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982ce5ba
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982ce5ba
编写于
11月 18, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Added forgotten file.
上级
ebf93289
变更
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Showing
1 changed file
with
310 addition
and
0 deletion
+310
-0
src/extras/plugins/LensFlarePlugin.js
src/extras/plugins/LensFlarePlugin.js
+310
-0
未找到文件。
src/extras/plugins/LensFlarePlugin.js
0 → 100644
浏览文件 @
982ce5ba
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
THREE
.
LensFlarePlugin
=
function
(
)
{
var
_gl
,
_renderer
,
_lensFlare
=
{};
this
.
init
=
function
(
renderer
)
{
_gl
=
renderer
.
context
;
_renderer
=
renderer
;
_lensFlare
.
vertices
=
new
Float32Array
(
8
+
8
);
_lensFlare
.
faces
=
new
Uint16Array
(
6
);
var
i
=
0
;
_lensFlare
.
vertices
[
i
++
]
=
-
1
;
_lensFlare
.
vertices
[
i
++
]
=
-
1
;
// vertex
_lensFlare
.
vertices
[
i
++
]
=
0
;
_lensFlare
.
vertices
[
i
++
]
=
0
;
// uv... etc.
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
-
1
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
0
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
-
1
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
_lensFlare
.
vertices
[
i
++
]
=
0
;
_lensFlare
.
vertices
[
i
++
]
=
1
;
i
=
0
;
_lensFlare
.
faces
[
i
++
]
=
0
;
_lensFlare
.
faces
[
i
++
]
=
1
;
_lensFlare
.
faces
[
i
++
]
=
2
;
_lensFlare
.
faces
[
i
++
]
=
0
;
_lensFlare
.
faces
[
i
++
]
=
2
;
_lensFlare
.
faces
[
i
++
]
=
3
;
// buffers
_lensFlare
.
vertexBuffer
=
_gl
.
createBuffer
();
_lensFlare
.
elementBuffer
=
_gl
.
createBuffer
();
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
_lensFlare
.
vertexBuffer
);
_gl
.
bufferData
(
_gl
.
ARRAY_BUFFER
,
_lensFlare
.
vertices
,
_gl
.
STATIC_DRAW
);
_gl
.
bindBuffer
(
_gl
.
ELEMENT_ARRAY_BUFFER
,
_lensFlare
.
elementBuffer
);
_gl
.
bufferData
(
_gl
.
ELEMENT_ARRAY_BUFFER
,
_lensFlare
.
faces
,
_gl
.
STATIC_DRAW
);
// textures
_lensFlare
.
tempTexture
=
_gl
.
createTexture
();
_lensFlare
.
occlusionTexture
=
_gl
.
createTexture
();
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
_lensFlare
.
tempTexture
);
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
_gl
.
RGB
,
16
,
16
,
0
,
_gl
.
RGB
,
_gl
.
UNSIGNED_BYTE
,
null
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_WRAP_S
,
_gl
.
CLAMP_TO_EDGE
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_WRAP_T
,
_gl
.
CLAMP_TO_EDGE
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
_lensFlare
.
occlusionTexture
);
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
_gl
.
RGBA
,
16
,
16
,
0
,
_gl
.
RGBA
,
_gl
.
UNSIGNED_BYTE
,
null
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_WRAP_S
,
_gl
.
CLAMP_TO_EDGE
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_WRAP_T
,
_gl
.
CLAMP_TO_EDGE
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
if
(
_gl
.
getParameter
(
_gl
.
MAX_VERTEX_TEXTURE_IMAGE_UNITS
)
<=
0
)
{
_lensFlare
.
hasVertexTexture
=
false
;
_lensFlare
.
program
=
createProgram
(
THREE
.
ShaderFlares
[
"
lensFlare
"
]
);
}
else
{
_lensFlare
.
hasVertexTexture
=
true
;
_lensFlare
.
program
=
createProgram
(
THREE
.
ShaderFlares
[
"
lensFlareVertexTexture
"
]
);
}
_lensFlare
.
attributes
=
{};
_lensFlare
.
uniforms
=
{};
_lensFlare
.
attributes
.
vertex
=
_gl
.
getAttribLocation
(
_lensFlare
.
program
,
"
position
"
);
_lensFlare
.
attributes
.
uv
=
_gl
.
getAttribLocation
(
_lensFlare
.
program
,
"
uv
"
);
_lensFlare
.
uniforms
.
renderType
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
renderType
"
);
_lensFlare
.
uniforms
.
map
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
map
"
);
_lensFlare
.
uniforms
.
occlusionMap
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
occlusionMap
"
);
_lensFlare
.
uniforms
.
opacity
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
opacity
"
);
_lensFlare
.
uniforms
.
color
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
color
"
);
_lensFlare
.
uniforms
.
scale
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
scale
"
);
_lensFlare
.
uniforms
.
rotation
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
rotation
"
);
_lensFlare
.
uniforms
.
screenPosition
=
_gl
.
getUniformLocation
(
_lensFlare
.
program
,
"
screenPosition
"
);
_lensFlare
.
attributesEnabled
=
false
;
};
/*
* Render lens flares
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
* reads these back and calculates occlusion.
