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Lensflare: Add WebGPU version. #29451
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Mugen87
reviewed
Sep 20, 2024
Um, the new version handles color spaces more correctly. Maybe we should apply the same changes to import {
AdditiveBlending,
Box2,
BufferGeometry,
Color,
FramebufferTexture,
InterleavedBuffer,
InterleavedBufferAttribute,
Mesh,
MeshBasicMaterial,
RawShaderMaterial,
ShaderMaterial,
UnsignedByteType,
Vector2,
Vector3,
Vector4
} from 'three';
class Lensflare extends Mesh {
constructor() {
super( Lensflare.Geometry, new MeshBasicMaterial( { opacity: 0, transparent: true } ) );
this.isLensflare = true;
this.type = 'Lensflare';
this.frustumCulled = false;
this.renderOrder = Infinity;
//
const positionScreen = new Vector3();
const positionView = new Vector3();
// textures
const tempMap = new FramebufferTexture( 16, 16 );
const occlusionMap = new FramebufferTexture( 16, 16 );
let currentType = UnsignedByteType;
// material
const geometry = Lensflare.Geometry;
const material1a = new RawShaderMaterial( {
uniforms: {
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
precision highp float;
uniform vec3 screenPosition;
uniform vec2 scale;
attribute vec3 position;
void main() {
gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
void main() {
gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
}`,
depthTest: true,
depthWrite: false,
transparent: false
} );
const material1b = new RawShaderMaterial( {
uniforms: {
'map': { value: tempMap },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
precision highp float;
uniform vec3 screenPosition;
uniform vec2 scale;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D map;
varying vec2 vUV;
void main() {
gl_FragColor = texture2D( map, vUV );
}`,
depthTest: false,
depthWrite: false,
transparent: false
} );
// the following object is used for occlusionMap generation
const mesh1 = new Mesh( geometry, material1a );
//
const elements = [];
const shader = LensflareElement.Shader;
const material2 = new ShaderMaterial( {
name: shader.name,
uniforms: {
'map': { value: null },
'occlusionMap': { value: occlusionMap },
'color': { value: new Color( 0xffffff ) },
'scale': { value: new Vector2() },
'screenPosition': { value: new Vector3() }
},
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
blending: AdditiveBlending,
transparent: true,
depthWrite: false
} );
const mesh2 = new Mesh( geometry, material2 );
this.addElement = function ( element ) {
elements.push( element );
};
//
const scale = new Vector2();
const screenPositionPixels = new Vector2();
const validArea = new Box2();
const viewport = new Vector4();
this.onBeforeRender = function ( renderer, scene, camera ) {
renderer.getCurrentViewport( viewport );
const renderTarget = renderer.getRenderTarget();
const type = ( renderTarget !== null ) ? renderTarget.texture.type : UnsignedByteType;
if ( currentType !== type ) {
tempMap.dispose();
occlusionMap.dispose();
tempMap.type = occlusionMap.type = type;
currentType = type;
}
const invAspect = viewport.w / viewport.z;
const halfViewportWidth = viewport.z / 2.0;
const halfViewportHeight = viewport.w / 2.0;
let size = 16 / viewport.w;
scale.set( size * invAspect, size );
validArea.min.set( viewport.x, viewport.y );
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
// calculate position in screen space
positionView.setFromMatrixPosition( this.matrixWorld );
positionView.applyMatrix4( camera.matrixWorldInverse );
if ( positionView.z > 0 ) return; // lensflare is behind the camera
positionScreen.copy( positionView ).applyMatrix4( camera.projectionMatrix );
