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							- import {
 
- 	LinearFilter,
 
- 	LinearMipmapLinearFilter,
 
- 	MeshBasicMaterial,
 
- 	NoBlending,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- import { LuminosityShader } from '../shaders/LuminosityShader.js';
 
- import { ToneMapShader } from '../shaders/ToneMapShader.js';
 
- /**
 
-  * 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 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 ( CopyShader === undefined ) console.error( 'THREE.AdaptiveToneMappingPass relies on CopyShader' );
 
- 		const copyShader = CopyShader;
 
- 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
 
- 		this.materialCopy = new ShaderMaterial( {
 
- 			uniforms: this.copyUniforms,
 
- 			vertexShader: copyShader.vertexShader,
 
- 			fragmentShader: copyShader.fragmentShader,
 
- 			blending: NoBlending,
 
- 			depthTest: false
 
- 		} );
 
- 		if ( LuminosityShader === undefined )
 
- 			console.error( 'THREE.AdaptiveToneMappingPass relies on LuminosityShader' );
 
- 		this.materialLuminance = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( LuminosityShader.uniforms ),
 
- 			vertexShader: LuminosityShader.vertexShader,
 
- 			fragmentShader: LuminosityShader.fragmentShader,
 
- 			blending: 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 ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
 
- 			vertexShader: this.adaptLuminanceShader.vertexShader,
 
- 			fragmentShader: this.adaptLuminanceShader.fragmentShader,
 
- 			defines: Object.assign( {}, this.adaptLuminanceShader.defines ),
 
- 			blending: NoBlending
 
- 		} );
 
- 		if ( ToneMapShader === undefined )
 
- 			console.error( 'THREE.AdaptiveToneMappingPass relies on ToneMapShader' );
 
- 		this.materialToneMap = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( ToneMapShader.uniforms ),
 
- 			vertexShader: ToneMapShader.vertexShader,
 
- 			fragmentShader: ToneMapShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.fsQuad = new 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: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
 
- 		this.luminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
 
- 		this.luminanceRT.texture.name = 'AdaptiveToneMappingPass.l';
 
- 		this.luminanceRT.texture.generateMipmaps = false;
 
- 		this.previousLuminanceRT = new 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 = LinearMipmapLinearFilter;
 
- 		pars.generateMipmaps = true;
 
- 		this.currentLuminanceRT = new 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 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();
 
- 		}
 
- 	}
 
- }
 
- export { AdaptiveToneMappingPass };
 
 
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