LensflareMesh.js 8.2 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. class LensflareMesh extends Mesh {
  20. constructor() {
  21. super( LensflareMesh.Geometry, new MeshBasicNodeMaterial( { opacity: 0, transparent: true } ) );
  22. this.isLensflare = true;
  23. this.type = 'LensflareMesh';
  24. this.frustumCulled = false;
  25. this.renderOrder = Infinity;
  26. //
  27. const positionView = new Vector3();
  28. // textures
  29. const tempMap = new FramebufferTexture( 16, 16 );
  30. const occlusionMap = new FramebufferTexture( 16, 16 );
  31. let currentType = UnsignedByteType;
  32. const geometry = LensflareMesh.Geometry;
  33. // values for shared material uniforms
  34. const sharedValues = {
  35. scale: new Vector2(),
  36. positionScreen: new Vector3()
  37. };
  38. // materials
  39. const scale = reference( 'scale', 'vec2', sharedValues );
  40. const screenPosition = reference( 'positionScreen', 'vec3', sharedValues );
  41. const vertexNode = vec4( positionGeometry.xy.mul( scale ).add( screenPosition.xy ), screenPosition.z, 1.0 );
  42. const material1a = new NodeMaterial();
  43. material1a.depthTest = true;
  44. material1a.depthWrite = false;
  45. material1a.transparent = false;
  46. material1a.fog = false;
  47. material1a.type = 'Lensflare-1a';
  48. material1a.vertexNode = vertexNode;
  49. material1a.fragmentNode = vec4( 1.0, 0.0, 1.0, 1.0 );
  50. const material1b = new NodeMaterial();
  51. material1b.depthTest = false;
  52. material1b.depthWrite = false;
  53. material1b.transparent = false;
  54. material1b.fog = false;
  55. material1b.type = 'Lensflare-1b';
  56. material1b.vertexNode = vertexNode;
  57. material1b.fragmentNode = texture( tempMap, vec2( uv().flipY() ) );
  58. // the following object is used for occlusionMap generation
  59. const mesh1 = new Mesh( geometry, material1a );
  60. //
  61. const elements = [];
  62. const elementMeshes = [];
  63. const material2 = new NodeMaterial();
  64. material2.transparent = true;
  65. material2.blending = AdditiveBlending;
  66. material2.depthWrite = false;
  67. material2.depthTest = false;
  68. material2.fog = false;
  69. material2.type = 'Lensflare-2';
  70. material2.screenPosition = new Vector3();
  71. material2.scale = new Vector2();
  72. material2.occlusionMap = occlusionMap;
  73. material2.vertexNode = Fn( ( { material } ) => {
  74. const scale = materialReference( 'scale', 'vec2' );
  75. const screenPosition = materialReference( 'screenPosition', 'vec3' );
  76. const occlusionMap = material.occlusionMap;
  77. const pos = positionGeometry.xy.toVar();
  78. const visibility = textureLoad( occlusionMap, ivec2( 2, 2 ) ).toVar();
  79. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 2 ) ) );
  80. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 2 ) ) );
  81. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 8 ) ) );
  82. visibility.addAssign( textureLoad( occlusionMap, ivec2( 14, 14 ) ) );
  83. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 14 ) ) );
  84. visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 14 ) ) );
  85. visibility.addAssign( textureLoad( occlusionMap, ivec2( 2, 8 ) ) );
  86. visibility.addAssign( textureLoad( occlusionMap, ivec2( 8, 8 ) ) );
  87. const vVisibility = varyingProperty( 'float', 'vVisibility' );
  88. vVisibility.assign( visibility.r.div( 9.0 ) );
  89. vVisibility.mulAssign( visibility.g.div( 9.0 ).oneMinus() );
  90. vVisibility.mulAssign( visibility.b.div( 9.0 ) );
  91. return vec4( ( pos.mul( scale ).add( screenPosition.xy ).xy ), screenPosition.z, 1.0 );
  92. } )();
  93. material2.fragmentNode = Fn( () => {
  94. const color = reference( 'color', 'color' );
  95. const map = reference( 'map', 'texture' );
  96. const vVisibility = varyingProperty( 'float', 'vVisibility' );
  97. const output = map.toVar();
  98. output.a.mulAssign( vVisibility );
  99. output.rgb.mulAssign( color );
  100. return output;
  101. } )();
  102. this.addElement = function ( element ) {
  103. elements.push( element );
  104. };
  105. //
  106. const positionScreen = sharedValues.positionScreen;
  107. const screenPositionPixels = new Vector4( 0, 0, 16, 16 );
