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[add] src/rendering/screen-space-lens-flare.ts
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2026-05-19 21:10:44 +02:00
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import {
BasicDepthPacking,
Color,
ShaderMaterial,
Texture,
Uniform,
Vector2,
Vector3,
type DepthPackingStrategies,
type PerspectiveCamera,
type WebGLRenderTarget,
type WebGLRenderer
} from "three";
import { Pass } from "postprocessing";
import type { Vec3 } from "../core/vector";
import type {
AdvancedRenderingLensFlareSettings,
AdvancedRenderingSettings
} from "../document/world-settings";
const MIN_CELESTIAL_LIGHT_INTENSITY = 1e-4;
const MAX_LENS_FLARE_INTENSITY = 4;
const MIN_LENS_FLARE_HALO_SIZE = 0.25;
const MAX_LENS_FLARE_HALO_SIZE = 3;
const MAX_LENS_FLARE_GHOST_INTENSITY = 3;
const MIN_LENS_FLARE_GHOST_COUNT = 1;
const MAX_LENS_FLARE_GHOST_COUNT = 8;
const LIGHT_OFFSCREEN_FADE_START = 0.92;
const LIGHT_OFFSCREEN_FADE_END = 1;
export interface ResolvedLensFlareParameters {
enabled: boolean;
intensity: number;
haloSize: number;
ghostIntensity: number;
ghostCount: number;
}
export interface ScreenSpaceLensFlareLightSource {
direction: Vec3 | null;
colorHex: string;
intensity: number;
}
export interface ScreenSpaceLensFlareLightInput {
direction: Vec3;
colorHex: string;
intensity: number;
}
export interface ScreenSpaceLensFlareLightProjection {
screenPosition: {
x: number;
y: number;
};
visibility: number;
}
function clampNumber(value: number, min: number, max: number) {
return Math.min(Math.max(value, min), max);
}
function finiteOr(value: number, fallback: number) {
return Number.isFinite(value) ? value : fallback;
}
function smoothstep(edge0: number, edge1: number, value: number) {
const t = clampNumber((value - edge0) / (edge1 - edge0), 0, 1);
return t * t * (3 - 2 * t);
}
function formatGlslFloat(value: number): string {
return value.toFixed(4);
}
function isFiniteVec3(vector: Vec3 | null): vector is Vec3 {
return (
vector !== null &&
Number.isFinite(vector.x) &&
Number.isFinite(vector.y) &&
Number.isFinite(vector.z)
);
}
export function createScreenSpaceLensFlareLightSource(): ScreenSpaceLensFlareLightSource {
return {
direction: null,
colorHex: "#ffffff",
intensity: 0
};
}
export function syncScreenSpaceLensFlareLightSource(
target: ScreenSpaceLensFlareLightSource,
light: ScreenSpaceLensFlareLightInput | null
) {
if (
light === null ||
light.intensity <= MIN_CELESTIAL_LIGHT_INTENSITY ||
!isFiniteVec3(light.direction)
) {
target.direction = null;
target.colorHex = "#ffffff";
target.intensity = 0;
return;
}
target.direction = {
x: light.direction.x,
y: light.direction.y,
z: light.direction.z
};
target.colorHex = light.colorHex;
target.intensity = light.intensity;
}
export function resolveLensFlareParameters(
settings: AdvancedRenderingLensFlareSettings
): ResolvedLensFlareParameters {
const intensity = clampNumber(
finiteOr(settings.intensity, 0),
0,
MAX_LENS_FLARE_INTENSITY
);
const haloSize = clampNumber(
finiteOr(settings.haloSize, 1),
MIN_LENS_FLARE_HALO_SIZE,
MAX_LENS_FLARE_HALO_SIZE
);
const ghostIntensity = clampNumber(
finiteOr(settings.ghostIntensity, 0),
0,
MAX_LENS_FLARE_GHOST_INTENSITY
);
const ghostCount = Math.round(
clampNumber(
finiteOr(settings.ghostCount, MIN_LENS_FLARE_GHOST_COUNT),
MIN_LENS_FLARE_GHOST_COUNT,
MAX_LENS_FLARE_GHOST_COUNT
)
);
return {
enabled: settings.enabled && intensity > 0 && haloSize > 0,
intensity,
haloSize,
ghostIntensity,
ghostCount
};
}
export function shouldApplyLensFlare(settings: AdvancedRenderingSettings) {
return (
settings.enabled && resolveLensFlareParameters(settings.lensFlare).enabled
);
}
export function projectScreenSpaceLensFlareLight(
camera: PerspectiveCamera,
lightSource: ScreenSpaceLensFlareLightSource
): ScreenSpaceLensFlareLightProjection | null {
if (
lightSource.intensity <= MIN_CELESTIAL_LIGHT_INTENSITY ||
