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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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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'; | ||
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const _quadMesh = /*@__PURE__*/ new QuadMesh(); | ||
const _size = /*@__PURE__*/ new Vector2(); | ||
let _rendererState; | ||
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/** | ||
* 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 { | ||
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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 { | ||
ghostTint = vec3( 1, 1, 1 ), | ||
threshold = float( 0.5 ), | ||
ghostSamples = float( 4 ), | ||
ghostSpacing = float( 0.25 ), | ||
ghostAttenuationFactor = float( 25 ), | ||
downSampleRatio = 4 | ||
} = params; | ||
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this.ghostTint = ghostTint; | ||
this.threshold = threshold; | ||
this.ghostSamples = ghostSamples; | ||
this.ghostSpacing = ghostSpacing; | ||
this.ghostAttenuationFactor = ghostAttenuationFactor; | ||
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 } ); | ||
this._renderTarget.texture.name = 'LensflareNode'; | ||
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// materials | ||
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this._material = new NodeMaterial(); | ||
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 ); | ||
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 ); | ||
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 ); | ||
_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.ghostSpacing ).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.ghostSamples ), 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 ) ); | ||
const weight = pow( d.oneMinus(), this.ghostAttenuationFactor ); | ||
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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.threshold ), vec3( 0 ) ).mul( this.ghostTint ); | ||
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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() ); | ||
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(); | ||
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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<!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> | ||
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<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> | ||
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<script type="importmap"> | ||
{ | ||
"imports": { | ||
"three": "../build/three.webgpu.js", | ||
"three/tsl": "../build/three.webgpu.js", | ||
"three/addons/": "./jsm/" | ||
} | ||
} | ||
</script> | ||
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<script type="module"> | ||
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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'; | ||
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import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js'; | ||
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; | ||
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; | ||
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; | ||
import Stats from 'three/addons/libs/stats.module.js'; | ||
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let camera, scene, renderer, controls, stats; | ||
let postProcessing; | ||
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init(); | ||
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async function init() { | ||
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const container = document.createElement( 'div' ); | ||
document.body.appendChild( container ); | ||
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// | ||
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 ); | ||
camera.position.set( 0, 0.5, - 0.5 ); | ||
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scene = new THREE.Scene(); | ||
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const texture = await new UltraHDRLoader().loadAsync( 'textures/equirectangular/ice_planet_close.jpg' ); | ||
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texture.mapping = THREE.EquirectangularReflectionMapping; | ||
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scene.background = texture; | ||
scene.environment = texture; | ||
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scene.backgroundIntensity = 2; | ||
scene.environmentIntensity = 15; | ||
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// model | ||
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const loader = new GLTFLoader(); | ||
const gltf = await loader.loadAsync( 'models/gltf/space_ship_hallway.glb' ); | ||
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const object = gltf.scene; | ||
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const aabb = new THREE.Box3().setFromObject( object ); | ||
const center = aabb.getCenter( new THREE.Vector3() ); | ||
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object.position.x += ( object.position.x - center.x ); | ||
object.position.y += ( object.position.y - center.y ); | ||
object.position.z += ( object.position.z - center.z ); | ||
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scene.add( object ); | ||
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// | ||
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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 ); | ||
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// | ||
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const scenePass = pass( scene, camera ); | ||
scenePass.setMRT( mrt( { | ||
output, | ||
emissive | ||
} ) ); | ||
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const outputPass = scenePass.getTextureNode(); | ||
const emissivePass = scenePass.getTextureNode( 'emissive' ); | ||
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const bloomPass = bloom( emissivePass, 1, 1 ); | ||
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const threshold = uniform( 0.5 ); | ||
const ghostAttenuationFactor = uniform( 25 ); | ||
const ghostSpacing = uniform( 0.25 ); | ||
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const flarePass = lensflare( bloomPass, { | ||
threshold, | ||
ghostAttenuationFactor, | ||
ghostSpacing | ||
} ); | ||
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const blurPass = gaussianBlur( flarePass, 8 ); // optional (blurring produces better flare quality but also adds some overhead) | ||
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postProcessing = new THREE.PostProcessing( renderer ); | ||
postProcessing.outputNode = outputPass.add( bloomPass ).add( blurPass ); | ||
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// | ||
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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(); | ||
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window.addEventListener( 'resize', onWindowResize ); | ||
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// | ||
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stats = new Stats(); | ||
document.body.appendChild( stats.dom ); | ||
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// | ||
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const gui = new GUI(); | ||
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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' ); | ||
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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' ); | ||
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const toneMappingFolder = gui.addFolder( 'tone mapping' ); | ||
toneMappingFolder.add( renderer, 'toneMappingExposure', 0.1, 2 ).name( 'exposure' ); | ||
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} | ||
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function onWindowResize() { | ||
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camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
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renderer.setSize( window.innerWidth, window.innerHeight ); | ||
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} | ||
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// | ||
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function render() { | ||
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stats.update(); | ||
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controls.update(); | ||
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postProcessing.render(); | ||
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} | ||
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</script> | ||
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</body> | ||
</html> |