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