!isFiniteVec3(lightSource.direction)
) {
return null;
}
const direction = new Vector3(
lightSource.direction.x,
lightSource.direction.y,
lightSource.direction.z
);
if (direction.lengthSq() <= 1e-8) {
return null;
}
direction.normalize();
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
const cameraPosition = new Vector3().setFromMatrixPosition(
camera.matrixWorld
);
const projectionDistance = Math.max(
camera.near + 1,
Math.min(camera.far * 0.5, 500)
);
const worldPosition = cameraPosition
.clone()
.add(direction.multiplyScalar(projectionDistance));
const viewPosition = worldPosition.clone().applyMatrix4(
camera.matrixWorldInverse
);
if (viewPosition.z >= -camera.near) {
return null;
}
const ndcPosition = worldPosition.clone().project(camera);
if (!Number.isFinite(ndcPosition.x) || !Number.isFinite(ndcPosition.y)) {
return null;
}
const maxAxisDistance = Math.max(
Math.abs(ndcPosition.x),
Math.abs(ndcPosition.y)
);
const visibility =
1 -
smoothstep(
LIGHT_OFFSCREEN_FADE_START,
LIGHT_OFFSCREEN_FADE_END,
maxAxisDistance
);
if (visibility <= 0) {
return null;
}
return {
screenPosition: {
x: ndcPosition.x * 0.5 + 0.5,
y: ndcPosition.y * 0.5 + 0.5
},
visibility
};
}
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position.xy, 1.0, 1.0);
}
`;
const fragmentShader = `
#include <packing>
#define MAX_LENS_FLARE_GHOSTS 8
uniform sampler2D inputBuffer;
uniform sampler2D depthBuffer;
uniform vec2 resolution;
uniform vec2 lightPosition;
uniform vec3 lightColor;
uniform float sourceIntensity;
uniform float intensity;
uniform float haloSize;
uniform float ghostIntensity;
uniform int ghostCount;
varying vec2 vUv;
const float BACKGROUND_DEPTH_THRESHOLD = 0.9999999;
float readDepth(const in vec2 uv) {
#if DEPTH_PACKING == 3201
return unpackRGBAToDepth(texture2D(depthBuffer, uv));
#else
return texture2D(depthBuffer, uv).r;
#endif
}
float getSourceOcclusion() {
vec2 safeResolution = max(resolution, vec2(1.0));
vec2 pixelSize = 1.0 / safeResolution;
float sampleRadius = max(haloSize * 0.008, 1.5 * max(pixelSize.x, pixelSize.y));
float visibility = 0.0;
visibility += step(BACKGROUND_DEPTH_THRESHOLD, readDepth(clamp(lightPosition, vec2(0.0), vec2(1.0))));
visibility += step(BACKGROUND_DEPTH_THRESHOLD, readDepth(clamp(lightPosition + vec2(sampleRadius, 0.0), vec2(0.0), vec2(1.0))));
visibility += step(BACKGROUND_DEPTH_THRESHOLD, readDepth(clamp(lightPosition - vec2(sampleRadius, 0.0), vec2(0.0), vec2(1.0))));
visibility += step(BACKGROUND_DEPTH_THRESHOLD, readDepth(clamp(lightPosition + vec2(0.0, sampleRadius), vec2(0.0), vec2(1.0))));
visibility += step(BACKGROUND_DEPTH_THRESHOLD, readDepth(clamp(lightPosition - vec2(0.0, sampleRadius), vec2(0.0), vec2(1.0))));
return visibility * 0.2;
}
vec3 getGhostTint(float index) {
vec3 spectral = 0.5 + 0.5 * cos(vec3(0.0, 2.1, 4.2) + index * 1.7);
return mix(lightColor, spectral, 0.35);
}
void main() {
vec4 baseColor = texture2D(inputBuffer, vUv);
if (sourceIntensity <= 0.0 || intensity <= 0.0 || haloSize <= 0.0) {
gl_FragColor = baseColor;
return;
}
vec2 safeResolution = max(resolution, vec2(1.0));
vec2 aspectScale = vec2(safeResolution.x / safeResolution.y, 1.0);
vec2 center = vec2(0.5);
float centerDistance = length((lightPosition - center) * aspectScale);
float viewFocus = 1.0 - smoothstep(0.35, 0.95, centerDistance);
float visibility = getSourceOcclusion() * sourceIntensity * intensity * viewFocus;
if (visibility <= 0.001) {
gl_FragColor = baseColor;
return;
}
vec3 flareColor = vec3(0.0);
float sourceDistance = length((vUv - lightPosition) * aspectScale);
float sourceCore =
1.0 - smoothstep(0.0, haloSize * ${formatGlslFloat(0.032)}, sourceDistance);
float sourceHalo =
1.0 - smoothstep(haloSize * ${formatGlslFloat(0.035)}, haloSize * ${formatGlslFloat(0.24)}, sourceDistance);
float horizontalStreak =
