diff --git a/.storybook/public/digital_painting_golden_hour_sunset.jpg b/.storybook/public/digital_painting_golden_hour_sunset.jpg new file mode 100644 index 00000000..673b67cf Binary files /dev/null and b/.storybook/public/digital_painting_golden_hour_sunset.jpg differ diff --git a/.storybook/public/lensDirtTexture.png b/.storybook/public/lensDirtTexture.png new file mode 100644 index 00000000..b8776dc8 Binary files /dev/null and b/.storybook/public/lensDirtTexture.png differ diff --git a/.storybook/stories/LensFlare.stories.tsx b/.storybook/stories/LensFlare.stories.tsx new file mode 100644 index 00000000..25cfe023 --- /dev/null +++ b/.storybook/stories/LensFlare.stories.tsx @@ -0,0 +1,90 @@ +import React, { memo } from 'react' +import * as THREE from 'three' +import type { Meta, StoryObj } from '@storybook/react' +import { BackSide } from 'three' +import { Box, useTexture } from '@react-three/drei' + +import { Setup } from '../Setup' +import { EffectComposer, LensFlare, Vignette, Bloom, BrightnessContrast } from '../../src' + +function SkyBox() { + const texture = useTexture('/digital_painting_golden_hour_sunset.jpg') + + return ( + + + + + ) +} + +// More on how to set up stories at: https://storybook.js.org/docs/react/writing-stories/introduction +const meta = { + title: 'Effect/LensFlare', + component: LensFlare, + decorators: [ + (Story) => ( + + {Story()} + + ), + ], + tags: ['autodocs'], + // argTypes: { + // debug: { + // control: { type: 'range', min: 0, max: 1, step: 0.01 }, + // }, + // }, +} satisfies Meta + +export default meta +type Story = StoryObj + +// More on writing stories with args: https://storybook.js.org/docs/react/writing-stories/args +export const Primary: Story = { + render: (args) => ( + <> + + + + + + + + + + + + + + + ), + args: { colorGain: new THREE.Color(56, 21, 9) }, +} + +function DirtLensFlare(props) { + const texture = useTexture('/lensDirtTexture.png') + + return +} + +export const Secondary: Story = { + render: (args) => ( + <> + + + + + + + + + + + + + + + ), + args: { starBurst: true, colorGain: new THREE.Color(56, 21, 9) }, +} diff --git a/docs/effects/lensflare.mdx b/docs/effects/lensflare.mdx new file mode 100644 index 00000000..3b38fbed --- /dev/null +++ b/docs/effects/lensflare.mdx @@ -0,0 +1,57 @@ +--- +title: Lensflare +nav: 1 +--- + +A Lens Flare adds the optical aberration caused by the dispersion of light entering the lens through its edges. + +Based on [ektogamat/R3F-Ultimate-Lens-Flare](https://github.com/ektogamat/R3F-Ultimate-Lens-Flare). + +```jsx +import { LensFlare } from '@react-three/postprocessing' + +return ( + +) +``` + +#### Ignoring occlusion on some objects + +To disable the occlusion effect, simply add `userData={{ lensflare: 'no-occlusion' }}` to your object/mesh props. + +#### Improving performance + +Use bvh `` to enhance the internal raycaster performance. + +#### Limitations + +The Ultimate Lens Flare leverages the raycaster to examine the material type of objects and determine if they are `MeshTransmissionMaterial` or `MeshPhysicalMaterial`. It checks for the transmission parameter to identify glass-like materials. Therefore, for an object to behave like glass, its material should have either `transmission = 1` or `transparent = true` and `opacity = NUMBER`. The effect automatically interprets the opacity `NUMBER` value to determine the brightness of the flare. + +#### Credits + +- https://www.shadertoy.com/view/4sK3W3 +- https://www.shadertoy.com/view/4sX3Rs +- https://www.shadertoy.com/view/dllSRX +- https://www.shadertoy.com/view/Xlc3D2 +- https://www.shadertoy.com/view/XtKfRV diff --git a/src/effects/LensFlare.tsx b/src/effects/LensFlare.tsx new file mode 100644 index 00000000..2b0ea195 --- /dev/null +++ b/src/effects/LensFlare.tsx @@ -0,0 +1,528 @@ +// Created by Anderson Mancini 2023 +// From https://github.com/ektogamat/R3F-Ultimate-Lens-Flare + +import * as THREE from 'three' +import { useMemo, useEffect, forwardRef, useState, useContext } from 'react' +import { useFrame, useThree } from '@react-three/fiber' +import { BlendFunction, Effect } from 'postprocessing' +import { easing } from 'maath' + +import { EffectComposerContext } from '../EffectComposer' + +const LensFlareShader = { + fragmentShader: ` + + uniform float time; + uniform vec2 lensPosition; + uniform vec2 screenRes; + uniform vec3 colorGain; + uniform float starPoints; + uniform float glareSize; + uniform float flareSize; + uniform float flareSpeed; + uniform float flareShape; + uniform float haloScale; + uniform float opacity; + uniform bool animated; + uniform bool anamorphic; + uniform bool enabled; + uniform bool secondaryGhosts; + uniform bool starBurst; + uniform float ghostScale; + uniform bool aditionalStreaks; + uniform sampler2D lensDirtTexture; + vec2 vTexCoord; + + float rand(float n){return fract(sin(n) * 43758.5453123);} + + float noise(float p){ + float fl = floor(p); + float fc = fract(p); + return mix(rand(fl),rand(fl + 1.0), fc); + } + + vec3 hsv2rgb(vec3 c) + { + vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www); + return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y); + } + + float saturate(float x) + { + return clamp(x, 0.,1.); + } + + vec2 rotateUV(vec2 uv, float rotation) + { + return vec2( + cos(rotation) * uv.x + sin(rotation) * uv.y, + cos(rotation) * uv.y - sin(rotation) * uv.x + ); + } + + // Based on https://www.shadertoy.com/view/XtKfRV + vec3 drawflare(vec2 p, float intensity, float rnd, float speed, int id) + { + float flarehueoffset = (1. / 32.) * float(id) * 0.1; + float lingrad = distance(vec2(0.), p); + float expgrad = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33)); + vec3 colgrad = hsv2rgb(vec3( fract( (expgrad * 8.) + speed * flareSpeed + flarehueoffset), pow(1.-abs(expgrad*2.-1.), 0.45), 20.0 * expgrad * intensity)); //rainbow spectrum effect + + float internalStarPoints; + + if(anamorphic){ + internalStarPoints = 1.0; + } else{ + internalStarPoints = starPoints; + } + + float blades = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y))); + + float comp = pow(1.-saturate(blades), ( anamorphic ? 100. : 12.)); + comp += saturate(expgrad-0.9) * 3.; + comp = pow(comp * expgrad, 8. + (1.-intensity) * 5.); + + if(flareSpeed > 0.0){ + return vec3(comp) * colgrad; + } else{ + return vec3(comp) * flareSize * 15.; + } + } + + float dist(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); } + + vec3 saturate(vec3 x) + { + return clamp(x, vec3(0.0), vec3(1.0)); + } + + // Based on https://www.shadertoy.com/view/XtKfRV + float glare(vec2 uv, vec2 pos, float size) + { + vec2 main; + + if(animated){ + main = rotateUV(uv-pos, time * 0.1); + } else{ + main = uv-pos; + } + + float ang = atan(main.y, main.x) * (anamorphic ? 