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- import { RenderTarget, Vector2, TempNode, NodeUpdateType, QuadMesh, RendererUtils, NodeMaterial } from 'three/webgpu';
- import { convertToTexture, nodeObject, Fn, 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;
- /**
- * Post processing node for adding a bloom-based lens flare effect. This effect
- * requires that you extract the bloom of the scene via a bloom pass first.
- *
- * References:
- * - {@link https://john-chapman-graphics.blogspot.com/2013/02/pseudo-lens-flare.html}.
- * - {@link https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html}.
- *
- * @augments TempNode
- * @three_import import { lensflare } from 'three/addons/tsl/display/LensflareNode.js';
- */
- class LensflareNode extends TempNode {
- static get type() {
- return 'LensflareNode';
- }
- /**
- * Constructs a new lens flare node.
- *
- * @param {TextureNode} textureNode - The texture node that represents the scene's bloom.
- * @param {Object} params - The parameter object for configuring the effect.
- * @param {Node<vec3> | Color} [params.ghostTint=vec3(1, 1, 1)] - Defines the tint of the flare/ghosts.
- * @param {Node<float> | number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
- * @param {Node<float> | number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
- * @param {Node<float> | number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
- * @param {Node<float> | number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
- * @param {number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
- */
- constructor( textureNode, params = {} ) {
- super( 'vec4' );
- /**
- * The texture node that represents the scene's bloom.
- *
- * @type {TextureNode}
- */
- 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;
- /**
- * Defines the tint of the flare/ghosts.
- *
- * @type {Node<vec3>}
- */
- this.ghostTintNode = nodeObject( ghostTint );
- /**
- * Controls the size and strength of the effect. A higher threshold results in smaller flares.
- *
- * @type {Node<float>}
- */
- this.thresholdNode = nodeObject( threshold );
- /**
- * Represents the number of flares/ghosts per bright spot which pivot around the center.
- *
- * @type {Node<float>}
- */
- this.ghostSamplesNode = nodeObject( ghostSamples );
- /**
- * Defines the spacing of the flares/ghosts.
- *
- * @type {Node<float>}
- */
- this.ghostSpacingNode = nodeObject( ghostSpacing );
- /**
- * Defines the attenuation factor of flares/ghosts.
- *
- * @type {Node<float>}
- */
- this.ghostAttenuationFactorNode = nodeObject( ghostAttenuationFactor );
- /**
- * Defines how downsampling since the effect is usually not rendered at full resolution.
- *
- * @type {number}
- */
- this.downSampleRatio = downSampleRatio;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
- * its effect once per frame in `updateBefore()`.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- /**
- * The internal render target of the effect.
- *
- * @private
- * @type {RenderTarget}
- */
- this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } );
- this._renderTarget.texture.name = 'LensflareNode';
- /**
- * The node material that holds the effect's TSL code.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._material = new NodeMaterial();
- this._material.name = 'LensflareNode';
- /**
- * The result of the effect is represented as a separate texture node.
- *
- * @private
- * @type {PassTextureNode}
- */
- this._textureNode = passTexture( this, this._renderTarget.texture );
- }
- /**
- * Returns the result of the effect as a texture node.
- *
- * @return {PassTextureNode} A texture node that represents the result of the effect.
- */
- getTextureNode() {
- return this._textureNode;
- }
- /**
- * Sets the size of the effect.
- *
- * @param {number} width - The width of the effect.
- * @param {number} height - The height of the effect.
- */
- setSize( width, height ) {
- const resx = Math.round( width / this.downSampleRatio );
- const resy = Math.round( height / this.downSampleRatio );
- this._renderTarget.setSize( resx, resy );
- }
- /**
- * This method is used to render the effect once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( frame ) {
- const { renderer } = frame;
- const size = renderer.getDrawingBufferSize( _size );
- this.setSize( size.width, size.height );
- _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
- _quadMesh.material = this._material;
- // clear
- renderer.setMRT( null );
- // lensflare
- renderer.setRenderTarget( this._renderTarget );
- _quadMesh.render( renderer );
- // restore
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {PassTextureNode}
- */
- 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.sample( 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;
- }
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- dispose() {
- this._renderTarget.dispose();
- this._material.dispose();
- }
- }
- export default LensflareNode;
- /**
- * TSL function for creating a bloom-based lens flare effect.
- *
- * @tsl
- * @function
- * @param {TextureNode} node - The node that represents the scene's bloom.
- * @param {Object} params - The parameter object for configuring the effect.
- * @param {Node<vec3> | Color} [params.ghostTint=vec3(1, 1, 1)] - Defines the tint of the flare/ghosts.
- * @param {Node<float> | number} [params.threshold=float(0.5)] - Controls the size and strength of the effect. A higher threshold results in smaller flares.
- * @param {Node<float> | number} [params.ghostSamples=float(4)] - Represents the number of flares/ghosts per bright spot which pivot around the center.
- * @param {Node<float> | number} [params.ghostSpacing=float(0.25)] - Defines the spacing of the flares/ghosts.
- * @param {Node<float> | number} [params.ghostAttenuationFactor=float(25)] - Defines the attenuation factor of flares/ghosts.
- * @param {number} [params.downSampleRatio=4] - Defines how downsampling since the effect is usually not rendered at full resolution.
- * @returns {LensflareNode}
- */
- export const lensflare = ( node, params ) => nodeObject( new LensflareNode( convertToTexture( node ), params ) );
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