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TonemapPlugin.ts 5.0KB

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  1. // noinspection ES6PreferShortImport
  2. import {uiDropdown, uiFolderContainer, uiSlider, uiToggle} from 'uiconfig.js'
  3. import {
  4. ACESFilmicToneMapping,
  5. CineonToneMapping,
  6. CustomToneMapping,
  7. LinearToneMapping,
  8. Object3D,
  9. ReinhardToneMapping,
  10. ShaderChunk,
  11. ToneMapping,
  12. Vector4,
  13. WebGLRenderer,
  14. } from 'three'
  15. import {glsl, onChange, serialize} from 'ts-browser-helpers'
  16. import {IMaterial} from '../../core'
  17. import {updateBit} from '../../utils'
  18. import {matDefine, uniform} from '../../three'
  19. import Uncharted2ToneMappingShader from './shaders/Uncharted2ToneMapping.glsl'
  20. import TonemapShader from './shaders/TonemapPlugin.pars.glsl'
  21. import TonemapShaderPatch from './shaders/TonemapPlugin.patch.glsl'
  22. import {AScreenPassExtensionPlugin} from './AScreenPassExtensionPlugin'
  23. // eslint-disable-next-line @typescript-eslint/naming-convention
  24. export const Uncharted2Tonemapping: ToneMapping = CustomToneMapping
  25. /**
  26. * Tonemap Plugin
  27. *
  28. * Adds an extension to {@link ScreenPass} material
  29. * for applying tonemapping on the final buffer before rendering to screen.
  30. *
  31. * Also adds support for Uncharted2 tone-mapping.
  32. * @category Plugins
  33. */
  34. @uiFolderContainer('Tonemapping')
  35. export class TonemapPlugin extends AScreenPassExtensionPlugin<''> {
  36. static readonly PluginType = 'Tonemap'
  37. readonly extraUniforms = {
  38. toneMappingContrast: {value: 1},
  39. toneMappingSaturation: {value: 1},
  40. } as const
  41. readonly extraDefines = {
  42. ['TONEMAP_BACKGROUND']: '1',
  43. } as const
  44. @serialize() @uiToggle('Enabled') enabled = true
  45. @uiDropdown('Mode', ([
  46. ['Linear', LinearToneMapping],
  47. ['Reinhard', ReinhardToneMapping],
  48. ['Cineon', CineonToneMapping],
  49. ['ACESFilmic', ACESFilmicToneMapping],
  50. ['Uncharted2', Uncharted2Tonemapping],
  51. ] as [string, ToneMapping][]).map(value => ({
  52. label: value[0],
  53. value: value[1],
  54. })))
  55. @onChange(TonemapPlugin.prototype.setDirty)
  56. @serialize() toneMapping: ToneMapping = ACESFilmicToneMapping
  57. @uiToggle('Tonemap Background', (t: TonemapPlugin)=>({hidden: ()=>!t._viewer?.renderManager.gbufferTarget}))
  58. @matDefine('TONEMAP_BACKGROUND', undefined, true, TonemapPlugin.prototype.setDirty, (v)=>v ? '1' : '0', (v) => v !== '0')
  59. @serialize() tonemapBackground = true
  60. // todo handle legacy deserialize
  61. // @onChange(TonemapPlugin.prototype.setDirty)
  62. // @uiToggle('Clip Background')
  63. // @serialize() clipBackground = false
  64. @onChange(TonemapPlugin.prototype.setDirty)
  65. @uiSlider('Exposure', [0, 2 * Math.PI], 0.01)
  66. @serialize() exposure = 1
  67. @uiSlider('Saturation', [0, 2], 0.01)
  68. @uniform({propKey: 'toneMappingSaturation'})
  69. @serialize() saturation: number
  70. @uiSlider('Contrast', [0, 2], 0.01)
  71. @uniform({propKey: 'toneMappingContrast'})
  72. @serialize() contrast: number
  73. /**
  74. * The priority of the material extension when applied to the material in ScreenPass
  75. * set to very low priority, so applied at the end
  76. */
  77. priority = -100
  78. parsFragmentSnippet = () => {
  79. if (this.isDisabled()) return ''
  80. return glsl`
  81. uniform float toneMappingContrast;
  82. uniform float toneMappingSaturation;
  83. ${TonemapShader}
  84. `
  85. }
  86. protected _shaderPatch = TonemapShaderPatch
  87. private _rendererState: any = {}
  88. onObjectRender(_: Object3D, material: IMaterial, renderer: WebGLRenderer): void {
  89. if (this.isDisabled()) return
  90. const {toneMapping, toneMappingExposure} = renderer
  91. this._rendererState.toneMapping = toneMapping
  92. this._rendererState.toneMappingExposure = toneMappingExposure
  93. renderer.toneMapping = this.toneMapping
  94. renderer.toneMappingExposure = this.exposure
  95. material.toneMapped = true
  96. material.needsUpdate = true
  97. }
  98. onAfterRender(_: Object3D, _1: IMaterial, renderer: WebGLRenderer): void {
  99. renderer.toneMapping = this._rendererState.toneMapping
  100. renderer.toneMappingExposure = this._rendererState.toneMappingExposure
  101. }
  102. fromJSON(data: any, meta?: any): this|null|Promise<this|null> {
  103. // legacy
  104. if (data.extension) {
  105. if (data.clipBackground !== undefined) {
  106. if (this._viewer) this._viewer.renderManager.screenPass.clipBackground = data.clipBackground
  107. else console.warn('TonemapPlugin: no viewer attached, clipBackground ignored')
  108. delete data.clipBackground
  109. }
  110. }
  111. return super.fromJSON(data, meta)
  112. }
  113. updateGBufferFlags(material: IMaterial, data: Vector4): void {
  114. const x = material?.userData.postTonemap === false ? 0 : 1
  115. data.w = updateBit(data.w, 1, x) // 2nd Bit
  116. super.updateGBufferFlags(material, data)
  117. }
  118. static {
  119. // Add support for Uncharted2 tone mapping
  120. ShaderChunk.tonemapping_pars_fragment = ShaderChunk.tonemapping_pars_fragment.replace('vec3 CustomToneMapping( vec3 color ) { return color; }', Uncharted2ToneMappingShader)
  121. }
  122. }