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+/**
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+ * @author miibond
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+ * Generate a texture that represents the luminosity of the current scene, adapted over time
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+ * to simulate the optic nerve responding to the amount of light it is receiving.
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+ * Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline"
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+ *
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+ * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
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+ */
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+
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+import {
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+ LinearFilter,
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+ LinearMipMapLinearFilter,
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+ MeshBasicMaterial,
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+ NoBlending,
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+ RGBAFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { CopyShader } from "../shaders/CopyShader.js";
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+import { LuminosityShader } from "../shaders/LuminosityShader.js";
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+import { ToneMapShader } from "../shaders/ToneMapShader.js";
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+
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+var AdaptiveToneMappingPass = function ( adaptive, resolution ) {
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+
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+ Pass.call( this );
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+
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+ this.resolution = ( resolution !== undefined ) ? resolution : 256;
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+ this.needsInit = true;
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+ this.adaptive = adaptive !== undefined ? !! adaptive : true;
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+
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+ this.luminanceRT = null;
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+ this.previousLuminanceRT = null;
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+ this.currentLuminanceRT = null;
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+
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+ if ( CopyShader === undefined )
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+ console.error( "AdaptiveToneMappingPass relies on CopyShader" );
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+
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+ var copyShader = CopyShader;
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+
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+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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+
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+ this.materialCopy = new ShaderMaterial( {
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+
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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+ blending: NoBlending,
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+ depthTest: false
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+
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+ } );
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+
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+ if ( LuminosityShader === undefined )
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+ console.error( "AdaptiveToneMappingPass relies on LuminosityShader" );
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+
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+ this.materialLuminance = new ShaderMaterial( {
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+
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+ uniforms: UniformsUtils.clone( LuminosityShader.uniforms ),
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+ vertexShader: LuminosityShader.vertexShader,
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+ fragmentShader: LuminosityShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+
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+ this.adaptLuminanceShader = {
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+ defines: {
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+ "MIP_LEVEL_1X1": ( Math.log( this.resolution ) / Math.log( 2.0 ) ).toFixed( 1 )
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+ },
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+ uniforms: {
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+ "lastLum": { value: null },
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+ "currentLum": { value: null },
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+ "minLuminance": { value: 0.01 },
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+ "delta": { value: 0.016 },
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+ "tau": { value: 1.0 }
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+ },
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+ vertexShader: [
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ " vUv = uv;",
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+ ].join( '\n' ),
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+ fragmentShader: [
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+ "varying vec2 vUv;",
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+
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+ "uniform sampler2D lastLum;",
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+ "uniform sampler2D currentLum;",
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+ "uniform float minLuminance;",
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+ "uniform float delta;",
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+ "uniform float tau;",
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+
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+ "void main() {",
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+
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+ " vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );",
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+ " vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );",
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+
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+ " float fLastLum = max( minLuminance, lastLum.r );",
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+ " float fCurrentLum = max( minLuminance, currentLum.r );",
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+
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+ //The adaption seems to work better in extreme lighting differences
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+ //if the input luminance is squared.
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+ " fCurrentLum *= fCurrentLum;",
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+
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+ // Adapt the luminance using Pattanaik's technique
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+ " float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));",
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+ // "fAdaptedLum = sqrt(fAdaptedLum);",
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+ " gl_FragColor.r = fAdaptedLum;",
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+ "}"
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+ ].join( '\n' )
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+ };
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+
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+ this.materialAdaptiveLum = new ShaderMaterial( {
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+
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+ uniforms: UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
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+ vertexShader: this.adaptLuminanceShader.vertexShader,
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+ fragmentShader: this.adaptLuminanceShader.fragmentShader,
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+ defines: Object.assign( {}, this.adaptLuminanceShader.defines ),
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+ blending: NoBlending
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+ } );
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+
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+ if ( ToneMapShader === undefined )
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+ console.error( "AdaptiveToneMappingPass relies on ToneMapShader" );
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+
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+ this.materialToneMap = new ShaderMaterial( {
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+
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+ uniforms: UniformsUtils.clone( ToneMapShader.uniforms ),
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+ vertexShader: ToneMapShader.vertexShader,
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+ fragmentShader: ToneMapShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+
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+ this.fsQuad = new Pass.FullScreenQuad( null );
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+
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+};
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+
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+AdaptiveToneMappingPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: AdaptiveToneMappingPass,
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+
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+ render: function ( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {
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+
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+ if ( this.needsInit ) {
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+
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+ this.reset( renderer );
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+
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+ this.luminanceRT.texture.type = readBuffer.texture.type;
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+ this.previousLuminanceRT.texture.type = readBuffer.texture.type;
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+ this.currentLuminanceRT.texture.type = readBuffer.texture.type;
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+ this.needsInit = false;
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+
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+ }
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+
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+ if ( this.adaptive ) {
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+
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+ //Render the luminance of the current scene into a render target with mipmapping enabled
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+ this.fsQuad.material = this.materialLuminance;
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+ this.materialLuminance.uniforms.tDiffuse.value = readBuffer.texture;
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+ renderer.setRenderTarget( this.currentLuminanceRT );
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+ this.fsQuad.render( renderer );
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+
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+ //Use the new luminance values, the previous luminance and the frame delta to
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+ //adapt the luminance over time.