1.0 : starPoints); + float dist = length(main); + dist = pow(dist, .9); + + float f0 = 1.0/(length(uv-pos)*(1.0/size*16.0)+.2); + + return f0+f0*(sin((ang))*.2 +.3); + } + + float sdHex(vec2 p){ + p = abs(p); + vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503); + return dot(step(q.xy,q.yx), 1.0-q.yx); + } + + //Based on https://www.shadertoy.com/view/dllSRX + float fpow(float x, float k){ + return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0; + } + + vec3 renderhex(vec2 uv, vec2 p, float s, vec3 col){ + uv -= p; + if (abs(uv.x) < 0.2*s && abs(uv.y) < 0.2*s){ + return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(uv/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(uv*20.0/s))); + } + return vec3(0); + } + + // Based on https://www.shadertoy.com/view/4sX3Rs + vec3 LensFlare(vec2 uv, vec2 pos) + { + vec2 main = uv-pos; + vec2 uvd = uv*(length(uv)); + + float ang = atan(main.x,main.y); + + float f0 = .3/(length(uv-pos)*16.0+1.0); + + f0 = f0*(sin(noise(sin(ang*3.9-(animated ? time : 0.0) * 0.3) * starPoints))*.2 ); + + float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0; + + float f2 = max(.9/(10.0+32.0*pow(length(uvd+0.99*pos),2.0)),.0)*0.35; + float f22 = max(.9/(11.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*0.23; + float f23 = max(.9/(12.0+32.0*pow(length(uvd+0.95*pos),2.0)),.0)*0.6; + + vec2 uvx = mix(uv,uvd, 0.1); + + float f4 = max(0.01-pow(length(uvx+0.4*pos),2.9),.0)*4.02; + float f42 = max(0.0-pow(length(uvx+0.45*pos),2.9),.0)*4.1; + float f43 = max(0.01-pow(length(uvx+0.5*pos),2.9),.0)*4.6; + + uvx = mix(uv,uvd,-.4); + + float f5 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0; + float f52 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0; + float f53 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0; + + uvx = mix(uv,uvd, 2.1); + + float f6 = max(0.01-pow(length(uvx-0.3*pos),1.61),.0)*3.159; + float f62 = max(0.01-pow(length(uvx-0.325*pos),1.614),.0)*3.14; + float f63 = max(0.01-pow(length(uvx-0.389*pos),1.623),.0)*3.12; + + vec3 c = vec3(glare(uv,pos, glareSize)); + + vec2 prot; + + if(animated){ + prot = rotateUV(uv - pos, (time * 0.1)); + } else if(anamorphic){ + prot = rotateUV(uv - pos, 1.570796); + } else { + prot = uv - pos; + } + + c += drawflare(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, time, 1); + + c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63; + c = c*1.3 * vec3(length(uvd)+.09); + c+=vec3(f0); + + return c; + } + + vec3 cc(vec3 color, float factor,float factor2) + { + float w = color.x+color.y+color.z; + return mix(color,vec3(w)*factor,w*factor2); + } + + float rnd(vec2 p) + { + float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2)); + return f; + } + + float rnd(float w) + { + float f = fract(sin(w)*1000.); + return f; + } + + float regShape(vec2 p, int N) + { + float f; + + float a=atan(p.x,p.y)+.2; + float b=6.28319/float(N); + f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale); + + return f; + } + + // Based on https://www.shadertoy.com/view/Xlc3D2 + vec3 circle(vec2 p, float size, float decay, vec3 color, vec3 color2, float dist, vec2 position) + { + float l = length(p + position*(dist*2.))+size/2.; + float l2 = length(p + position*(dist*4.))+size/3.; + + float c = max(0.01-pow(length(p + position*dist), size*ghostScale), 0.0)*10.; + float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.; + float c2 = max(0.09/pow(length(p-position*dist/.5)*1., .95), 0.0)/20.; + float s = max(0.02-pow(regShape(p*5. + position*dist*5. + decay, 6) , 1.), 0.0)*1.5; + + color = cos(vec3(0.44, .24, .2)*16. + dist/8.)