LensflareMesh.js 9.4 KB

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  1. import {
  2. AdditiveBlending,
  3. Box2,
  4. BufferGeometry,
  5. Color,
  6. FramebufferTexture,
  7. InterleavedBuffer,
  8. InterleavedBufferAttribute,
  9. Mesh,
  10. MeshBasicNodeMaterial,
  11. NodeMaterial,
  12. UnsignedByteType,
  13. Vector2,
  14. Vector3,
  15. Vector4,
  16. Node
  17. } from 'three/webgpu';
  18. import { texture, textureLoad, uv, ivec2, vec2, vec4, positionGeometry, reference, varyingProperty, materialReference, Fn } from 'three/tsl';
  19. /**
  20. * Creates a simulated lens flare that tracks a light.
  21. *
  22. * Note that this class can only be used with {@link WebGPURenderer}.
  23. * When using {@link WebGLRenderer}, use {@link Lensflare}.
  24. *
  25. * ```js
  26. * const light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
  27. *
  28. * const lensflare = new LensflareMesh();
  29. * lensflare.addElement( new LensflareElement( textureFlare0, 512, 0 ) );
  30. * lensflare.addElement( new LensflareElement( textureFlare1, 512, 0 ) );
  31. * lensflare.addElement( new LensflareElement( textureFlare2, 60, 0.6 ) );
  32. *
  33. * light.add( lensflare );
  34. * ```
  35. *
  36. * @augments Mesh
  37. */
  38. class LensflareMesh extends Mesh {
  39. /**
  40. * Constructs a new lensflare mesh.
  41. */
  42. constructor() {
  43. super( LensflareMesh.Geometry, new MeshBasicNodeMaterial( { opacity: 0, transparent: true } ) );
  44. /**
  45. * This flag can be used for type testing.
  46. *
  47. * @type {boolean}
  48. * @readonly
  49. * @default true
  50. */
  51. this.isLensflareMesh = true;
  52. this.type = 'LensflareMesh';
  53. /**
  54. * Overwritten to disable view-frustum culling by default.
  55. *
  56. * @type {boolean}
  57. * @default false
  58. */
  59. this.frustumCulled = false;
  60. /**
  61. * Overwritten to make sure lensflares a rendered last.
  62. *
  63. * @type {number}
  64. * @default Infinity
  65. */
  66. this.renderOrder = Infinity;
  67. //
  68. const positionView = new Vector3();
  69. // textures
  70. const tempMap = new FramebufferTexture( 16, 16 );
  71. const occlusionMap = new FramebufferTexture( 16, 16 );
  72. let currentType = UnsignedByteType;
  73. const geometry = LensflareMesh.Geometry;
  74. // values for shared material uniforms
  75. const sharedValues = {
  76. scale: new Vector2(),
  77. positionScreen: new Vector3()
  78. };
  79. // materials
  80. const scale = reference( 'scale', 'vec2', sharedValues );
  81. const screenPosition = reference( 'positionScreen', 'vec3', sharedValues );
  82. const vertexNode = vec4( positionGeometry.xy.mul( scale ).add( screenPosition.xy ), screenPosition.z, 1.0 );
  83. const material1a = new NodeMaterial();
  84. material1a.depthTest = true;
  85. material1a.depthWrite = false;
  86. material1a.transparent = false;
  87. material1a.fog = false;
  88. material1a.type = 'Lensflare-1a';
  89. material1a.vertexNode = vertexNode;
  90. material1a.fragmentNode = vec4( 1.0, 0.0, 1.0, 1.0 );
  91. const material1b = new NodeMaterial();
  92. material1b.depthTest = false;
  93. material1b.depthWrite = false;
  94. material1b.transparent = false;
  95. material1b.fog = false;
  96. material1b.type = 'Lensflare-1b';
  97. material1b.vertexNode = vertexNode;
  98. material1b.fragmentNode = texture( tempMap, vec2( uv().flipY() ) );
  99. // the following object is used for occlusionMap generation
  100. const mesh1 = new Mesh( geometry, material1a );
  101. //
  102. const elements = [];
  103. const elementMeshes = [];
  104. const material2 = new NodeMaterial();
  105. material2.transparent = true;
  106. material2.blending = AdditiveBlending;
  107. material2.depthWrite = false;
  108. material2.depthTest = false;
  109. material2.fog = false;
  110. material2.type = 'Lensflare-2';
  111. material2.screenPosition = new Vector3();
  112. material2.scale = new Vector2();
  113. material2.occlusionMap = occlusionMap;
  114. material2.vertexNode = Fn( ( { material } ) => {
  115. const scale = materialReference( 'scale', 'vec2' );
  116. const screenPosition = materialReference( 'screenPosition', 'vec3' );
  117. const occlusionMap = material.occlusionMap;
  118. const pos = positionGeometry.xy.toVar();
  119. const visibility = textureLoad( occlusionMap, ivec2( 2, 2 ) ).toVar();
  120. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 2 ) ) );
  121. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 2 ) ) );
  122. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 8 ) ) );
  123. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 14 ) ) );
  124. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 14 ) ) );
  125. visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 14 ) ) );
  126. visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 8 ) ) );
  127. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 8 ) ) );
  128. const vVisibility = varyingProperty( 'float', 'vVisibility' );
  129. vVisibility.assign( visibility.r.div( 9.0 ) );
  130. vVisibility.mulAssign( visibility.g.div( 9.0 ).oneMinus() );
  131. vVisibility.mulAssign( visibility.b.div( 9.0 ) );
  132. return vec4( ( pos.mul( scale ).add( screenPosition.xy ).xy ), screenPosition.z, 1.0 );
  133. } )();
  134. material2.fragmentNode = Fn( () => {
  135. const color = reference( 'color', 'color' );
  136. const map = reference( 'map', 'texture' );
  137. const vVisibility = varyingProperty( 'float', 'vVisibility' );
  138. const output = map.toVar();
  139. output.a.mulAssign( vVisibility );
  140. output.rgb.mulAssign( color );
  141. return output;
  142. } )();
  143. /**
  144. * Adds the given lensflare element to this instance.
