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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; | |
| } )(); | |