162 lines
3.8 KiB
JavaScript
162 lines
3.8 KiB
JavaScript
import { RenderTarget, Vector2 } from 'three';
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import { convertToTexture, TempNode, nodeObject, Fn, NodeUpdateType, QuadMesh, PostProcessingUtils, NodeMaterial, passTexture, uv, vec2, vec3, vec4, max, float, sub, int, Loop, fract, pow, distance } from 'three/tsl';
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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const _size = /*@__PURE__*/ new Vector2();
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let _rendererState;
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/**
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* References:
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* https://john-chapman-graphics.blogspot.com/2013/02/pseudo-lens-flare.html
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* https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html
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*/
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class LensflareNode extends TempNode {
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static get type() {
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return 'LensflareNode';
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}
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constructor( textureNode, params = {} ) {
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super();
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this.textureNode = textureNode;
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const {
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ghostTint = vec3( 1, 1, 1 ),
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threshold = float( 0.5 ),
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ghostSamples = float( 4 ),
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ghostSpacing = float( 0.25 ),
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ghostAttenuationFactor = float( 25 ),
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downSampleRatio = 4
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} = params;
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this.ghostTintNode = nodeObject( ghostTint );
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this.thresholdNode = nodeObject( threshold );
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this.ghostSamplesNode = nodeObject( ghostSamples );
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this.ghostSpacingNode = nodeObject( ghostSpacing );
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this.ghostAttenuationFactorNode = nodeObject( ghostAttenuationFactor );
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this.downSampleRatio = downSampleRatio;
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this.updateBeforeType = NodeUpdateType.FRAME;
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// render targets
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this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } );
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this._renderTarget.texture.name = 'LensflareNode';
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// materials
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this._material = new NodeMaterial();
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this._material.name = 'LensflareNode';
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//
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this._textureNode = passTexture( this, this._renderTarget.texture );
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}
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getTextureNode() {
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return this._textureNode;
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}
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setSize( width, height ) {
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const resx = Math.round( width / this.downSampleRatio );
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const resy = Math.round( height / this.downSampleRatio );
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this._renderTarget.setSize( resx, resy );
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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const size = renderer.getDrawingBufferSize( _size );
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this.setSize( size.width, size.height );
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_rendererState = PostProcessingUtils.resetRendererState( renderer, _rendererState );
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_quadMesh.material = this._material;
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// clear
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renderer.setMRT( null );
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// lensflare
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renderer.setRenderTarget( this._renderTarget );
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_quadMesh.render( renderer );
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// restore
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PostProcessingUtils.restoreRendererState( renderer, _rendererState );
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}
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setup( builder ) {
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const lensflare = Fn( () => {
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// flip uvs so lens flare pivot around the image center
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const texCoord = uv().oneMinus().toVar();
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// ghosts are positioned along this vector
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const ghostVec = sub( vec2( 0.5 ), texCoord ).mul( this.ghostSpacingNode ).toVar();
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// sample ghosts
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const result = vec4().toVar();
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Loop( { start: int( 0 ), end: int( this.ghostSamplesNode ), type: 'int', condition: '<' }, ( { i } ) => {
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// use fract() to ensure that the texture coordinates wrap around
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const sampleUv = fract( texCoord.add( ghostVec.mul( float( i ) ) ) ).toVar();
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// reduce contributions from samples at the screen edge
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const d = distance( sampleUv, vec2( 0.5 ) );
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const weight = pow( d.oneMinus(), this.ghostAttenuationFactorNode );
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// accumulate
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let sample = this.textureNode.uv( sampleUv ).rgb;
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sample = max( sample.sub( this.thresholdNode ), vec3( 0 ) ).mul( this.ghostTintNode );
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result.addAssign( sample.mul( weight ) );
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} );
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return result;
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} );
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this._material.fragmentNode = lensflare().context( builder.getSharedContext() );
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this._material.needsUpdate = true;
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return this._textureNode;
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}
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dispose() {
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this._renderTarget.dispose();
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this._material.dispose();
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}
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}
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export default LensflareNode;
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export const lensflare = ( inputNode, params ) => nodeObject( new LensflareNode( convertToTexture( inputNode ), params ) );
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