*0.5+.5; + vec3 f = c*color; + f += c1*color; + f += c2*color; + f += s*color; + return f; + } + + vec4 getLensColor(float x){ + return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.), + vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)), + vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)), + vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)), + vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)), + vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)), + vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)), + vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)), + vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)), + vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)), + vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)), + vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)), + vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)), + vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)), + vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)), + vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))), + 1.0); + } + + float dirtNoise(vec2 p){ + vec2 f = fract(p); + f = (f * f) * (3.0 - (2.0 * f)); + float n = dot(floor(p), vec2(1.0, 157.0)); + vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123); + return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y); + } + + float fbm(vec2 p){ + const mat2 m = mat2(0.80, -0.60, 0.60, 0.80); + float f = 0.0; + f += 0.5000*dirtNoise(p); p = m*p*2.02; + f += 0.2500*dirtNoise(p); p = m*p*2.03; + f += 0.1250*dirtNoise(p); p = m*p*2.01; + f += 0.0625*dirtNoise(p); + return f/0.9375; + } + + vec4 getLensStar(vec2 p){ + vec2 pp = (p - vec2(0.5)) * 2.0; + float a = atan(pp.y, pp.x); + vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0)); + float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159); + vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6)); + c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275; + return vec4(vec3(c * 1.0), d); + } + + vec4 getLensDirt(vec2 p){ + p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825; + vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))), + smoothstep(0.4, 0.0, length(p - vec2(0.75)))), + smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125)))))); + o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5; + o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5; + o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25; + o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0; + o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75; + o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5; + return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0); + } + + vec4 textureLimited(sampler2D tex, vec2 texCoord){ + if(((texCoord.x < 0.) || (texCoord.y < 0.)) || ((texCoord.x > 1.) || (texCoord.y > 1.))){ + return vec4(0.0); + }else{ + return texture(tex, texCoord); + } + } + + vec4 textureDistorted(sampler2D tex, vec2 texCoord, vec2 direction, vec3 distortion) { + return vec4(textureLimited(tex, (texCoord + (direction * distortion.r))).r, + textureLimited(tex, (texCoord + (direction * distortion.g))).g, + textureLimited(tex, (texCoord + (direction * distortion.b))).b, + 1.0); + } + + // Based on https://www.shadertoy.com/view/4sK3W3 + vec4 getStartBurst(){ + vec2 aspectTexCoord = vec2(1.0) - (((vTexCoord - vec2(0.5)) * vec2(1.0)) + vec2(0.5)); + vec2 texCoord = vec2(1.0) - vTexCoord; + vec2 ghostVec = (vec2(0.5) - texCoord) * 0.3 - lensPosition; + vec2 ghostVecAspectNormalized = normalize(ghostVec * vec2(1.0)) * vec2(1.0); + vec2 haloVec = normalize(ghostVec) * 0.6; + vec2 haloVecAspectNormalized = ghostVecAspectNormalized * 0.6; + vec2 texelSize = vec2(1.0) / vec2(screenRes.xy); + vec3 distortion = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5); + vec4 c = vec4(0.0); + for (int i = 0; i < 8; i++) { + vec2 offset = texCoord + (ghostVec * float(i)); + c += textureDistorted(lensDirtTexture, offset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0); + } + vec2 haloOffset = texCoord + haloVecAspectNormalized; + return (c * getLensColor((length(vec2(0.5) - aspectTexCoord) / length(vec2(haloScale))))) + + (textureDistorted(lensDirtTexture, haloOffset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - haloOffset) / length(vec2(0.5)))), 10.0)); + } + + void mainImage(vec4 inputColor, vec2 uv, out vec4 outputColor) + { + vec2 myUV = uv -0.5; + myUV.y *= screenRes.y/screenRes.x; + vec2 finalLensPosition = lensPosition * 0.5; + finalLensPosition.y *= screenRes.y/screenRes.x; + + //First Lens flare pass + vec3 finalColor = LensFlare(myUV, finalLensPosition) * 20.0 * colorGain / 256.; + + //Aditional streaks + if(aditionalStreaks){ + vec3 circColor = vec3(0.9, 0.2, 0.1); + vec3 circColor2 = vec3(0.3, 0.1, 0.9); + + for(float i=0.;i<10.;i++){ + finalColor += circle(myUV, pow(rnd(i*2000.)*2.8, .1)+1.41, 0.0, circColor+i , circColor2+i, rnd(i*20.)*3.+0.2-.5, lensPosition); + } + } + + //Alternative ghosts + if(secondaryGhosts){ + vec3 altGhosts = vec3(0); + altGhosts += renderhex(myUV, -lensPosition*0.25, ghostScale * 1.4, vec3(0.25,0.35,0)); + altGhosts += renderhex(myUV, lensPosition*0.25, ghostScale * 0.5, vec3(1,0.5,0.5)); + altGhosts += renderhex(myUV, lensPosition*0.1, ghostScale * 1.6, vec3(1,1,1)); + altGhosts += renderhex(myUV, lensPosition*1.8, ghostScale * 2.0, vec3(0,0.5,0.75)); + altGhosts += renderhex(myUV, lensPosition*1.25, ghostScale * 0.8, vec3(1,1,0.5)); + altGhosts += renderhex(myUV, -lensPosition*1.25, ghostScale * 5.0, vec3(0.5,0.5,0.25)); + + //Circular ghosts + altGhosts += fpow(1.0 - abs(distance(lensPosition*0.8,myUV) - 0.7),0.985)*colorGain / 2100.; + finalColor += altGhosts; + } + + + //Starburst + if(starBurst){ + vTexCoord = myUV + 0.5; + vec4 lensMod = getLensDirt(myUV); + float tooBright = 1.0 - (clamp(0.5, 0.0, 0.5) * 2.0); + float tooDark = clamp(0.5 - 0.5, 0.0, 0.5) * 2.0; + lensMod += mix(lensMod, pow(lensMod * 2.0, vec4(2.0)) * 0.5, tooBright); + float lensStarRotationAngle = ((myUV.x + myUV.y)) * (1.0 / 6.0); + vec2 lensStarTexCoord = (mat2(cos(lensStarRotationAngle), -sin(lensStarRotationAngle), sin(lensStarRotationAngle), cos(lensStarRotationAngle)) * vTexCoord); + lensMod += getLensStar(lensStarTexCoord) * 2.; + + finalColor += clamp((lensMod.rgb * getStartBurst().rgb ), 0.01, 1.0); + } + + //Final composed output + if(enabled){ + outputColor = vec4(mix(finalColor, vec3(.0), opacity) + inputColor.rgb, inputColor.a); + } else { + outputColor = vec4(inputColor); + } + } +`, +} + +export class LensFlareEffect extends Effect { + constructor({ + blendFunction = BlendFunction.NORMAL, + enabled = true, + glareSize = 0.2, + lensPosition = [0.01, 0.01], + screenRes = [0, 0], + starPoints = 6, + flareSize = 0.01, + flareSpeed = 0.01, + flareShape = 0.01, + animated = true, + anamorphic = false, + colorGain = new THREE.Color(20, 20, 20), + lensDirtTexture = null as THREE.Texture | null, + haloScale = 0.5, + secondaryGhosts = true, + aditionalStreaks = true, + ghostScale = 0.0, + opacity = 1.0, + starBurst = false, + } = {}) { + super('LensFlareEffect', LensFlareShader.fragmentShader, { + blendFunction, + uniforms: new Map([ + ['enabled', new THREE.Uniform(enabled)], + ['glareSize', new THREE.Uniform(glareSize)], + ['lensPosition', new THREE.Uniform(lensPosition)], + ['time', new THREE.Uniform(0)], + ['screenRes', new