babylon.lensFlareSystem.ts 12 KB

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  1. module BABYLON {
  2. export class LensFlareSystem {
  3. public lensFlares = new Array<LensFlare>();
  4. public borderLimit = 300;
  5. public viewportBorder = 0;
  6. public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  7. public layerMask: number = 0x0FFFFFFF;
  8. public id: string;
  9. private _scene: Scene;
  10. private _emitter: any;
  11. private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};
  12. private _indexBuffer: Nullable<WebGLBuffer>;
  13. private _effect: Effect;
  14. private _positionX: number;
  15. private _positionY: number;
  16. private _isEnabled = true;
  17. constructor(public name: string, emitter: any, scene: Scene) {
  18. this._scene = scene || Engine.LastCreatedScene;
  19. let component = this._scene._getComponent(SceneComponentConstants.NAME_LENSFLARESYSTEM) as LensFlareSystemSceneComponent;
  20. if (!component) {
  21. component = new LensFlareSystemSceneComponent();
  22. scene._addComponent(component);
  23. }
  24. this._emitter = emitter;
  25. this.id = name;
  26. scene.lensFlareSystems.push(this);
  27. this.meshesSelectionPredicate = m => <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0));
  28. var engine = scene.getEngine();
  29. // VBO
  30. var vertices = [];
  31. vertices.push(1, 1);
  32. vertices.push(-1, 1);
  33. vertices.push(-1, -1);
  34. vertices.push(1, -1);
  35. this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
  36. // Indices
  37. var indices = [];
  38. indices.push(0);
  39. indices.push(1);
  40. indices.push(2);
  41. indices.push(0);
  42. indices.push(2);
  43. indices.push(3);
  44. this._indexBuffer = engine.createIndexBuffer(indices);
  45. // Effects
  46. this._effect = engine.createEffect("lensFlare",
  47. [VertexBuffer.PositionKind],
  48. ["color", "viewportMatrix"],
  49. ["textureSampler"], "");
  50. }
  51. public get isEnabled(): boolean {
  52. return this._isEnabled;
  53. }
  54. public set isEnabled(value: boolean) {
  55. this._isEnabled = value;
  56. }
  57. public getScene(): Scene {
  58. return this._scene;
  59. }
  60. public getEmitter(): any {
  61. return this._emitter;
  62. }
  63. public setEmitter(newEmitter: any): void {
  64. this._emitter = newEmitter;
  65. }
  66. public getEmitterPosition(): Vector3 {
  67. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  68. }
  69. public computeEffectivePosition(globalViewport: Viewport): boolean {
  70. var position = this.getEmitterPosition();
  71. position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  72. this._positionX = position.x;
  73. this._positionY = position.y;
  74. position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  75. if (this.viewportBorder>0) {
  76. globalViewport.x -= this.viewportBorder;
  77. globalViewport.y -= this.viewportBorder;
  78. globalViewport.width += this.viewportBorder * 2;
  79. globalViewport.height += this.viewportBorder * 2;
  80. position.x += this.viewportBorder;
  81. position.y += this.viewportBorder;
  82. this._positionX += this.viewportBorder;
  83. this._positionY += this.viewportBorder;
  84. }
  85. if (position.z > 0) {
  86. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  87. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  88. return true;
  89. }
  90. return true;
  91. }
  92. return false;
  93. }
  94. public _isVisible(): boolean {
  95. if (!this._isEnabled || !this._scene.activeCamera) {
  96. return false;
  97. }
  98. var emitterPosition = this.getEmitterPosition();
  99. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  100. var distance = direction.length();
  101. direction.normalize();
  102. var ray = new Ray(this._scene.activeCamera.globalPosition, direction);
  103. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  104. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  105. }
  106. public render(): boolean {
  107. if (!this._effect.isReady() || !this._scene.activeCamera)
  108. return false;
  109. var engine = this._scene.getEngine();
  110. var viewport = this._scene.activeCamera.viewport;
  111. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  112. // Position
  113. if (!this.computeEffectivePosition(globalViewport)) {
  114. return false;
  115. }
  116. // Visibility
  117. if (!this._isVisible()) {
  118. return false;
  119. }
  120. // Intensity
  121. var awayX;
  122. var awayY;
  123. if (this._positionX < this.borderLimit + globalViewport.x) {
  124. awayX = this.borderLimit + globalViewport.x - this._positionX;
