提交 9da365ca 编写于 作者: M Michael Bond

Adding adaptive tone-mapping postprocessing pass and example

上级 33f25b17
此差异已折叠。
此差异已折叠。
此差异已折叠。
此差异已折叠。
此差异已折叠。
此差异已折叠。
...@@ -102,6 +102,7 @@ ...@@ -102,6 +102,7 @@
var files = { var files = {
"webgl": [ "webgl": [
"webgl_adaptive_tonemapping",
"webgl_animation_cloth", "webgl_animation_cloth",
"webgl_animation_skinning_blending", "webgl_animation_skinning_blending",
"webgl_animation_skinning_morph", "webgl_animation_skinning_morph",
......
/**
* @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 ) {
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.LuminosityShader.uniforms,
vertexShader: THREE.LuminosityShader.vertexShader,
fragmentShader: THREE.LuminosityShader.fragmentShader,
blending: THREE.NoBlending,
} );
this.adaptLuminanceShader = {
defines: {
"MIP_LEVEL_1X1" : Math.log2( this.resolution ).toFixed(1),
},
uniforms: {
"lastLum": { type: "t", value: null },
"currentLum": { type: "t", value: null },
"delta": { type: 'f', value: 0.016 },
"tau": { type: 'f', 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 );",
"#ifdef HDR_INPUT_LOGLUV",
"float fLastLum = HDRDecodeLOGLUV( lastLum ).r;",
"float fCurrentLum = HDRDecodeLOGLUV( currentLum ).r;",
"#elif defined( HDR_INPUT_RGBM )",
"float fLastLum = HDRDecodeRGBM( lastLum ).r;",
"float fCurrentLum = HDRDecodeRGBM( currentLum ).r;",
"#else",
"float fLastLum = lastLum.r;",
"float fCurrentLum = currentLum.r;",
"#endif",
//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: 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.ToneMapShader.uniforms,
vertexShader: THREE.ToneMapShader.vertexShader,
fragmentShader: THREE.ToneMapShader.fragmentShader,
blending: THREE.NoBlending
} );
this.enabled = true;
this.needsSwap = true;
this.clear = false;
this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
this.scene = new THREE.Scene();
this.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null );
this.scene.add( this.quad );
};
THREE.AdaptiveToneMappingPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
if ( this.needsInit ) {
this.reset( renderer );
this.luminanceRT.type = readBuffer.type;
this.previousLuminanceRT.type = readBuffer.type;
this.currentLuminanceRT.type = readBuffer.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;
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;
this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT;
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;
renderer.render( this.scene, this.camera, this.previousLuminanceRT );
}
this.quad.material = this.materialToneMap;
this.materialToneMap.uniforms.tDiffuse.value = readBuffer;
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.RGBFormat };
this.luminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
this.luminanceRT.generateMipmaps = false;
this.previousLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
this.previousLuminanceRT.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;
}
//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;
}
else {
this.adaptive = false;
delete this.materialToneMap.defines["ADAPTED_LUMINANCE"];
this.materialToneMap.uniforms.luminanceMap.value = undefined;
}
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();
}
}
};
\ No newline at end of file
/**
* @author miibond
*
* Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
*/
THREE.ToneMapShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"averageLuminance": { type: "f", value: 1.0 },
"luminanceMap": { type: "t", value: null },
"maxLuminance": { type: "f", value: 16.0 },
"middleGrey": { type: "f", value: 0.6 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"uniform float middleGrey;",
"uniform float maxLuminance;",
"#ifdef ADAPTED_LUMINANCE",
"uniform sampler2D luminanceMap;",
"#else",
"uniform float averageLuminance;",
"#endif",
"const vec3 LUM_CONVERT = vec3(0.299, 0.587, 0.114);",
"vec3 ToneMap( vec3 vColor ) {",
"#ifdef ADAPTED_LUMINANCE",
// Get the calculated average luminance
"float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;",
"#else",
"float fLumAvg = averageLuminance;",
"#endif",
// Calculate the luminance of the current pixel
"float fLumPixel = dot(vColor, LUM_CONVERT);",
// Apply the modified operator (Eq. 4)
"float fLumScaled = (fLumPixel * middleGrey) / fLumAvg;",
"float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);",
"return fLumCompressed * vColor;",
"}",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
//Gamma 2.0
"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
"}"
].join("\n")
};
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - adaptive tone-mapping</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#000;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
h1 { }
a { color:skyblue; text-decoration:none }
canvas { pointer-events:none; z-index:0; position:relative; }
.label { background-color: black; position: absolute; z-index: 100; padding: 5px }
