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Addons: Add LensflareNode. (#29715)
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* LensflareNode: Experimenting with different approaches.

* LensflareNode: Improve example.

* Examples: Clean up

* Examples: Add comment.

* LensflareNode: Updating API.

* Examples: Clean up.
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Mugen87 authored Oct 21, 2024
1 parent ca20cf9 commit 167c022
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1 change: 1 addition & 0 deletions examples/files.json
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"webgpu_postprocessing_dof",
"webgpu_postprocessing_pixel",
"webgpu_postprocessing_fxaa",
"webgpu_postprocessing_lensflare",
"webgpu_postprocessing_masking",
"webgpu_postprocessing_motion_blur",
"webgpu_postprocessing_outline",
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161 changes: 161 additions & 0 deletions examples/jsm/tsl/display/LensflareNode.js
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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.ghostTint = ghostTint;
this.threshold = threshold;
this.ghostSamples = ghostSamples;
this.ghostSpacing = ghostSpacing;
this.ghostAttenuationFactor = 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.ghostSpacing ).toVar();

// sample ghosts

const result = vec4().toVar();

Loop( { start: int( 0 ), end: int( this.ghostSamples ), 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.ghostAttenuationFactor );

// accumulate

let sample = this.textureNode.uv( sampleUv ).rgb;

sample = max( sample.sub( this.threshold ), vec3( 0 ) ).mul( this.ghostTint );

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 ) );
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183 changes: 183 additions & 0 deletions examples/webgpu_postprocessing_lensflare.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - postprocessing lensflares</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>

<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - postprocessing lensflares<br />
<a href="https://skfb.ly/6SqUF" target="_blank" rel="noopener">Space Ship Hallway</a> by
<a href="https://sketchfab.com/yeeyeeman" target="_blank" rel="noopener">yeeyeeman</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
<a href="https://www.spacespheremaps.com/planetary-spheremaps/" target="_blank" rel="noopener">Ice Planet Close</a> from <a href="https://www.spacespheremaps.com/" target="_blank" rel="noopener">Space Spheremaps</a>.
</div>

<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/tsl": "../build/three.webgpu.js",
"three/addons/": "./jsm/"
}
}
</script>

<script type="module">

import * as THREE from 'three';
import { pass, mrt, output, emissive, uniform } from 'three/tsl';
import { bloom } from 'three/addons/tsl/display/BloomNode.js';
import { lensflare } from 'three/addons/tsl/display/LensflareNode.js';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';

import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import Stats from 'three/addons/libs/stats.module.js';

let camera, scene, renderer, controls, stats;
let postProcessing;

init();

async function init() {

const container = document.createElement( 'div' );
document.body.appendChild( container );

//

camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 0.5, - 0.5 );

scene = new THREE.Scene();

const texture = await new UltraHDRLoader().loadAsync( 'textures/equirectangular/ice_planet_close.jpg' );

texture.mapping = THREE.EquirectangularReflectionMapping;

scene.background = texture;
scene.environment = texture;

scene.backgroundIntensity = 2;
scene.environmentIntensity = 15;

// model

const loader = new GLTFLoader();
const gltf = await loader.loadAsync( 'models/gltf/space_ship_hallway.glb' );

const object = gltf.scene;

const aabb = new THREE.Box3().setFromObject( object );
const center = aabb.getCenter( new THREE.Vector3() );

object.position.x += ( object.position.x - center.x );
object.position.y += ( object.position.y - center.y );
object.position.z += ( object.position.z - center.z );

scene.add( object );

//

renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
container.appendChild( renderer.domElement );

//

const scenePass = pass( scene, camera );
scenePass.setMRT( mrt( {
output,
emissive
} ) );

const outputPass = scenePass.getTextureNode();
const emissivePass = scenePass.getTextureNode( 'emissive' );

const bloomPass = bloom( emissivePass, 1, 1 );

const threshold = uniform( 0.5 );
const ghostAttenuationFactor = uniform( 25 );
const ghostSpacing = uniform( 0.25 );

const flarePass = lensflare( bloomPass, {
threshold,
ghostAttenuationFactor,
ghostSpacing
} );

const blurPass = gaussianBlur( flarePass, 8 ); // optional (blurring produces better flare quality but also adds some overhead)

postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = outputPass.add( bloomPass ).add( blurPass );

//

controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.enablePan = false;
controls.enableZoom = false;
controls.target.copy( camera.position );
controls.target.z -= 0.01;
controls.update();

window.addEventListener( 'resize', onWindowResize );

//

stats = new Stats();
document.body.appendChild( stats.dom );

//

const gui = new GUI();

const bloomFolder = gui.addFolder( 'bloom' );
bloomFolder.add( bloomPass.strength, 'value', 0.0, 2.0 ).name( 'strength' );
bloomFolder.add( bloomPass.radius, 'value', 0.0, 1.0 ).name( 'radius' );

const lensflareFolder = gui.addFolder( 'lensflare' );
lensflareFolder.add( threshold, 'value', 0.0, 1.0 ).name( 'threshold' );
lensflareFolder.add( ghostAttenuationFactor, 'value', 10.0, 50.0 ).name( 'attenuation' );
lensflareFolder.add( ghostSpacing, 'value', 0.0, 0.3 ).name( 'spacing' );

const toneMappingFolder = gui.addFolder( 'tone mapping' );
toneMappingFolder.add( renderer, 'toneMappingExposure', 0.1, 2 ).name( 'exposure' );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

//

function render() {

stats.update();

controls.update();

postProcessing.render();

}

</script>

</body>
</html>

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