Итак, после публикации на дискурсивном форуме Three.js @ Mugen87 поделился примером того, как преобразовать пример сценария в модуль:
Как включить THREE.LensFlareElement в Angular Project?на discourse.three.org
Как преобразовать модуль: (шаги процесса)
- Возьмите оригинальный пример кода
- импортировать * как три из 'трех'
- Удалить три объявления каждого и поставить
export { TheExampleIWant }
в конце ... В моем случае: export { Lensflare, LensflareElement }
Примечание: Имейте в виду, я проверял это только с помощью решения, предоставленного Mugen, и не проверял другие примеры.Я могу себе представить, что есть некоторые примеры, которые будет не так просто преобразовать в модули, но, возможно, я ошибаюсь.
По сути, преобразованный пример выглядит очень похоже на предоставленный исходный пример..
Преобразованный пример выглядит следующим образом: (Авторы предоставлены Mugen87, он предоставил мне этот пример)
import * as THREE from 'three';
function Lensflare() {
THREE.Mesh.call(this, LensflareGeometry, new THREE.MeshBasicMaterial({ opacity: 0, transparent: true }));
this.type = 'Lensflare';
this.frustumCulled = false;
this.renderOrder = Infinity;
//
var positionScreen = new THREE.Vector3();
var positionView = new THREE.Vector3();
// textures
var tempMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBFormat);
tempMap.minFilter = THREE.NearestFilter;
tempMap.magFilter = THREE.NearestFilter;
tempMap.wrapS = THREE.ClampToEdgeWrapping;
tempMap.wrapT = THREE.ClampToEdgeWrapping;
tempMap.needsUpdate = true;
var occlusionMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBFormat);
occlusionMap.minFilter = THREE.NearestFilter;
occlusionMap.magFilter = THREE.NearestFilter;
occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
occlusionMap.wrapT = THREE.ClampToEdgeWrapping;
occlusionMap.needsUpdate = true;
// material
var geometry = LensflareGeometry;
var material1a = new THREE.RawShaderMaterial({
uniforms: {
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'attribute vec3 position;',
'void main() {',
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
'}'
].join('\n'),
fragmentShader: [
'precision highp float;',
'void main() {',
' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );',
'}'
].join('\n'),
depthTest: true,
depthWrite: false,
transparent: false
});
var material1b = new THREE.RawShaderMaterial({
uniforms: {
'map': { value: tempMap },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 vUV;',
'void main() {',
' vUV = uv;',
' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );',
'}'
].join('\n'),
fragmentShader: [
'precision highp float;',
'uniform sampler2D map;',
'varying vec2 vUV;',
'void main() {',
' gl_FragColor = texture2D( map, vUV );',
'}'
].join('\n'),
depthTest: false,
depthWrite: false,
transparent: false
});
// the following object is used for occlusionMap generation
var mesh1 = new THREE.Mesh(geometry, material1a);
//
var elements = [];
var shader = LensflareElement.Shader;
var material2 = new THREE.RawShaderMaterial({
uniforms: {
'map': { value: null },
'occlusionMap': { value: occlusionMap },
'color': { value: new THREE.Color(0xffffff) },
'scale': { value: new THREE.Vector2() },
'screenPosition': { value: new THREE.Vector3() }
},
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false
});
var mesh2 = new THREE.Mesh(geometry, material2);
this.addElement = function (element) {
elements.push(element);
};
//
var scale = new THREE.Vector2();
var screenPositionPixels = new THREE.Vector2();
var validArea = new THREE.Box2();
var viewport = new THREE.Vector4();
this.onBeforeRender = function (renderer, scene, camera) {
viewport.copy(renderer.getCurrentViewport());
var invAspect = viewport.w / viewport.z;
var halfViewportWidth = viewport.z / 2.0;
var halfViewportHeight = viewport.w / 2.0;
var size = 16 / viewport.w;
scale.set(size * invAspect, size);
validArea.min.set(viewport.x, viewport.y);
validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
// calculate position in screen space
positionView.setFromMatrixPosition(this.matrixWorld);