</style>
</head>
<body>
<div id="d">
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :
</div>
<div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
<div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
<div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
<div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
<div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
<div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
</div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/LuminosityShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/ToneMapShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var STATS_ENABLED = false;
var container, stats;
var bloomPass, adaptToneMappingPass;
var params;
var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
var cameraCube, sceneCube;
var cameraBG, debugScene;
var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;
var directionalLight;
var orbitControls;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var windowThirdX = window.innerWidth / 3;
var windowThirdY = window.innerHeight / 3;
init();
animate();
function init() {
params = {
"Average Luminosity": 0.7,
middleGrey: 0.04,
maxLuminance: 16,
bloomAmount: 1.0,
adaptionRate: 2.0,
sunLight: 4.0,
};
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERAS
camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
camera.position.x = 700;
camera.position.y = 400;
camera.position.z = 800;
cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
cameraBG.position.z = 100;
orbitControls = new THREE.OrbitControls(camera);
orbitControls.autoRotate = true;
orbitControls.autoRotateSpeed = 1;
// SCENE
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
debugScene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight( 0x050505 );
scene.add( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
directionalLight.position.set( 2, 0, 10 ).normalize();
scene.add( directionalLight );
var atmoShader = {
side: THREE.BackSide,
// blending: THREE.AdditiveBlending,
transparent: true,
lights: true,
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "lights" ],
] ),
vertexShader: [
"varying vec3 vViewPosition;",
"varying vec3 vNormal;",
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "defaultnormal_vertex" ],
" vNormal = normalize( transformedNormal );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vViewPosition = -mvPosition.xyz;",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n"),
fragmentShader: [
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
"void main() {",
"vec3 normal = normalize( -vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
"#if MAX_DIR_LIGHTS > 0",
"vec3 dirDiffuse = vec3( 0.0 );",
"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
"float dotProduct = dot( viewPosition, dirVector );",
"dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
"dotProduct *= dotProduct;",
"dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLightColor[ i ];",
"}",
"#endif",
//Fade out atmosphere at edge
"float viewDot = abs(dot( normal, viewPosition ));",
"viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
"vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
"gl_FragColor = vec4( colour, viewDot );",
"}"
].join("\n"),
};
var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
var earthMat = new THREE.MeshPhongMaterial( { color: 0xffffff, shininess: 200 } );
var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
earthMat.map = tex;
earthMat.needsUpdate = true;
} );
var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
earthMat.specularMap = tex;
earthMat.needsUpdate = true;
} );
// var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
// earthMat.normalMap = tex;
// earthMat.needsUpdate = true;
// } );
var earthLightsMat = new THREE.MeshBasicMaterial( { color: 0xffffff, blending: THREE.AdditiveBlending, transparent: true, depthTest: false } );
var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
earthLightsMat.map = tex;
earthLightsMat.needsUpdate = true;
} );
var earthCloudsMat = new THREE.MeshLambertMaterial( { color: 0xffffff, blending: THREE.NormalBlending, transparent: true, depthTest: false } );
var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
earthCloudsMat.map = tex;
earthCloudsMat.needsUpdate = true;
} );
var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
scene.add( sphereMesh );
var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
scene.add( sphereLightsMesh );
var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
scene.add( sphereCloudsMesh );
var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
scene.add( sphereAtmoMesh );
var vBGShader = [
// "attribute vec2 uv;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n");
var pBGShader = [
"uniform sampler2D map;",
"varying vec2 vUv;",
"void main() {",
"vec2 sampleUV = vUv;",
"vec4 colour = texture2D( map, sampleUV, 0.0 );",