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+ this.fsQuad.material = this.materialAdaptiveLum;
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+ this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
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+ this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
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+ this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
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+ renderer.setRenderTarget( this.luminanceRT );
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+ this.fsQuad.render( renderer );
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+
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+ //Copy the new adapted luminance value so that it can be used by the next frame.
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+ this.fsQuad.material = this.materialCopy;
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+ this.copyUniforms.tDiffuse.value = this.luminanceRT.texture;
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+ renderer.setRenderTarget( this.previousLuminanceRT );
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ this.fsQuad.material = this.materialToneMap;
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+ this.materialToneMap.uniforms.tDiffuse.value = readBuffer.texture;
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+
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+ if ( this.renderToScreen ) {
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+
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+ renderer.setRenderTarget( null );
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+ this.fsQuad.render( renderer );
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+
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+ } else {
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+
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+ renderer.setRenderTarget( writeBuffer );
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+
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+ if ( this.clear ) renderer.clear();
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+
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ },
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+
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+ reset: function () {
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+
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+ // render targets
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+ if ( this.luminanceRT ) {
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+
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+ this.luminanceRT.dispose();
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+
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+ }
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+ if ( this.currentLuminanceRT ) {
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+
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+ this.currentLuminanceRT.dispose();
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+
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+ }
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+ if ( this.previousLuminanceRT ) {
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+
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+ this.previousLuminanceRT.dispose();
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+
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+ }
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+
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+ var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
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+
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+ this.luminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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+ this.luminanceRT.texture.name = "AdaptiveToneMappingPass.l";
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+ this.luminanceRT.texture.generateMipmaps = false;
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+
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+ this.previousLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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+ this.previousLuminanceRT.texture.name = "AdaptiveToneMappingPass.pl";
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+ this.previousLuminanceRT.texture.generateMipmaps = false;
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+
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+ // We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
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+ pars.minFilter = LinearMipMapLinearFilter;
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+ pars.generateMipmaps = true;
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+ this.currentLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
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+ this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";
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+
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+ if ( this.adaptive ) {
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+
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+ this.materialToneMap.defines[ "ADAPTED_LUMINANCE" ] = "";
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+ this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
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+
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+ }
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+ //Put something in the adaptive luminance texture so that the scene can render initially
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+ this.fsQuad.material = new MeshBasicMaterial( { color: 0x777777 } );
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+ this.materialLuminance.needsUpdate = true;
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+ this.materialAdaptiveLum.needsUpdate = true;
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+ this.materialToneMap.needsUpdate = true;
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+ // renderer.render( this.scene, this.camera, this.luminanceRT );
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+ // renderer.render( this.scene, this.camera, this.previousLuminanceRT );
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+ // renderer.render( this.scene, this.camera, this.currentLuminanceRT );
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+
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+ },
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+
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+ setAdaptive: function ( adaptive ) {
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+
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+ if ( adaptive ) {
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+
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+ this.adaptive = true;
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+ this.materialToneMap.defines[ "ADAPTED_LUMINANCE" ] = "";
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+ this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
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+
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+ } else {
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+
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+ this.adaptive = false;
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+ delete this.materialToneMap.defines[ "ADAPTED_LUMINANCE" ];
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+ this.materialToneMap.uniforms.luminanceMap.value = null;
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+
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+ }
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+ this.materialToneMap.needsUpdate = true;
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+
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+ },
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+
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+ setAdaptionRate: function ( rate ) {
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+
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+ if ( rate ) {
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+
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+ this.materialAdaptiveLum.uniforms.tau.value = Math.abs( rate );
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+
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+ }
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+
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+ },
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+
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+ setMinLuminance: function ( minLum ) {
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+
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+ if ( minLum ) {
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+
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+ this.materialToneMap.uniforms.minLuminance.value = minLum;
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+ this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
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+
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+ }
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+
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+ },
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+
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+ setMaxLuminance: function ( maxLum ) {
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+
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+ if ( maxLum ) {
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+
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+ this.materialToneMap.uniforms.maxLuminance.value = maxLum;
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+
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+ }
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+
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+ },
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+
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+ setAverageLuminance: function ( avgLum ) {
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+
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+ if ( avgLum ) {
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+
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+ this.materialToneMap.uniforms.averageLuminance.value = avgLum;
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+
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+ }
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+
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+ },
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+
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+ setMiddleGrey: function ( middleGrey ) {
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+
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+ if ( middleGrey ) {
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+
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+ this.materialToneMap.uniforms.middleGrey.value = middleGrey;
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+
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+ }
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+
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+ },
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+
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+ dispose: function () {
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+
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+ if ( this.luminanceRT ) {
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+
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+ this.luminanceRT.dispose();
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+
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+ }
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+ if ( this.previousLuminanceRT ) {
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+
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+ this.previousLuminanceRT.dispose();
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+
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+ }
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+ if ( this.currentLuminanceRT ) {
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+
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+ this.currentLuminanceRT.dispose();
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+
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+ }
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+ if ( this.materialLuminance ) {
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+
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+ this.materialLuminance.dispose();
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+
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+ }
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+ if ( this.materialAdaptiveLum ) {
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+
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+ this.materialAdaptiveLum.dispose();
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+
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+ }
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+ if ( this.materialCopy ) {
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+
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+ this.materialCopy.dispose();
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+
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+ }
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+ if ( this.materialToneMap ) {
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+
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+ this.materialToneMap.dispose();
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+
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+ }
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+
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+ }
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+
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+} );
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+
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+export { AdaptiveToneMappingPass };
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