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- /**
- * @author miibond
- * 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
- */
- THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
- THREE.Pass.call( this );
- 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" );
- var 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 },
- "delta": { value: 0.016 },
- "tau": { value: 1.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( '\n' ),
- fragmentShader: [
- "varying vec2 vUv;",
- "uniform sampler2D lastLum;",
- "uniform sampler2D currentLum;",
- "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 = lastLum.r;",
- "float fCurrentLum = 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 = vec4( vec3( fAdaptedLum ), 1.0 );",
- "}"
- ].join( '\n' )
- };
- this.materialAdaptiveLum = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
- vertexShader: this.adaptLuminanceShader.vertexShader,
- fragmentShader: this.adaptLuminanceShader.fragmentShader,
- defines: 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.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- this.scene = new THREE.Scene();
- this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
- this.quad.frustumCulled = false; // Avoid getting clipped
- this.scene.add( this.quad );
- };
- THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
- constructor: THREE.AdaptiveToneMappingPass,
- render: function ( renderer, writeBuffer, readBuffer, delta, 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.quad.material = this.materialLuminance;
- this.materialLuminance.uniforms.tDiffuse.value = readBuffer.texture;
- renderer.render( this.scene, this.camera, this.currentLuminanceRT );
- //Use the new luminance values, the previous luminance and the frame delta to
- //adapt the luminance over time.
- this.quad.material = this.materialAdaptiveLum;
- this.materialAdaptiveLum.uniforms.delta.value = delta;
- this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
- this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
- renderer.render( this.scene, this.camera, this.luminanceRT );
- //Copy the new adapted luminance value so that it can be used by the next frame.
- this.quad.material = this.materialCopy;
- this.copyUniforms.tDiffuse.value = this.luminanceRT.texture;
- renderer.render( this.scene, this.camera, this.previousLuminanceRT );
- }
- this.quad.material = this.materialToneMap;
- this.materialToneMap.uniforms.tDiffuse.value = readBuffer.texture;
- renderer.render( this.scene, this.camera, writeBuffer, this.clear );
- },
- reset: function( renderer ) {
- // render targets
- if ( this.luminanceRT ) {
- this.luminanceRT.dispose();
- }
- if ( this.currentLuminanceRT ) {
- this.currentLuminanceRT.dispose();
- }
- if ( this.previousLuminanceRT ) {
- this.previousLuminanceRT.dispose();
- }
- var 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.generateMipmaps = false;
- this.previousLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
- 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;
- this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
- 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.quad.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: function( 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: function( rate ) {
- if ( rate ) {
- this.materialAdaptiveLum.uniforms.tau.value = Math.abs( rate );
- }
- },
- setMaxLuminance: function( maxLum ) {
- if ( maxLum ) {
- this.materialToneMap.uniforms.maxLuminance.value = maxLum;
- }
- },
- setAverageLuminance: function( avgLum ) {
- if ( avgLum ) {
- this.materialToneMap.uniforms.averageLuminance.value = avgLum;
- }
- },
- setMiddleGrey: function( middleGrey ) {
- if ( middleGrey ) {
- this.materialToneMap.uniforms.middleGrey.value = middleGrey;
- }
- },
- dispose: function() {
- 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();
- }
- }
- } );
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