positionView.applyMatrix4(camera.matrixWorldInverse);
if (positionView.z > 0) return; // lensflare is behind the camera
positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
screenPositionPixels.x = viewport.x + (positionScreen.x * halfViewportWidth) + halfViewportWidth - 8;
screenPositionPixels.y = viewport.y + (positionScreen.y * halfViewportHeight) + halfViewportHeight - 8;
// screen cull
if (validArea.containsPoint(screenPositionPixels)) {
// save current RGB to temp texture
renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
// render pink quad
var uniforms = material1a.uniforms;
uniforms["scale"].value = scale;
uniforms["screenPosition"].value = positionScreen;
renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null);
// copy result to occlusionMap
renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
// restore graphics
var uniforms = material1b.uniforms;
uniforms["scale"].value = scale;
uniforms["screenPosition"].value = positionScreen;
renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null);
// render elements
var vecX = - positionScreen.x * 2;
var vecY = - positionScreen.y * 2;
for (var i = 0, l = elements.length; i < l; i++) {
var element = elements[i];
var uniforms = material2.uniforms;
uniforms["color"].value.copy(element.color);
uniforms["map"].value = element.texture;
uniforms["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
uniforms["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
var size = element.size / viewport.w;
var invAspect = viewport.w / viewport.z;
uniforms["scale"].value.set(size * invAspect, size);
material2.needsUpdate = true;
renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
}
}
};
this.dispose = function () {
material1a.dispose();
material1b.dispose();
material2.dispose();
tempMap.dispose();
occlusionMap.dispose();
for (var i = 0, l = elements.length; i < l; i++) {
elements[i].texture.dispose();
}
};
}
Lensflare.prototype = Object.create(THREE.Mesh.prototype);
Lensflare.prototype.constructor = Lensflare;
Lensflare.prototype.isLensflare = true;
//
function LensflareElement(texture, size, distance, color?) {
this.texture = texture;
this.size = size || 1;
this.distance = distance || 0;
this.color = color || new THREE.Color(0xffffff);
}
LensflareElement.Shader = {
uniforms: {
'map': { value: null },
'occlusionMap': { value: null },
'color': { value: null },
'scale': { value: null },
'screenPosition': { value: null }
},
vertexShader: [
'precision highp float;',
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'uniform sampler2D occlusionMap;',
'attribute vec3 position;',
'attribute vec2 uv;',
'varying vec2 vUV;',
'varying float vVisibility;',
'void main() {',
' vUV = uv;',
' vec2 pos = position.xy;',
' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
' vVisibility = visibility.r / 9.0;',
' vVisibility *= 1.0 - visibility.g / 9.0;',
' vVisibility *= visibility.b / 9.0;',
' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
'}'
].join('\n'),
fragmentShader: [
'precision highp float;',
'uniform sampler2D map;',
'uniform vec3 color;',
'varying vec2 vUV;',
'varying float vVisibility;',
'void main() {',
' vec4 texture = texture2D( map, vUV );',
' texture.a *= vVisibility;',
' gl_FragColor = texture;',
' gl_FragColor.rgb *= color;',
'}'
].join('\n')
};
var count = 0;
var LensflareGeometry = (function () {
var geometry = new THREE.BufferGeometry();
var float32Array = new Float32Array([
- 1, - 1, 0, 0, 0,
1, - 1, 0, 1, 0,
1, 1, 0, 1, 1,
- 1, 1, 0, 0, 1
]);
var interleavedBuffer = new THREE.InterleavedBuffer(float32Array, 5);
geometry.setIndex([0, 1, 2, 0, 2, 3]);
geometry.addAttribute('position', new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
geometry.addAttribute('uv', new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
geometry.index.temp = count++;
return geometry;
})();
export { Lensflare, LensflareElement };
После импорта преобразованного модуля я смог получитьlensflare to work.
Надеюсь, это поможет любому пользователю, который не знает, как преобразовать модуль
Creative Regards