* Then _lensFlare.update_lensFlares() is called to re-position and
* update transparency of flares. Then they are rendered.
*
*/
this
.
render
=
function
(
scene
,
camera
,
viewportWidth
,
viewportHeight
)
{
var
_flaresList
=
scene
.
__webglFlares
;
var
object
;
var
o
,
ol
=
_flaresList
.
length
;
var
f
,
fl
,
flare
;
var
tempPosition
=
new
THREE
.
Vector3
();
var
invAspect
=
viewportHeight
/
viewportWidth
;
var
halfViewportWidth
=
viewportWidth
*
0.5
;
var
halfViewportHeight
=
viewportHeight
*
0.5
;
var
size
=
16
/
viewportHeight
;
var
scale
=
new
THREE
.
Vector2
(
size
*
invAspect
,
size
);
var
screenPosition
=
new
THREE
.
Vector3
(
1
,
1
,
0
);
var
screenPositionPixels
=
new
THREE
.
Vector2
(
1
,
1
);
var
uniforms
=
_lensFlare
.
uniforms
;
var
attributes
=
_lensFlare
.
attributes
;
// set _lensFlare program and reset blending
_gl
.
useProgram
(
_lensFlare
.
program
);
if
(
!
_lensFlare
.
attributesEnabled
)
{
_gl
.
enableVertexAttribArray
(
_lensFlare
.
attributes
.
vertex
);
_gl
.
enableVertexAttribArray
(
_lensFlare
.
attributes
.
uv
);
_lensFlare
.
attributesEnabled
=
true
;
}
// loop through all lens flares to update their occlusion and positions
// setup gl and common used attribs/unforms
_gl
.
uniform1i
(
uniforms
.
occlusionMap
,
0
);
_gl
.
uniform1i
(
uniforms
.
map
,
1
);
_gl
.
bindBuffer
(
_gl
.
ARRAY_BUFFER
,
_lensFlare
.
vertexBuffer
);
_gl
.
vertexAttribPointer
(
attributes
.
vertex
,
2
,
_gl
.
FLOAT
,
false
,
2
*
8
,
0
);
_gl
.
vertexAttribPointer
(
attributes
.
uv
,
2
,
_gl
.
FLOAT
,
false
,
2
*
8
,
8
);
_gl
.
bindBuffer
(
_gl
.
ELEMENT_ARRAY_BUFFER
,
_lensFlare
.
elementBuffer
);
_gl
.
disable
(
_gl
.
CULL_FACE
);
_gl
.
depthMask
(
false
);
for
(
o
=
0
;
o
<
ol
;
o
++
)
{
size
=
16
/
viewportHeight
;
scale
.
set
(
size
*
invAspect
,
size
);
// calc object screen position
object
=
_flaresList
[
o
];
tempPosition
.
set
(
object
.
matrixWorld
.
n14
,
object
.
matrixWorld
.
n24
,
object
.
matrixWorld
.
n34
);
camera
.
matrixWorldInverse
.
multiplyVector3
(
tempPosition
);
camera
.
projectionMatrix
.
multiplyVector3
(
tempPosition
);
// setup arrays for gl programs
screenPosition
.
copy
(
tempPosition
)
screenPositionPixels
.
x
=
screenPosition
.
x
*
halfViewportWidth
+
halfViewportWidth
;
screenPositionPixels
.
y
=
screenPosition
.
y
*
halfViewportHeight
+
halfViewportHeight
;
// screen cull
if
(
_lensFlare
.
hasVertexTexture
||
(
screenPositionPixels
.
x
>
0
&&
screenPositionPixels
.
x
<
viewportWidth
&&
screenPositionPixels
.
y
>
0
&&
screenPositionPixels
.
y
<
viewportHeight
)
)
{
// save current RGB to temp texture
_gl
.
activeTexture
(
_gl
.
TEXTURE1
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
_lensFlare
.
tempTexture
);
_gl
.
copyTexImage2D
(
_gl
.
TEXTURE_2D
,
0
,
_gl
.
