1 | /**
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2 | * @author mikael emtinger / http://gomo.se/
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3 | * @author alteredq / http://alteredqualia.com/
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4 | */
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5 |
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6 | THREE.LensFlarePlugin = function () {
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7 |
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8 | var _gl, _renderer, _precision, _lensFlare = {};
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9 |
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10 | this.init = function ( renderer ) {
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11 |
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12 | _gl = renderer.context;
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13 | _renderer = renderer;
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14 |
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15 | _precision = renderer.getPrecision();
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16 |
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17 | _lensFlare.vertices = new Float32Array( 8 + 8 );
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18 | _lensFlare.faces = new Uint16Array( 6 );
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19 |
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20 | var i = 0;
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21 | _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
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22 | _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
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23 |
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24 | _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
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25 | _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
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26 |
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27 | _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
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28 | _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
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29 |
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30 | _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
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31 | _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
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32 |
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33 | i = 0;
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34 | _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
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35 | _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
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36 |
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37 | // buffers
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38 |
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39 | _lensFlare.vertexBuffer = _gl.createBuffer();
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40 | _lensFlare.elementBuffer = _gl.createBuffer();
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41 |
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42 | _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
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43 | _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
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44 |
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45 | _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
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46 | _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
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47 |
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48 | // textures
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49 |
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50 | _lensFlare.tempTexture = _gl.createTexture();
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51 | _lensFlare.occlusionTexture = _gl.createTexture();
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52 |
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53 | _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
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54 | _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
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55 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
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56 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
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57 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
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58 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
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59 |
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60 | _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
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61 | _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
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62 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
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63 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
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64 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
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65 | _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
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66 |
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67 | if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
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68 |
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69 | _lensFlare.hasVertexTexture = false;
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70 | _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
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71 |
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72 | } else {
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73 |
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74 | _lensFlare.hasVertexTexture = true;
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75 | _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
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76 |
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77 | }
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78 |
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79 | _lensFlare.attributes = {};
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80 | _lensFlare.uniforms = {};
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81 |
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82 | _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
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83 | _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
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84 |
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85 | _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
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86 | _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
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87 | _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
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88 | _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
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89 | _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
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90 | _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
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91 | _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
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92 | _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
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93 |
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94 | };
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95 |
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96 |
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97 | /*
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98 | * Render lens flares
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99 | * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
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100 | * reads these back and calculates occlusion.
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101 | * Then _lensFlare.update_lensFlares() is called to re-position and
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102 | * update transparency of flares. Then they are rendered.
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103 | *
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104 | */
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105 |
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106 | this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
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107 |
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108 | var flares = scene.__webglFlares,
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109 | nFlares = flares.length;
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110 |
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111 | if ( ! nFlares ) return;
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112 |
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113 | var tempPosition = new THREE.Vector3();
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114 |
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115 | var invAspect = viewportHeight / viewportWidth,
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116 | halfViewportWidth = viewportWidth * 0.5,
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117 | halfViewportHeight = viewportHeight * 0.5;
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118 |
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119 | var size = 16 / viewportHeight,
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120 | scale = new THREE.Vector2( size * invAspect, size );
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121 |
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122 | var screenPosition = new THREE.Vector3( 1, 1, 0 ),
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123 | screenPositionPixels = new THREE.Vector2( 1, 1 );
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124 |
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125 | var uniforms = _lensFlare.uniforms,
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126 | attributes = _lensFlare.attributes;
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127 |
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128 | // set _lensFlare program and reset blending
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129 |
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130 | _gl.useProgram( _lensFlare.program );
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131 |
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132 | _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
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133 | _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
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134 |
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135 | // loop through all lens flares to update their occlusion and positions
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136 | // setup gl and common used attribs/unforms
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137 |
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138 | _gl.uniform1i( uniforms.occlusionMap, 0 );
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139 | _gl.uniform1i( uniforms.map, 1 );
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140 |
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141 | _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
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142 | _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
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143 | _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
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144 |
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145 | _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
