshes = [];
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+
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+ const material2 = new NodeMaterial();
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+
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+ material2.transparent = true;
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+ material2.blending = AdditiveBlending;
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+ material2.depthWrite = false;
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+ material2.depthTest = false;
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+ material2.fog = false;
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+ material2.type = 'Lensflare-2';
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+
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+ material2.screenPosition = new Vector3();
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+ material2.scale = new Vector2();
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+ material2.occlusionMap = occlusionMap;
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+
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+ material2.vertexNode = Fn( ( { material } ) => {
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+
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+ const scale = materialReference( 'scale', 'vec2' );
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+ const screenPosition = materialReference( 'screenPosition', 'vec3' );
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+
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+ const occlusionMap = material.occlusionMap;
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+
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+ const pos = positionGeometry.xy.toVar();
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+
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+ const visibility = textureLoad( occlusionMap, ivec2( 2, 2 ) ).toVar();
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 2 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 2 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 8 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 14 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 14 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 14 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 8 ) ) );
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+ visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 8 ) ) );
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+
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+ const vVisibility = varyingProperty( 'float', 'vVisibility' );
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+
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+ vVisibility.assign( visibility.r.div( 9.0 ) );
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+ vVisibility.mulAssign( visibility.g.div( 9.0 ).oneMinus() );
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+ vVisibility.mulAssign( visibility.b.div( 9.0 ) );
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+
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+ return vec4( ( pos.mul( scale ).add( screenPosition.xy ).xy ), screenPosition.z, 1.0 );
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+
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+ } )();
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+
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+ material2.fragmentNode = Fn( () => {
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+
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+ const color = reference( 'color', 'color' );
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+ const map = reference( 'map', 'texture' );
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+
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+ const vVisibility = varyingProperty( 'float', 'vVisibility' );
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+
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+ const output = map.toVar();
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+
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+ output.a.mulAssign( vVisibility );
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+ output.rgb.mulAssign( color );
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+
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+ return output;
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+
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+ } )();
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+
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+
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+ this.addElement = function ( element ) {
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+
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+ elements.push( element );
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+
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+ };
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+
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+ //
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+
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+ const positionScreen = sharedValues.positionScreen;
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+ const screenPositionPixels = new Vector4( 0, 0, 16, 16 );
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+ const validArea = new Box2();
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+ const viewport = new Vector4();
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+
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+ // dummy node for renderer.renderObject()
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+ const lightsNode = new Node();
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+
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+ this.onBeforeRender = ( renderer, scene, camera ) => {
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+
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+ renderer.getViewport( viewport );
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+
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+ viewport.multiplyScalar( window.devicePixelRatio );
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+
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+ const renderTarget = renderer.getRenderTarget();
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+ const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
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+
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+ if ( currentType !== type ) {
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+
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+ tempMap.dispose();
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+ occlusionMap.dispose();
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+
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+ tempMap.type = occlusionMap.type = type;
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+
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+ currentType = type;
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+
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+ }
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+
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+ const invAspect = viewport.w / viewport.z;
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+ const halfViewportWidth = viewport.z / 2.0;
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+ const halfViewportHeight = viewport.w / 2.0;
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+
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+ const size = 16 / viewport.w;
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+
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+ sharedValues.scale.set( size * invAspect, size );
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+
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+ validArea.min.set( viewport.x, viewport.y );
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+ validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
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+
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+ // calculate position in screen space
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+
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+ positionView.setFromMatrixPosition( this.matrixWorld );
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+ positionView.applyMatrix4( camera.matrixWorldInverse );
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+
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+ if ( positionView.z > 0 ) return; // lensflare is behind the camera
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+
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+ positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
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+
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+ // horizontal and vertical coordinate of the lower left corner of the pixels to copy
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+
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+ screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
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+ screenPositionPixels.y = viewport.y - ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
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+
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+ // screen cull
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+
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+ if ( validArea.containsPoint( screenPositionPixels ) ) {
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+
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+ // save current RGB to temp texture
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+
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+ renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
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+
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+ // render pink quad
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+
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+ renderer.renderObject( mesh1, scene, camera, geometry, material1a, null, lightsNode );
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+
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+ // copy result to occlusionMap
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+
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+ renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
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+
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+ // restore graphics
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+
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+ renderer.renderObject( mesh1, scene, camera, geometry, material1b, null, lightsNode );
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+
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+ // render elements
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+
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+ const vecX = - positionScreen.x * 2;
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+ const vecY = - positionScreen.y * 2;
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+
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+ for ( let i = 0, l = elements.length; i < l; i ++ ) {
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+
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+ const element = elements[ i ];
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+
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+ let mesh2 = elementMeshes[ i ];
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+
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+ if ( mesh2 === undefined ) {
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+
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+ mesh2 = elementMeshes[ i ] = new Mesh( geometry, material2 );
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+
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+ mesh2.color = element.color.convertSRGBToLinear();
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+ mesh2.map = element.texture;
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+
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+ }
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+
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+ material2.screenPosition.x = positionScreen.x + vecX * element.distance;
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+ material2.screenPosition.y = positionScreen.y - vecY * element.distance;
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+ material2.screenPosition.z = positionScreen.z;
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+
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+ const size = element.size / viewport.w;
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+
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+ material2.scale.set( size * invAspect, size );
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+
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+ renderer.renderObject( mesh2, scene, camera, geometry, material2, null, lightsNode );
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+
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+ }
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+
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+ }
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+
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+ };
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+
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+ this.dispose = function () {
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+
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+ material1a.dispose();
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+ material1b.dispose();
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+ material2.dispose();
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+
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+ tempMap.dispose();
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+ occlusionMap.dispose();
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+
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+ for ( let i = 0, l = elements.length; i < l; i ++ ) {
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+
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+ elements[ i ].texture.dispose();
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+
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+ }
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+
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+ };
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+
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+ }
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+
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+}
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+
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+//
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+
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+class LensflareElement {
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+
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+ constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
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+
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+ this.texture = texture;
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+ this.size = size;
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+ this.distance = distance;
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+ this.color = color;
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+
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+ }
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+
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+}
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+
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+LensflareMesh.Geometry = ( function () {
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+
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+ const geometry = new BufferGeometry();
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+
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+ const float32Array = new Float32Array( [
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+ - 1, - 1, 0, 0, 0,
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+ 1, - 1, 0, 1, 0,
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+ 1, 1, 0, 1, 1,
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+ - 1, 1, 0, 0, 1
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+ ] );
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+
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+ const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
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+
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+ geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
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+ geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
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+ geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
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+
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+ return geometry;
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+
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+} )();
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+
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+export { LensflareMesh, LensflareElement };
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