  125. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  126. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  127. } else {
  128. awayX = 0;
  129. }
  130. if (this._positionY < this.borderLimit + globalViewport.y) {
  131. awayY = this.borderLimit + globalViewport.y - this._positionY;
  132. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  133. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  134. } else {
  135. awayY = 0;
  136. }
  137. var away = (awayX > awayY) ? awayX : awayY;
  138. away -= this.viewportBorder;
  139. if (away > this.borderLimit) {
  140. away = this.borderLimit;
  141. }
  142. var intensity = 1.0 - (away / this.borderLimit);
  143. if (intensity < 0) {
  144. return false;
  145. }
  146. if (intensity > 1.0) {
  147. intensity = 1.0;
  148. }
  149. if (this.viewportBorder>0) {
  150. globalViewport.x += this.viewportBorder;
  151. globalViewport.y += this.viewportBorder;
  152. globalViewport.width -= this.viewportBorder * 2;
  153. globalViewport.height -= this.viewportBorder * 2;
  154. this._positionX -= this.viewportBorder;
  155. this._positionY -= this.viewportBorder;
  156. }
  157. // Position
  158. var centerX = globalViewport.x + globalViewport.width / 2;
  159. var centerY = globalViewport.y + globalViewport.height / 2;
  160. var distX = centerX - this._positionX;
  161. var distY = centerY - this._positionY;
  162. // Effects
  163. engine.enableEffect(this._effect);
  164. engine.setState(false);
  165. engine.setDepthBuffer(false);
  166. // VBOs
  167. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  168. // Flares
  169. for (var index = 0; index < this.lensFlares.length; index++) {
  170. var flare = this.lensFlares[index];
  171. engine.setAlphaMode(flare.alphaMode);
  172. var x = centerX - (distX * flare.position);
  173. var y = centerY - (distY * flare.position);
  174. var cw = flare.size;
  175. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  176. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  177. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  178. var viewportMatrix = Matrix.FromValues(
  179. cw / 2, 0, 0, 0,
  180. 0, ch / 2, 0, 0,
  181. 0, 0, 1, 0,
  182. cx, cy, 0, 1);
  183. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  184. // Texture
  185. this._effect.setTexture("textureSampler", flare.texture);
  186. // Color
  187. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  188. // Draw order
  189. engine.drawElementsType(Material.TriangleFillMode, 0, 6);
  190. }
  191. engine.setDepthBuffer(true);
  192. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  193. return true;
  194. }
  195. public dispose(): void {
  196. var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
  197. if (vertexBuffer) {
  198. vertexBuffer.dispose();
  199. this._vertexBuffers[VertexBuffer.PositionKind] = null;
  200. }
  201. if (this._indexBuffer) {
  202. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  203. this._indexBuffer = null;
  204. }
  205. while (this.lensFlares.length) {
  206. this.lensFlares[0].dispose();
  207. }
  208. // Remove from scene
  209. var index = this._scene.lensFlareSystems.indexOf(this);
  210. this._scene.lensFlareSystems.splice(index, 1);
  211. }
  212. public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {
  213. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  214. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  215. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  216. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  217. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  218. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  219. var parsedFlare = parsedLensFlareSystem.flares[index];
  220. LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  221. }
  222. return lensFlareSystem;
  223. }
  224. public serialize(): any {
  225. var serializationObject: any = {};
  226. serializationObject.id = this.id;
  227. serializationObject.name = this.name;
  228. serializationObject.emitterId = this.getEmitter().id;
  229. serializationObject.borderLimit = this.borderLimit;
  230. serializationObject.flares = [];
  231. for (var index = 0; index < this.lensFlares.length; index++) {
  232. var flare = this.lensFlares[index];
  233. serializationObject.flares.push({
  234. size: flare.size,
  235. position: flare.position,
  236. color: flare.color.asArray(),
  237. textureName: Tools.GetFilename(flare.texture ? flare.texture.name : "")
  238. });
  239. }
  240. return serializationObject;
  241. }
  242. }
  243. }