babylon.lensFlareSystem.ts 9.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272
  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. private _scene: Scene;
  8. private _emitter: any;
  9. private _vertexDeclaration = [2];
  10. private _vertexStrideSize = 2 * 4;
  11. private _vertexBuffer: WebGLBuffer;
  12. private _indexBuffer: 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;
  19. this._emitter = emitter;
  20. scene.lensFlareSystems.push(this);
  21. this.meshesSelectionPredicate = m => m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  22. // VBO
  23. var vertices = [];
  24. vertices.push(1, 1);
  25. vertices.push(-1, 1);
  26. vertices.push(-1, -1);
  27. vertices.push(1, -1);
  28. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  29. // Indices
  30. var indices = [];
  31. indices.push(0);
  32. indices.push(1);
  33. indices.push(2);
  34. indices.push(0);
  35. indices.push(2);
  36. indices.push(3);
  37. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  38. // Effects
  39. this._effect = this._scene.getEngine().createEffect("lensFlare",
  40. ["position"],
  41. ["color", "viewportMatrix"],
  42. ["textureSampler"], "");
  43. }
  44. public get isEnabled(): boolean {
  45. return this._isEnabled;
  46. }
  47. public set isEnabled(value: boolean) {
  48. this._isEnabled = value;
  49. }
  50. public getScene(): Scene {
  51. return this._scene;
  52. }
  53. public getEmitter(): any {
  54. return this._emitter;
  55. }
  56. public setEmitter(newEmitter: any): void {
  57. this._emitter = newEmitter;
  58. }
  59. public getEmitterPosition(): Vector3 {
  60. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  61. }
  62. public computeEffectivePosition(globalViewport: Viewport): boolean {
  63. var position = this.getEmitterPosition();
  64. position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  65. this._positionX = position.x;
  66. this._positionY = position.y;
  67. position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  68. if (position.z > 0) {
  69. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  70. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  71. return true;
  72. }
  73. }
  74. return false;
  75. }
  76. public _isVisible(): boolean {
  77. if (!this._isEnabled) {
  78. return false;
  79. }
  80. var emitterPosition = this.getEmitterPosition();
  81. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  82. var distance = direction.length();
  83. direction.normalize();
  84. var ray = new Ray(this._scene.activeCamera.position, direction);
  85. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  86. return !pickInfo.hit || pickInfo.distance > distance;
  87. }
  88. public render(): boolean {
  89. if (!this._effect.isReady())
  90. return false;
  91. var engine = this._scene.getEngine();
  92. var viewport = this._scene.activeCamera.viewport;
  93. var globalViewport = viewport.toGlobal(engine);
  94. // Position
  95. if (!this.computeEffectivePosition(globalViewport)) {
  96. return false;
  97. }
  98. // Visibility
  99. if (!this._isVisible()) {
  100. return false;
  101. }
  102. // Intensity
  103. var awayX;
  104. var awayY;
  105. if (this._positionX < this.borderLimit + globalViewport.x) {
  106. awayX = this.borderLimit + globalViewport.x - this._positionX;
  107. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  108. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  109. } else {
  110. awayX = 0;
  111. }
  112. if (this._positionY < this.borderLimit + globalViewport.y) {
  113. awayY = this.borderLimit + globalViewport.y - this._positionY;
  114. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  115. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  116. } else {
  117. awayY = 0;
  118. }
  119. var away = (awayX > awayY) ? awayX : awayY;
  120. if (away > this.borderLimit) {
  121. away = this.borderLimit;
  122. }
  123. var intensity = 1.0 - (away / this.borderLimit);
  124. if (intensity < 0) {
  125. return false;
  126. }
  127. if (intensity > 1.0) {
  128. intensity = 1.0;
  129. }
  130. // Position
  131. var centerX = globalViewport.x + globalViewport.width / 2;
  132. var centerY = globalViewport.y + globalViewport.height / 2;
  133. var distX = centerX - this._positionX;
  134. var distY = centerY - this._positionY;
  135. // Effects
  136. engine.enableEffect(this._effect);
  137. engine.setState(false);
  138. engine.setDepthBuffer(false);
  139. engine.setAlphaMode(Engine.ALPHA_ONEONE);
  140. // VBOs
  141. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  142. // Flares
  143. for (var index = 0; index < this.lensFlares.length; index++) {
  144. var flare = this.lensFlares[index];
  145. var x = centerX - (distX * flare.position);
  146. var y = centerY - (distY * flare.position);
  147. var cw = flare.size;
  148. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  149. var cx = 2 * (x / globalViewport.width) - 1.0;
  150. var cy = 1.0 - 2 * (y / globalViewport.height);
  151. var viewportMatrix = Matrix.FromValues(
  152. cw / 2, 0, 0, 0,
  153. 0, ch / 2, 0, 0,
  154. 0, 0, 1, 0,
  155. cx, cy, 0, 1);
  156. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  157. // Texture
  158. this._effect.setTexture("textureSampler", flare.texture);
  159. // Color
  160. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  161. // Draw order
  162. engine.draw(true, 0, 6);
  163. }
  164. engine.setDepthBuffer(true);
  165. engine.setAlphaMode(Engine.ALPHA_DISABLE);
  166. return true;
  167. }
  168. public dispose(): void {
  169. if (this._vertexBuffer) {
  170. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  171. this._vertexBuffer = null;
  172. }
  173. if (this._indexBuffer) {
  174. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  175. this._indexBuffer = null;
  176. }
  177. while (this.lensFlares.length) {
  178. this.lensFlares[0].dispose();
  179. }
  180. // Remove from scene
  181. var index = this._scene.lensFlareSystems.indexOf(this);
  182. this._scene.lensFlareSystems.splice(index, 1);
  183. }
  184. public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {
  185. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  186. var lensFlareSystem = new LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  187. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  188. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  189. var parsedFlare = parsedLensFlareSystem.flares[index];
  190. var flare = new LensFlare(parsedFlare.size, parsedFlare.position, Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  191. }
  192. return lensFlareSystem;
  193. }
  194. public serialize(): any {
  195. var serializationObject: any = {};
  196. serializationObject.emitterId = this.getEmitter().id;
  197. serializationObject.borderLimit = this.borderLimit;
  198. serializationObject.flares = [];
  199. for (var index = 0; index < this.lensFlares.length; index++) {
  200. var flare = this.lensFlares[index];
  201. serializationObject.flares.push({
  202. size: flare.size,
  203. position: flare.position,
  204. color: flare.color.asArray(),
  205. textureName: Tools.GetFilename(flare.texture.name)
  206. });
  207. }
  208. return serializationObject;
  209. }
  210. }
  211. }