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
screenPositionPixels.x = viewport.x + ( positionScreen.x * halfViewportWidth ) + halfViewportWidth - 8;
screenPositionPixels.y = viewport.y + ( positionScreen.y * halfViewportHeight ) + halfViewportHeight - 8;
// screen cull
if ( validArea.containsPoint( screenPositionPixels ) ) {
// save current RGB to temp texture
renderer.copyFramebufferToTexture( tempMap, screenPositionPixels );
// render pink quad
let uniforms = material1a.uniforms;
uniforms[ 'scale' ].value = scale;
uniforms[ 'screenPosition' ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1a, mesh1, null );
// copy result to occlusionMap
renderer.copyFramebufferToTexture( occlusionMap, screenPositionPixels );
// restore graphics
uniforms = material1b.uniforms;
uniforms[ 'scale' ].value = scale;
uniforms[ 'screenPosition' ].value = positionScreen;
renderer.renderBufferDirect( camera, null, geometry, material1b, mesh1, null );
// render elements
const vecX = - positionScreen.x * 2;
const vecY = - positionScreen.y * 2;
for ( let i = 0, l = elements.length; i < l; i ++ ) {
const element = elements[ i ];
const uniforms = material2.uniforms;
uniforms[ 'color' ].value.copy( element.color ).convertSRGBToLinear();
uniforms[ 'map' ].value = element.texture;
uniforms[ 'screenPosition' ].value.x = positionScreen.x + vecX * element.distance;
uniforms[ 'screenPosition' ].value.y = positionScreen.y + vecY * element.distance;
size = element.size / viewport.w;
const invAspect = viewport.w / viewport.z;
uniforms[ 'scale' ].value.set( size * invAspect, size );
material2.uniformsNeedUpdate = true;
renderer.renderBufferDirect( camera, null, geometry, material2, mesh2, null );
}
}
};
this.dispose = function () {
material1a.dispose();
material1b.dispose();
material2.dispose();
tempMap.dispose();
occlusionMap.dispose();
for ( let i = 0, l = elements.length; i < l; i ++ ) {
elements[ i ].texture.dispose();
}
};
}
}
//
class LensflareElement {
constructor( texture, size = 1, distance = 0, color = new Color( 0xffffff ) ) {
this.texture = texture;
this.size = size;
this.distance = distance;
this.color = color;
}
}
LensflareElement.Shader = {
name: 'LensflareElementShader',
uniforms: {
'map': { value: null },
'occlusionMap': { value: null },
'color': { value: null },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: /* glsl */`
uniform vec3 screenPosition;
uniform vec2 scale;
uniform sampler2D occlusionMap;
varying vec2 vUV;
varying float vVisibility;
void main() {
vUV = uv;
vec2 pos = position.xy;
vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
vVisibility = visibility.r / 9.0;
vVisibility *= 1.0 - visibility.g / 9.0;
vVisibility *= visibility.b / 9.0;
gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D map;
uniform vec3 color;
varying vec2 vUV;
varying float vVisibility;
void main() {
vec4 texture = texture2D( map, vUV );
texture.a *= vVisibility;
gl_FragColor = texture;
gl_FragColor.rgb *= color;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`
};
Lensflare.Geometry = ( function () {
const geometry = new BufferGeometry();
const float32Array = new Float32Array( [
- 1, - 1, 0, 0, 0,
1, - 1, 0, 1, 0,
1, 1, 0, 1, 1,
- 1, 1, 0, 0, 1
] );
const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
return geometry;
} )();
export { Lensflare, LensflareElement }; This would assume the lens flare texture are marked as sRGB in the examples. |
Mugen87
reviewed
Sep 20, 2024
Mugen87
reviewed
Sep 20, 2024
Mugen87
changed the title
LensflareGPU: WebGPURenderer compatible lensflare.
Lensflare: Add WebGPU version.