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146 |
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147 | _gl.disable( _gl.CULL_FACE );
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148 | _gl.depthMask( false );
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149 |
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150 | var i, j, jl, flare, sprite;
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151 |
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152 | for ( i = 0; i < nFlares; i ++ ) {
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153 |
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154 | size = 16 / viewportHeight;
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155 | scale.set( size * invAspect, size );
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156 |
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157 | // calc object screen position
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158 |
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159 | flare = flares[ i ];
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160 |
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161 | tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
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162 |
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163 | tempPosition.applyMatrix4( camera.matrixWorldInverse );
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164 | tempPosition.applyProjection( camera.projectionMatrix );
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165 |
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166 | // setup arrays for gl programs
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167 |
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168 | screenPosition.copy( tempPosition )
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169 |
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170 | screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
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171 | screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
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172 |
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173 | // screen cull
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174 |
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175 | if ( _lensFlare.hasVertexTexture || (
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176 | screenPositionPixels.x > 0 &&
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177 | screenPositionPixels.x < viewportWidth &&
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178 | screenPositionPixels.y > 0 &&
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179 | screenPositionPixels.y < viewportHeight ) ) {
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180 |
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181 | // save current RGB to temp texture
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182 |
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183 | _gl.activeTexture( _gl.TEXTURE1 );
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184 | _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
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185 | _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
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186 |
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187 |
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188 | // render pink quad
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189 |
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190 | _gl.uniform1i( uniforms.renderType, 0 );
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191 | _gl.uniform2f( uniforms.scale, scale.x, scale.y );
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192 | _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
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193 |
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194 | _gl.disable( _gl.BLEND );
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195 | _gl.enable( _gl.DEPTH_TEST );
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196 |
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197 | _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
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198 |
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199 |
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200 | // copy result to occlusionMap
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201 |
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202 | _gl.activeTexture( _gl.TEXTURE0 );
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203 | _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
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204 | _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
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205 |
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206 |
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207 | // restore graphics
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208 |
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209 | _gl.uniform1i( uniforms.renderType, 1 );
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210 | _gl.disable( _gl.DEPTH_TEST );
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211 |
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212 | _gl.activeTexture( _gl.TEXTURE1 );
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213 | _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
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214 | _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
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215 |
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216 |
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217 | // update object positions
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218 |
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219 | flare.positionScreen.copy( screenPosition )
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220 |
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221 | if ( flare.customUpdateCallback ) {
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222 |
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223 | flare.customUpdateCallback( flare );
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224 |
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225 | } else {
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226 |
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227 | flare.updateLensFlares();
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228 |
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229 | }
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230 |
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231 | // render flares
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232 |
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233 | _gl.uniform1i( uniforms.renderType, 2 );
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234 | _gl.enable( _gl.BLEND );
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235 |
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236 | for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
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237 |
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238 | sprite = flare.lensFlares[ j ];
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239 |
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240 | if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
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241 |
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242 | screenPosition.x = sprite.x;
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243 | screenPosition.y = sprite.y;
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244 | screenPosition.z = sprite.z;
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245 |
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246 | size = sprite.size * sprite.scale / viewportHeight;
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247 |
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248 | scale.x = size * invAspect;
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249 | scale.y = size;
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250 |
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251 | _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
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252 | _gl.uniform2f( uniforms.scale, scale.x, scale.y );
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253 | _gl.uniform1f( uniforms.rotation, sprite.rotation );
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254 |
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255 | _gl.uniform1f( uniforms.opacity, sprite.opacity );
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256 | _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
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257 |
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258 | _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
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259 | _renderer.setTexture( sprite.texture, 1 );
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260 |
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261 | _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
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262 |
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263 | }
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264 |
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265 | }
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266 |
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267 | }
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268 |
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269 | }
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270 |
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271 | // restore gl
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272 |
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273 | _gl.enable( _gl.CULL_FACE );
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274 | _gl.enable( _gl.DEPTH_TEST );
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275 | _gl.depthMask( true );
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276 |
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277 | };
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278 |
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279 | function createProgram ( shader, precision ) {
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280 |
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281 | var program = _gl.createProgram();
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282 |
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283 | var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
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284 | var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
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285 |
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286 | var prefix = "precision " + precision + " float;\n";
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287 |
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288 | _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
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289 | _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
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290 |
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291 | _gl.compileShader( fragmentShader );
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292 | _gl.compileShader( vertexShader );
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293 |
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294 | _gl.attachShader( program, fragmentShader );
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295 | _gl.attachShader( program, vertexShader );
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296 |
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297 | _gl.linkProgram( program );
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298 |
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299 | return program;
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300 |
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301 | };
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302 |
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303 | };
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