  108. const validArea = new Box2();
  109. const viewport = new Vector4();
  110. // dummy node for renderer.renderObject()
  111. const lightsNode = new Node();
  112. this.onBeforeRender = ( renderer, scene, camera ) => {
  113. renderer.getViewport( viewport );
  114. viewport.multiplyScalar( window.devicePixelRatio );
  115. const renderTarget = renderer.getRenderTarget();
  116. const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
  117. if ( currentType !== type ) {
  118. tempMap.dispose();
  119. occlusionMap.dispose();
  120. tempMap.type = occlusionMap.type = type;
  121. currentType = type;
  122. }
  123. const invAspect = viewport.w / viewport.z;
  124. const halfViewportWidth = viewport.z / 2.0;
  125. const halfViewportHeight = viewport.w / 2.0;
  126. const size = 16 / viewport.w;
  127. sharedValues.scale.set( size * invAspect, size );
  128. validArea.min.set( viewport.x, viewport.y );
  129. validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
  130. // calculate position in screen space
  131. positionView.setFromMatrixPosition( this.matrixWorld );
  132. positionView.applyMatrix4( camera.matrixWorldInverse );
  133. if ( positionView.z > 0 ) return; // lensflare is behind the camera
  134. positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
  135. // horizontal and vertical coordinate of the lower left corner of the pixels to copy
  136. screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
  137. screenPositionPixels.y = viewport.y - ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
  138. // screen cull
  139. if ( validArea.containsPoint( screenPositionPixels ) ) {
  140. // save current RGB to temp texture
  141. renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
  142. // render pink quad
  143. renderer.renderObject( mesh1, scene, camera, geometry, material1a, null, lightsNode );
  144. // copy result to occlusionMap
  145. renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
  146. // restore graphics
  147. renderer.renderObject( mesh1, scene, camera, geometry, material1b, null, lightsNode );
  148. // render elements
  149. const vecX = - positionScreen.x * 2;
  150. const vecY = - positionScreen.y * 2;
  151. for ( let i = 0, l = elements.length; i < l; i ++ ) {
  152. const element = elements[ i ];
  153. let mesh2 = elementMeshes[ i ];
  154. if ( mesh2 === undefined ) {
  155. mesh2 = elementMeshes[ i ] = new Mesh( geometry, material2 );
  156. mesh2.color = element.color.convertSRGBToLinear();
  157. mesh2.map = element.texture;
  158. }
  159. material2.screenPosition.x = positionScreen.x + vecX * element.distance;
  160. material2.screenPosition.y = positionScreen.y - vecY * element.distance;
  161. material2.screenPosition.z = positionScreen.z;
  162. const size = element.size / viewport.w;
  163. material2.scale.set( size * invAspect, size );
  164. renderer.renderObject( mesh2, scene, camera, geometry, material2, null, lightsNode );
  165. }
  166. }
  167. };
  168. this.dispose = function () {
  169. material1a.dispose();
  170. material1b.dispose();
  171. material2.dispose();
  172. tempMap.dispose();
  173. occlusionMap.dispose();
  174. for ( let i = 0, l = elements.length; i < l; i ++ ) {
  175. elements[ i ].texture.dispose();
  176. }
  177. };
  178. }
  179. }
  180. //
  181. class LensflareElement {
  182. constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
  183. this.texture = texture;
  184. this.size = size;
  185. this.distance = distance;
  186. this.color = color;
  187. }
  188. }
  189. LensflareMesh.Geometry = ( function () {
  190. const geometry = new BufferGeometry();
  191. const float32Array = new Float32Array( [
  192. - 1, - 1, 0, 0, 0,
  193. 1, - 1, 0, 1, 0,
  194. 1, 1, 0, 1, 1,
  195. - 1, 1, 0, 0, 1
  196. ] );
  197. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  198. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  199. geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  200. geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  201. return geometry;
  202. } )();
  203. export { LensflareMesh, LensflareElement };
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