THREE.Uniform(screenRes)], + ['starPoints', new THREE.Uniform(starPoints)], + ['flareSize', new THREE.Uniform(flareSize)], + ['flareSpeed', new THREE.Uniform(flareSpeed)], + ['flareShape', new THREE.Uniform(flareShape)], + ['animated', new THREE.Uniform(animated)], + ['anamorphic', new THREE.Uniform(anamorphic)], + ['colorGain', new THREE.Uniform(colorGain)], + ['lensDirtTexture', new THREE.Uniform(lensDirtTexture)], + ['haloScale', new THREE.Uniform(haloScale)], + ['secondaryGhosts', new THREE.Uniform(secondaryGhosts)], + ['aditionalStreaks', new THREE.Uniform(aditionalStreaks)], + ['ghostScale', new THREE.Uniform(ghostScale)], + ['starBurst', new THREE.Uniform(starBurst)], + ['opacity', new THREE.Uniform(opacity)], + ]), + }) + } + + update(_renderer: any, _inputBuffer: any, deltaTime: number) { + const time = this.uniforms.get('time') + if (time) { + time.value += deltaTime + } + } +} + +type LensFlareProps = ConstructorParameters[0] & { + position?: THREE.Vector3 + followMouse?: boolean + smoothTime?: number +} + +export const LensFlare = forwardRef( + ({ position = new THREE.Vector3(-25, 6, -60), followMouse = false, smoothTime = 0.07, ...props }, ref) => { + const viewport = useThree(({ viewport }) => viewport) + const raycaster = useThree(({ raycaster }) => raycaster) + const pointer = useThree(({ pointer }) => pointer) + const { scene, camera } = useContext(EffectComposerContext) + + const [projectedPosition] = useState(() => new THREE.Vector3()) + const [mouse2d] = useState(() => new THREE.Vector2()) + + const effect = useMemo(() => new LensFlareEffect(props), [props]) + + useFrame((_, delta) => { + const uLensPosition = effect.uniforms.get('lensPosition') + const uOpacity = effect.uniforms.get('opacity') + if (!uLensPosition || !uOpacity) return + + let target = 1 + + if (followMouse) { + uLensPosition.value.x = pointer.x + uLensPosition.value.y = pointer.y + target = 0 + } else { + projectedPosition.copy(position).project(camera) + if (projectedPosition.z > 1) return + + uLensPosition.value.x = projectedPosition.x + uLensPosition.value.y = projectedPosition.y + + mouse2d.set(projectedPosition.x, projectedPosition.y) + raycaster.setFromCamera(mouse2d, camera) + const intersects = raycaster.intersectObjects(scene.children, true) + const { object } = intersects[0] + if (object) { + if (object.userData?.lensflare === 'no-occlusion') { + target = 0 + } else if (object instanceof THREE.Mesh) { + if (object.material.uniforms?._transmission?.value > 0.2) { + //Check for MeshTransmissionMaterial + target = 0.2 + } else if (object.material._transmission && object.material._transmission > 0.2) { + //Check for MeshPhysicalMaterial with transmission setting + target = 0.2 + } else if (object.material.transparent) { + // Check for OtherMaterials with transparent parameter + target = object.material.opacity + } + } + } + } + + easing.damp(uOpacity, 'value', target, smoothTime, delta) + }) + + useEffect(() => { + const screenRes = effect.uniforms.get('screenRes') + if (screenRes) { + screenRes.value.x = viewport.width + screenRes.value.y = viewport.height + } + }, [effect, viewport]) + + return + } +) diff --git a/src/index.tsx b/src/index.tsx index 2e65653e..c13a02f5 100644 --- a/src/index.tsx +++ b/src/index.tsx @@ -3,6 +3,7 @@ export * from './EffectComposer' export * from './util' export * from './effects/Autofocus' +export * from './effects/LensFlare' export * from './effects/Bloom' export * from './effects/BrightnessContrast' export * from './effects/ChromaticAberration'