/** * @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 */ import { LinearFilter, LinearMipmapLinearFilter, MeshBasicMaterial, NoBlending, RGBAFormat, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { LuminosityShader } from "../shaders/LuminosityShader.js"; import { ToneMapShader } from "../shaders/ToneMapShader.js"; var AdaptiveToneMappingPass = function ( adaptive, resolution ) { 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 ( CopyShader === undefined ) console.error( "AdaptiveToneMappingPass relies on CopyShader" ); var 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( "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 );", "}" ].join( '\n' ), 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;", "}" ].join( '\n' ) }; 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( "AdaptiveToneMappingPass relies on ToneMapShader" ); this.materialToneMap = new ShaderMaterial( { uniforms: UniformsUtils.clone( ToneMapShader.uniforms ), vertexShader: ToneMapShader.vertexShader, fragmentShader: ToneMapShader.fragmentShader, blending: NoBlending } ); this.fsQuad = new Pass.FullScreenQuad( null ); }; AdaptiveToneMappingPass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: AdaptiveToneMappingPass, render: function ( 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: function () { // render targets if ( this.luminanceRT ) { this.luminanceRT.dispose(); } if ( this.currentLuminanceRT ) { this.currentLuminanceRT.dispose(); } if ( this.previousLuminanceRT ) { this.previousLuminanceRT.dispose(); } var 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: 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 ); } }, setMinLuminance: function ( minLum ) { if ( minLum ) { this.materialToneMap.uniforms.minLuminance.value = minLum; this.materialAdaptiveLum.uniforms.minLuminance.value = minLum; } }, 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(); } } } ); export { AdaptiveToneMappingPass };