"gl_FragColor = vec4( colour.xyz, 1.0 );",
"}"
].join("\n");
// Skybox
adaptiveLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { type: 't', value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
depthTest: false,
// color: 0xffffff
blending: THREE.NoBlending
} );
currentLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { type: 't', value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
depthTest: false,
// color: 0xffffff
// blending: THREE.NoBlending
} );
var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
quadBG.position.z = -500;
quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
quadBG.position.z = -500;
quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
var r = "textures/cube/MilkyWay/";
var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
var skyboxShader = THREE.ShaderLib[ "cube" ];
skyboxShader.uniforms[ "tCube" ].value = textureCube;
var skyboxMaterial = new THREE.ShaderMaterial( {
fragmentShader: skyboxShader.fragmentShader,
vertexShader: skyboxShader.vertexShader,
uniforms: skyboxShader.uniforms,
depthWrite: false,
side: THREE.BackSide
} ),
mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
sceneCube.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setFaceCulling( THREE.CullFaceNone );
renderer.autoClear = false;
renderer.gammaInput = true;
renderer.gammaOutput = false;
container.appendChild( renderer.domElement );
var extensions = new THREE.WebGLExtensions( renderer.getContext() );
// var width = window.innerWidth || 1;
var height = window.innerHeight || 1;
var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
if ( extensions.get('OES_texture_half_float_linear') ) {
parameters.type = THREE.FloatType;
}
var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
var debugPass = new THREE.RenderPass( debugScene, cameraBG );
debugPass.clear = false;
var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
scenePass.clear = false;
adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
adaptToneMappingPass.needsSwap = true;
ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
bloomPass = new THREE.BloomPass();
var copyPass = new THREE.ShaderPass( THREE.CopyShader );
copyPass.renderToScreen = true;
dynamicHdrEffectComposer.addPass( skyboxPass );
dynamicHdrEffectComposer.addPass( scenePass );
dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
// dynamicHdrEffectComposer.addPass( debugPass );
dynamicHdrEffectComposer.addPass( bloomPass );
dynamicHdrEffectComposer.addPass( copyPass );
hdrEffectComposer.addPass( skyboxPass );
hdrEffectComposer.addPass( scenePass );
hdrEffectComposer.addPass( hdrToneMappingPass );
hdrEffectComposer.addPass( bloomPass );
hdrEffectComposer.addPass( copyPass );
ldrEffectComposer.addPass( skyboxPass );
ldrEffectComposer.addPass( scenePass );
ldrEffectComposer.addPass( ldrToneMappingPass );
ldrEffectComposer.addPass( bloomPass );
ldrEffectComposer.addPass( copyPass );
// var gammaPass = new THREE.ShaderPass( GammaShader );
// gammaPass.renderToScreen = true;
// ldrEffectComposer.addPass( gammaPass );
var dynamicHdrGui = new dat.GUI();
// dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
dynamicHdrGui.add( params, 'middleGrey', 0, 12 );
dynamicHdrGui.add( params, 'maxLuminance', 1, 30 );
dynamicHdrGui.add( params, 'adaptionRate', 0.0, 10.0 );
dynamicHdrGui.add( params, 'bloomAmount', 0.0, 10.0 );
dynamicHdrGui.add( params, 'sunLight', 0.1, 12.0 );
// dynamicHdrGui.add( params, 'clear' );
dynamicHdrGui.open();
var ldrGui = new dat.GUI();
ldrGui.domElement.style.position = 'absolute';
ldrGui.add( params, 'Average Luminosity', 0.001, 2.0 );
ldrGui.open();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
windowThirdX = window.innerWidth / 3;
windowThirdY = window.innerHeight / 3;
camera.aspect = windowThirdX / window.innerHeight;
camera.updateProjectionMatrix();
cameraCube.aspect = windowThirdX / window.innerHeight;
cameraCube.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
if ( bloomPass ) {
bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
}
if ( adaptToneMappingPass ) {
adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
if ( adaptToneMappingPass.setAverageLuminance ) {
adaptToneMappingPass.setAverageLuminance( params["Average Luminosity"] );
}
adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
adaptToneMappingPass.setMiddleGrey( params.middleGrey );
}
directionalLight.intensity = params.sunLight;
orbitControls.update();
render();
}
function render() {
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
ldrEffectComposer.render( 0.017 );
renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
hdrEffectComposer.render( 0.017 );
renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
dynamicHdrEffectComposer.render( 0.017 );
// if ( STATS_ENABLED ) stats.update();
}
</script>
</body>
</html>
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