(1.0 - smoothstep(0.0, haloSize * ${formatGlslFloat(0.012)}, abs(vUv.y - lightPosition.y))) *
(1.0 - smoothstep(0.08, 0.58, abs(vUv.x - lightPosition.x)));
flareColor += lightColor * (sourceCore * 1.4 + sourceHalo * 0.42 + horizontalStreak * 0.12);
vec2 flareAxis = center - lightPosition;
for (int ghostIndex = 1; ghostIndex <= MAX_LENS_FLARE_GHOSTS; ++ghostIndex) {
if (ghostIndex > ghostCount) {
break;
}
float ghostProgress = float(ghostIndex) / max(float(ghostCount), 1.0);
vec2 ghostPosition = center + flareAxis * (0.18 + ghostProgress * 1.55);
float ghostRadius = haloSize * mix(0.028, 0.082, ghostProgress);
float ghostDistance = length((vUv - ghostPosition) * aspectScale);
float ghostMask =
1.0 - smoothstep(ghostRadius * 0.25, ghostRadius, ghostDistance);
float ghostFalloff = mix(1.0, 0.45, ghostProgress);
flareColor +=
getGhostTint(float(ghostIndex)) *
ghostMask *
ghostFalloff *
ghostIntensity;
}
gl_FragColor = vec4(baseColor.rgb + flareColor * visibility, baseColor.a);
}
`;
export class ScreenSpaceLensFlarePass extends Pass {
private readonly sourceCamera: PerspectiveCamera;
private readonly lightSource: ScreenSpaceLensFlareLightSource;
private readonly parameters: ResolvedLensFlareParameters;
private readonly material: ShaderMaterial;
private readonly lightPosition = new Vector2(0.5, 0.5);
private readonly lightColor = new Color("#ffffff");
private readonly resolution = new Vector2(1, 1);
constructor(
camera: PerspectiveCamera,
lightSource: ScreenSpaceLensFlareLightSource,
parameters: ResolvedLensFlareParameters
) {
super("ScreenSpaceLensFlarePass");
this.sourceCamera = camera;
this.lightSource = lightSource;
this.parameters = parameters;
this.needsDepthTexture = true;
this.material = new ShaderMaterial({
name: "ScreenSpaceLensFlareMaterial",
defines: {
DEPTH_PACKING: BasicDepthPacking.toFixed(0)
},
uniforms: {
inputBuffer: new Uniform<Texture | null>(null),
depthBuffer: new Uniform<Texture | null>(null),
resolution: new Uniform(this.resolution),
lightPosition: new Uniform(this.lightPosition),
lightColor: new Uniform(this.lightColor),
sourceIntensity: new Uniform(0),
intensity: new Uniform(parameters.intensity),
haloSize: new Uniform(parameters.haloSize),
ghostIntensity: new Uniform(parameters.ghostIntensity),
ghostCount: new Uniform(parameters.ghostCount)
},
vertexShader,
fragmentShader,
depthWrite: false,
depthTest: false
});
this.fullscreenMaterial = this.material;
}
override setDepthTexture(
depthTexture: Texture | null,
depthPacking: DepthPackingStrategies = BasicDepthPacking
) {
this.material.uniforms.depthBuffer.value = depthTexture;
this.material.defines.DEPTH_PACKING = depthPacking.toFixed(0);
this.material.needsUpdate = true;
}
override setSize(width: number, height: number) {
this.resolution.set(Math.max(width, 1), Math.max(height, 1));
}
override render(
renderer: WebGLRenderer,
inputBuffer: WebGLRenderTarget | null,
outputBuffer: WebGLRenderTarget | null
) {
if (inputBuffer === null) {
return;
}
const projection = projectScreenSpaceLensFlareLight(
this.sourceCamera,
this.lightSource
);
const sourceIntensity =
projection === null
? 0
: Math.min(this.lightSource.intensity, 4) * projection.visibility;
if (projection !== null) {
this.lightPosition.set(
projection.screenPosition.x,
projection.screenPosition.y
);
}
this.lightColor.set(this.lightSource.colorHex);
this.material.uniforms.inputBuffer.value = inputBuffer.texture;
this.material.uniforms.sourceIntensity.value = sourceIntensity;
this.material.uniforms.intensity.value = this.parameters.intensity;
this.material.uniforms.haloSize.value = this.parameters.haloSize;
this.material.uniforms.ghostIntensity.value =
this.parameters.ghostIntensity;
this.material.uniforms.ghostCount.value = this.parameters.ghostCount;
renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
renderer.render(this.scene, this.camera);
}
override dispose() {
this.material.dispose();
}
}