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