Files
caravels-community-simulation/web-app/node_modules/three/examples/jsm/tsl/display/LensflareNode.js
rafaeldpsilva adbbf6bf50 first commit
2025-12-10 12:32:12 +00:00

162 lines
3.8 KiB
JavaScript

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