RGB
,
screenPositionPixels
.
x
-
8
,
screenPositionPixels
.
y
-
8
,
16
,
16
,
0
);
// render pink quad
_gl
.
uniform1i
(
uniforms
.
renderType
,
0
);
_gl
.
uniform2f
(
uniforms
.
scale
,
scale
.
x
,
scale
.
y
);
_gl
.
uniform3f
(
uniforms
.
screenPosition
,
screenPosition
.
x
,
screenPosition
.
y
,
screenPosition
.
z
);
_gl
.
disable
(
_gl
.
BLEND
);
_gl
.
enable
(
_gl
.
DEPTH_TEST
);
_gl
.
drawElements
(
_gl
.
TRIANGLES
,
6
,
_gl
.
UNSIGNED_SHORT
,
0
);
// copy result to occlusionMap
_gl
.
activeTexture
(
_gl
.
TEXTURE0
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
_lensFlare
.
occlusionTexture
);
_gl
.
copyTexImage2D
(
_gl
.
TEXTURE_2D
,
0
,
_gl
.
RGBA
,
screenPositionPixels
.
x
-
8
,
screenPositionPixels
.
y
-
8
,
16
,
16
,
0
);
// restore graphics
_gl
.
uniform1i
(
uniforms
.
renderType
,
1
);
_gl
.
disable
(
_gl
.
DEPTH_TEST
);
_gl
.
activeTexture
(
_gl
.
TEXTURE1
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
_lensFlare
.
tempTexture
);
_gl
.
drawElements
(
_gl
.
TRIANGLES
,
6
,
_gl
.
UNSIGNED_SHORT
,
0
);
// update object positions
object
.
positionScreen
.
copy
(
screenPosition
)
if
(
object
.
customUpdateCallback
)
{
object
.
customUpdateCallback
(
object
);
}
else
{
object
.
updateLensFlares
();
}
// render flares
_gl
.
uniform1i
(
uniforms
.
renderType
,
2
);
_gl
.
enable
(
_gl
.
BLEND
);
for
(
f
=
0
,
fl
=
object
.
lensFlares
.
length
;
f
<
fl
;
f
++
)
{
flare
=
object
.
lensFlares
[
f
];
if
(
flare
.
opacity
>
0.001
&&
flare
.
scale
>
0.001
)
{
screenPosition
.
x
=
flare
.
x
;
screenPosition
.
y
=
flare
.
y
;
screenPosition
.
z
=
flare
.
z
;
size
=
flare
.
size
*
flare
.
scale
/
viewportHeight
;
scale
.
x
=
size
*
invAspect
;
scale
.
y
=
size
;
_gl
.
uniform3f
(
uniforms
.
screenPosition
,
screenPosition
.
x
,
screenPosition
.
y
,
screenPosition
.
z
);
_gl
.
uniform2f
(
uniforms
.
scale
,
scale
.
x
,
scale
.
y
);
_gl
.
uniform1f
(
uniforms
.
rotation
,
flare
.
rotation
);
_gl
.
uniform1f
(
uniforms
.
opacity
,
flare
.
opacity
);
_gl
.
uniform3f
(
uniforms
.
color
,
flare
.
color
.
r
,
flare
.
color
.
g
,
flare
.
color
.
b
);
_renderer
.
setBlending
(
flare
.
blending
);
_renderer
.
setTexture
(
flare
.
texture
,
1
);
_gl
.
drawElements
(
_gl
.
TRIANGLES
,
6
,
_gl
.
UNSIGNED_SHORT
,
0
);
}
}
}
}
// restore gl
_gl
.
enable
(
_gl
.
CULL_FACE
);
_gl
.
enable
(
_gl
.
DEPTH_TEST
);
_gl
.
depthMask
(
true
);
};
function
createProgram
(
shader
)
{
var
program
=
_gl
.
createProgram
();
var
fragmentShader
=
_gl
.
createShader
(
_gl
.
FRAGMENT_SHADER
);
var
vertexShader
=
_gl
.
createShader
(
_gl
.
VERTEX_SHADER
);
_gl
.
shaderSource
(
fragmentShader
,
shader
.
fragmentShader
);
_gl
.
shaderSource
(
vertexShader
,
shader
.
vertexShader
);
_gl
.
compileShader
(
fragmentShader
);
_gl
.
compileShader
(
vertexShader
);
_gl
.
attachShader
(
program
,
fragmentShader
);
_gl
.
attachShader
(
program
,
vertexShader
);
_gl
.
linkProgram
(
program
);
return
program
;
};
};
\ No newline at end of file
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