Sep 21, 2024
Let's merge this! Color spaces are handled more correctly in |
This was referenced Sep 25, 2024
LD2Studio
pushed a commit
to LD2Studio/LD2Studio-Editor
that referenced
this pull request
Sep 27, 2024
BatchedMesh: add `deleteInstance()` (mrdoob#29449) * BatchedMesh: add `deleteInstance()` * BatchedMesh: prioritize reusing freed instance ids when adding instance Update Three.js r169 Lensflare: Add WebGPU version. (mrdoob#29451) * lensflare example * fix depth * remove forceWebGL * rename * fix typo * follow original code * Update LensflareMesh.js --------- Co-authored-by: aardgoose <[email protected]> Co-authored-by: Michael Herzog <[email protected]> Examples: Update lensflare colors. (mrdoob#29458) WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445) * WebGLRenderer: add reverse-z via EXT_clip_control * WebGLRenderer: move conversion methods to utils Updated builds. Docs: Improve `WebGLRenderer` page. (mrdoob#29459) WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461) CylinderGeometry: Don't add degenerate triangles (mrdoob#29460) * CylinderGeometry: Don't add degenerate triangles * Change comparison RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465) * RenderObject: Added `getGeometryCacheKey()` * NodeMaterialObserver: Improve skinnedmesh and morph supports * cleanup Update actions/setup-node digest to 0a44ba7 (mrdoob#29466) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update github/codeql-action digest to 294a9d9 (mrdoob#29467) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update devDependencies (non-major) (mrdoob#29468) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Updated builds. CurveModifierGPU: WebGPURenderer port. (mrdoob#29453) * curve mod * lint * update screenshot * use correct constant * use filtered texture --------- Co-authored-by: aardgoose <[email protected]> Examples: Clean up. (mrdoob#29473) * Examples: Clean up. * E2E: Update screenshot. SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394) * SpriteNodeMaterial: Add sizeAttenuation * Regenerate screenshot * revert mat4 mul with vec4(,1)? * revert * using let and toVar fixes the issue? * merge upstream/dev * revert screenshot * does reverting SpriteNode even fix? * revert fix * revert everything fix tsl galaxy? * checkout dev SpriteNodeMaterial.js... * smaller change test * convert scale to var * convert scale to var * simply adding toVar breaks tsl_galaxy? * fix multiple spritematerial with different center position * feedbacks * cleanup * feedbacks * cleanup * cleanup --------- Co-authored-by: sunag <[email protected]> WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470) Co-authored-by: aardgoose <[email protected]> SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477) WebGPURenderer: Reuse LightNode when available (mrdoob#29480) * WebGPURenderer: Reuse LightNode when available * cleanup DecalGeometry: Transform normal with normal matrix (mrdoob#29476) * Transform normal with normal matrix * Transform normal with normal matrix Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485) BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409) * BatchedMesh: Add getGeometryRangeAt Co-authored-by: Luigi Denora <[email protected]> * Fix eslint error Co-authored-by: Luigi Denora <[email protected]> * Doc changed * Add optional target --------- Co-authored-by: Luigi Denora <[email protected]> WebGPURenderer: Introduce hash-based cache key (mrdoob#29479) * introduce numeric cache key * cleanup * cleanup * simplification * revision * rev * rev * cleanup Nodes: Access Remaining Compute Builtins (mrdoob#29469) * init * remove duplicated function Add decal as child of mesh (mrdoob#29486) Update webgl_postprocessing_ssaa.html Update webgpu_postprocessing_ssaa.html ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483) * ToonOutlineNode: Add FX pass for toon outlines. * ToonOutlinePassNode: Refactor code. * E2E: Update screenshot. * ToonOutlinePassNode: Clean up. * ToonOutlinePassNode: More clean up. * ToonOutlinePassNode: More clean up. Update Addons.js (mrdoob#29493) leftovers after removing `PackedPhongMaterial ` mrdoob#29382 ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498) * fix null reference using `getNodeType()` * add `sprite.center` check NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495) * VolumeNodeMaterial: simplify a little * cleanup * NodeBuilder: Introduce `addFlowCodeHierarchy()` Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499) WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492) * enable/disable shadow * enable shadowmaps * enable more examples * and another one * Update Nodes.js --------- Co-authored-by: aardgoose <[email protected]> Updated builds. GLTFLoader: Remove deprecated code. (mrdoob#29502) TiltLoader: Remove loader. (mrdoob#29471) Update Chinese translation of InstancedMesh. (mrdoob#29506) r169
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Related issue: #29295
Conversion of lenflare object to TSL, some differences in color handling but the basic mechanics work