  145. *
  146. * @param {LensflareElement} element - The element to add.
  147. */
  148. this.addElement = function ( element ) {
  149. elements.push( element );
  150. };
  151. //
  152. const positionScreen = sharedValues.positionScreen;
  153. const screenPositionPixels = new Vector4( 0, 0, 16, 16 );
  154. const validArea = new Box2();
  155. const viewport = new Vector4();
  156. // dummy node for renderer.renderObject()
  157. const lightsNode = new Node();
  158. this.onBeforeRender = ( renderer, scene, camera ) => {
  159. renderer.getViewport( viewport );
  160. viewport.multiplyScalar( window.devicePixelRatio );
  161. const renderTarget = renderer.getRenderTarget();
  162. const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
  163. if ( currentType !== type ) {
  164. tempMap.dispose();
  165. occlusionMap.dispose();
  166. tempMap.type = occlusionMap.type = type;
  167. currentType = type;
  168. }
  169. const invAspect = viewport.w / viewport.z;
  170. const halfViewportWidth = viewport.z / 2.0;
  171. const halfViewportHeight = viewport.w / 2.0;
  172. const size = 16 / viewport.w;
  173. sharedValues.scale.set( size * invAspect, size );
  174. validArea.min.set( viewport.x, viewport.y );
  175. validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  176. // calculate position in screen space
  177. positionView.setFromMatrixPosition( this.matrixWorld );
  178. positionView.applyMatrix4( camera.matrixWorldInverse );
  179. if ( positionView.z > 0 ) return; // lensflare is behind the camera
  180. positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
  181. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  182. screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  183. screenPositionPixels.y = viewport.y - ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  184. // screen cull
  185. if ( validArea.containsPoint( screenPositionPixels ) ) {
  186. // save current RGB to temp texture
  187. renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
  188. // render pink quad
  189. renderer.renderObject( mesh1, scene, camera, geometry, material1a, null, lightsNode );
  190. // copy result to occlusionMap
  191. renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
  192. // restore graphics
  193. renderer.renderObject( mesh1, scene, camera, geometry, material1b, null, lightsNode );
  194. // render elements
  195. const vecX = - positionScreen.x * 2;
  196. const vecY = - positionScreen.y * 2;
  197. for ( let i = 0, l = elements.length; i < l; i ++ ) {
  198. const element = elements[ i ];
  199. let mesh2 = elementMeshes[ i ];
  200. if ( mesh2 === undefined ) {
  201. mesh2 = elementMeshes[ i ] = new Mesh( geometry, material2 );
  202. mesh2.color = element.color.convertSRGBToLinear();
  203. mesh2.map = element.texture;
  204. }
  205. material2.screenPosition.x = positionScreen.x + vecX * element.distance;
  206. material2.screenPosition.y = positionScreen.y - vecY * element.distance;
  207. material2.screenPosition.z = positionScreen.z;
  208. const size = element.size / viewport.w;
  209. material2.scale.set( size * invAspect, size );
  210. renderer.renderObject( mesh2, scene, camera, geometry, material2, null, lightsNode );
  211. }
  212. }
  213. };
  214. /**
  215. * Frees the GPU-related resources allocated by this instance. Call this
  216. * method whenever this instance is no longer used in your app.
  217. */
  218. this.dispose = function () {
  219. material1a.dispose();
  220. material1b.dispose();
  221. material2.dispose();
  222. tempMap.dispose();
  223. occlusionMap.dispose();
  224. for ( let i = 0, l = elements.length; i < l; i ++ ) {
  225. elements[ i ].texture.dispose();
  226. }
  227. };
  228. }
  229. }
  230. //
  231. class LensflareElement {
  232. constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
  233. this.texture = texture;
  234. this.size = size;
  235. this.distance = distance;
  236. this.color = color;
  237. }
  238. }
  239. LensflareMesh.Geometry = ( function () {
  240. const geometry = new BufferGeometry();
  241. const float32Array = new Float32Array( [
  242. - 1, - 1, 0, 0, 0,
  243. 1, - 1, 0, 1, 0,
  244. 1, 1, 0, 1, 1,
  245. - 1, 1, 0, 0, 1
  246. ] );
  247. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  248. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  249. geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  250. geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  251. return geometry;
  252. } )();
  253. export { LensflareMesh, LensflareElement };
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