babylon.lensFlareSystem.ts 10 KB

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