babylon.lensFlareSystem.ts 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283
  1. module BABYLON {
  2. export class LensFlareSystem {
  3. public lensFlares = new Array<LensFlare>();
  4. public borderLimit = 300;
  5. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  6. public layerMask: number = 0x0FFFFFFF;
  7. public id: string;
  8. private _scene: Scene;
  9. private _emitter: any;
  10. private _vertexBuffers: { [key: string]: VertexBuffer } = {};
  11. private _indexBuffer: WebGLBuffer;
  12. private _effect: Effect;
  13. private _positionX: number;
  14. private _positionY: number;
  15. private _isEnabled = true;
  16. constructor(public name: string, emitter: any, scene: Scene) {
  17. this._scene = scene;
  18. this._emitter = emitter;
  19. this.id = name;
  20. scene.lensFlareSystems.push(this);
  21. this.meshesSelectionPredicate = m => m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  22. var engine = scene.getEngine();
  23. // VBO
  24. var vertices = [];
  25. vertices.push(1, 1);
  26. vertices.push(-1, 1);
  27. vertices.push(-1, -1);
  28. vertices.push(1, -1);
  29. this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
  30. // Indices
  31. var indices = [];
  32. indices.push(0);
  33. indices.push(1);
  34. indices.push(2);
  35. indices.push(0);
  36. indices.push(2);
  37. indices.push(3);
  38. this._indexBuffer = engine.createIndexBuffer(indices);
  39. // Effects
  40. this._effect = engine.createEffect("lensFlare",
  41. [VertexBuffer.PositionKind],
  42. ["color", "viewportMatrix"],
  43. ["textureSampler"], "");
  44. }
  45. public get isEnabled(): boolean {
  46. return this._isEnabled;
  47. }
  48. public set isEnabled(value: boolean) {
  49. this._isEnabled = value;
  50. }
  51. public getScene(): Scene {
  52. return this._scene;
  53. }
  54. public getEmitter(): any {
  55. return this._emitter;
  56. }
  57. public setEmitter(newEmitter: any): void {
  58. this._emitter = newEmitter;
  59. }
  60. public getEmitterPosition(): Vector3 {
  61. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  62. }
  63. public computeEffectivePosition(globalViewport: Viewport): boolean {
  64. var position = this.getEmitterPosition();
  65. position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  66. this._positionX = position.x;
  67. this._positionY = position.y;
  68. position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  69. if (position.z > 0) {
  70. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  71. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  72. return true;
  73. }
  74. }
  75. return false;
  76. }
  77. public _isVisible(): boolean {
  78. if (!this._isEnabled) {
  79. return false;
  80. }
  81. var emitterPosition = this.getEmitterPosition();
  82. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  83. var distance = direction.length();
  84. direction.normalize();
  85. var ray = new Ray(this._scene.activeCamera.position, direction);
  86. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  87. return !pickInfo.hit || pickInfo.distance > distance;
  88. }
  89. public render(): boolean {
  90. if (!this._effect.isReady())
  91. return false;
  92. var engine = this._scene.getEngine();
  93. var viewport = this._scene.activeCamera.viewport;
  94. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95. // Position
  96. if (!this.computeEffectivePosition(globalViewport)) {
  97. return false;
  98. }
  99. // Visibility
  100. if (!this._isVisible()) {
  101. return false;
  102. }
  103. // Intensity
  104. var awayX;
  105. var awayY;
  106. if (this._positionX < this.borderLimit + globalViewport.x) {
  107. awayX = this.borderLimit + globalViewport.x - this._positionX;
  108. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  109. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  110. } else {
  111. awayX = 0;
  112. }
  113. if (this._positionY < this.borderLimit + globalViewport.y) {
  114. awayY = this.borderLimit + globalViewport.y - this._positionY;
  115. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  116. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  117. } else {
  118. awayY = 0;
  119. }
  120. var away = (awayX > awayY) ? awayX : awayY;
  121. if (away > this.borderLimit) {
  122. away = this.borderLimit;
  123. }
  124. var intensity = 1.0 - (away / this.borderLimit);
  125. if (intensity < 0) {
  126. return false;
  127. }
  128. if (intensity > 1.0) {
  129. intensity = 1.0;
  130. }
  131. // Position
  132. var centerX = globalViewport.x + globalViewport.width / 2;
  133. var centerY = globalViewport.y + globalViewport.height / 2;
  134. var distX = centerX - this._positionX;
  135. var distY = centerY - this._positionY;
  136. // Effects
  137. engine.enableEffect(this._effect);
  138. engine.setState(false);
  139. engine.setDepthBuffer(false);
  140. // VBOs
  141. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  142. // Flares
  143. for (var index = 0; index < this.lensFlares.length; index++) {
  144. var flare = this.lensFlares[index];
  145. engine.setAlphaMode(flare.alphaMode);
  146. var x = centerX - (distX * flare.position);
  147. var y = centerY - (distY * flare.position);
  148. var cw = flare.size;
  149. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  150. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  151. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  152. var viewportMatrix = Matrix.FromValues(
  153. cw / 2, 0, 0, 0,
  154. 0, ch / 2, 0, 0,
  155. 0, 0, 1, 0,
  156. cx, cy, 0, 1);
  157. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  158. // Texture
  159. this._effect.setTexture("textureSampler", flare.texture);
  160. // Color
  161. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  162. // Draw order
  163. engine.draw(true, 0, 6);
  164. }
  165. engine.setDepthBuffer(true);
  166. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  167. return true;
  168. }
  169. public dispose(): void {
  170. var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
  171. if (vertexBuffer) {
  172. vertexBuffer.dispose();
  173. this._vertexBuffers[VertexBuffer.PositionKind] = null;
  174. }
  175. if (this._indexBuffer) {
  176. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  177. this._indexBuffer = null;
  178. }
  179. while (this.lensFlares.length) {
  180. this.lensFlares[0].dispose();
  181. }
  182. // Remove from scene
  183. var index = this._scene.lensFlareSystems.indexOf(this);
  184. this._scene.lensFlareSystems.splice(index, 1);
  185. }
  186. public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {
  187. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  188. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  189. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  190. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  191. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  192. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  193. var parsedFlare = parsedLensFlareSystem.flares[index];
  194. var flare = new LensFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  195. }
  196. return lensFlareSystem;
  197. }
  198. public serialize(): any {
  199. var serializationObject: any = {};
  200. serializationObject.id = this.id;
  201. serializationObject.name = this.name;
  202. serializationObject.emitterId = this.getEmitter().id;
  203. serializationObject.borderLimit = this.borderLimit;
  204. serializationObject.flares = [];
  205. for (var index = 0; index < this.lensFlares.length; index++) {
  206. var flare = this.lensFlares[index];
  207. serializationObject.flares.push({
  208. size: flare.size,
  209. position: flare.position,
  210. color: flare.color.asArray(),
  211. textureName: Tools.GetFilename(flare.texture.name)
  212. });
  213. }
  214. return serializationObject;
  215. }
  216. }
  217. }