import Cartesian2 from "../Core/Cartesian2.js"; import Color from "../Core/Color.js"; import defined from "../Core/defined.js"; import destroyObject from "../Core/destroyObject.js"; import ClearCommand from "../Renderer/ClearCommand.js"; import FramebufferManager from "../Renderer/FramebufferManager.js"; import PixelDatatype from "../Renderer/PixelDatatype.js"; /** * A post process stage that will get the luminance value at each pixel and * uses parallel reduction to compute the average luminance in a 1x1 texture. * This texture can be used as input for tone mapping. * * @constructor * @private */ function AutoExposure() { this._uniformMap = undefined; this._command = undefined; this._colorTexture = undefined; this._depthTexture = undefined; this._ready = false; this._name = "czm_autoexposure"; this._logDepthChanged = undefined; this._useLogDepth = undefined; this._framebuffers = undefined; this._previousLuminance = new FramebufferManager(); this._commands = undefined; this._clearCommand = undefined; this._minMaxLuminance = new Cartesian2(); /** * Whether or not to execute this post-process stage when ready. * * @type {boolean} */ this.enabled = true; this._enabled = true; /** * The minimum value used to clamp the luminance. * * @type {number} * @default 0.1 */ this.minimumLuminance = 0.1; /** * The maximum value used to clamp the luminance. * * @type {number} * @default 10.0 */ this.maximumLuminance = 10.0; } Object.defineProperties(AutoExposure.prototype, { /** * Determines if this post-process stage is ready to be executed. A stage is only executed when both ready * and {@link AutoExposure#enabled} are true. A stage will not be ready while it is waiting on textures * to load. * * @memberof AutoExposure.prototype * @type {boolean} * @readonly */ ready: { get: function () { return this._ready; }, }, /** * The unique name of this post-process stage for reference by other stages. * * @memberof AutoExposure.prototype * @type {string} * @readonly */ name: { get: function () { return this._name; }, }, /** * A reference to the texture written to when executing this post process stage. * * @memberof AutoExposure.prototype * @type {Texture} * @readonly * @private */ outputTexture: { get: function () { const framebuffers = this._framebuffers; if (!defined(framebuffers)) { return undefined; } return framebuffers[framebuffers.length - 1].getColorTexture(0); }, }, }); function destroyFramebuffers(autoexposure) { const framebuffers = autoexposure._framebuffers; if (!defined(framebuffers)) { return; } const length = framebuffers.length; for (let i = 0; i < length; ++i) { framebuffers[i].destroy(); } autoexposure._framebuffers = undefined; autoexposure._previousLuminance.destroy(); autoexposure._previousLuminance = undefined; } function createFramebuffers(autoexposure, context) { destroyFramebuffers(autoexposure); let width = autoexposure._width; let height = autoexposure._height; const pixelDatatype = context.halfFloatingPointTexture ? PixelDatatype.HALF_FLOAT : PixelDatatype.FLOAT; const length = Math.ceil(Math.log(Math.max(width, height)) / Math.log(3.0)); const framebuffers = new Array(length); for (let i = 0; i < length; ++i) { width = Math.max(Math.ceil(width / 3.0), 1.0); height = Math.max(Math.ceil(height / 3.0), 1.0); framebuffers[i] = new FramebufferManager(); framebuffers[i].update(context, width, height, 1, pixelDatatype); } const lastTexture = framebuffers[length - 1].getColorTexture(0); autoexposure._previousLuminance.update( context, lastTexture.width, lastTexture.height, 1, pixelDatatype ); autoexposure._framebuffers = framebuffers; } function destroyCommands(autoexposure) { const commands = autoexposure._commands; if (!defined(commands)) { return; } const length = commands.length; for (let i = 0; i < length; ++i) { commands[i].shaderProgram.destroy(); } autoexposure._commands = undefined; } function createUniformMap(autoexposure, index) { let uniforms; if (index === 0) { uniforms = { colorTexture: function () { return autoexposure._colorTexture; }, colorTextureDimensions: function () { return autoexposure._colorTexture.dimensions; }, }; } else { const texture = autoexposure._framebuffers[index - 1].getColorTexture(0); uniforms = { colorTexture: function () { return texture; }, colorTextureDimensions: function () { return texture.dimensions; }, }; } uniforms.minMaxLuminance = function () { return autoexposure._minMaxLuminance; }; uniforms.previousLuminance = function () { return autoexposure._previousLuminance.getColorTexture(0); }; return uniforms; } function getShaderSource(index, length) { let source = "uniform sampler2D colorTexture; \n" + "in vec2 v_textureCoordinates; \n" + "float sampleTexture(vec2 offset) { \n"; if (index === 0) { source += " vec4 color = texture(colorTexture, v_textureCoordinates + offset); \n" + " return czm_luminance(color.rgb); \n"; } else { source += " return texture(colorTexture, v_textureCoordinates + offset).r; \n"; } source += "}\n\n"; source += "uniform vec2 colorTextureDimensions; \n" + "uniform vec2 minMaxLuminance; \n" + "uniform sampler2D previousLuminance; \n" + "void main() { \n" + " float color = 0.0; \n" + " float xStep = 1.0 / colorTextureDimensions.x; \n" + " float yStep = 1.0 / colorTextureDimensions.y; \n" + " int count = 0; \n" + " for (int i = 0; i < 3; ++i) { \n" + " for (int j = 0; j < 3; ++j) { \n" + " vec2 offset; \n" + " offset.x = -xStep + float(i) * xStep; \n" + " offset.y = -yStep + float(j) * yStep; \n" + " if (offset.x < 0.0 || offset.x > 1.0 || offset.y < 0.0 || offset.y > 1.0) { \n" + " continue; \n" + " } \n" + " color += sampleTexture(offset); \n" + " ++count; \n" + " } \n" + " } \n" + " if (count > 0) { \n" + " color /= float(count); \n" + " } \n"; if (index === length - 1) { source += " float previous = texture(previousLuminance, vec2(0.5)).r; \n" + " color = clamp(color, minMaxLuminance.x, minMaxLuminance.y); \n" + " color = previous + (color - previous) / (60.0 * 1.5); \n" + " color = clamp(color, minMaxLuminance.x, minMaxLuminance.y); \n"; } source += " out_FragColor = vec4(color); \n" + "} \n"; return source; } function createCommands(autoexposure, context) { destroyCommands(autoexposure); const framebuffers = autoexposure._framebuffers; const length = framebuffers.length; const commands = new Array(length); for (let i = 0; i < length; ++i) { commands[i] = context.createViewportQuadCommand( getShaderSource(i, length), { framebuffer: framebuffers[i].framebuffer, uniformMap: createUniformMap(autoexposure, i), } ); } autoexposure._commands = commands; } /** * A function that will be called before execute. Used to clear any textures attached to framebuffers. * @param {Context} context The context. * @private */ AutoExposure.prototype.clear = function (context) { const framebuffers = this._framebuffers; if (!defined(framebuffers)) { return; } let clearCommand = this._clearCommand; if (!defined(clearCommand)) { clearCommand = this._clearCommand = new ClearCommand({ color: new Color(0.0, 0.0, 0.0, 0.0), framebuffer: undefined, }); } const length = framebuffers.length; for (let i = 0; i < length; ++i) { framebuffers[i].clear(context, clearCommand); } }; /** * A function that will be called before execute. Used to create WebGL resources and load any textures. * @param {Context} context The context. * @private */ AutoExposure.prototype.update = function (context) { const width = context.drawingBufferWidth; const height = context.drawingBufferHeight; if (width !== this._width || height !== this._height) { this._width = width; this._height = height; createFramebuffers(this, context); createCommands(this, context); if (!this._ready) { this._ready = true; } } this._minMaxLuminance.x = this.minimumLuminance; this._minMaxLuminance.y = this.maximumLuminance; const framebuffers = this._framebuffers; const temp = framebuffers[framebuffers.length - 1]; framebuffers[framebuffers.length - 1] = this._previousLuminance; this._commands[ this._commands.length - 1 ].framebuffer = this._previousLuminance.framebuffer; this._previousLuminance = temp; }; /** * Executes the post-process stage. The color texture is the texture rendered to by the scene or from the previous stage. * @param {Context} context The context. * @param {Texture} colorTexture The input color texture. * @private */ AutoExposure.prototype.execute = function (context, colorTexture) { this._colorTexture = colorTexture; const commands = this._commands; if (!defined(commands)) { return; } const length = commands.length; for (let i = 0; i < length; ++i) { commands[i].execute(context); } }; /** * Returns true if this object was destroyed; otherwise, false. *

* If this object was destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. *

* * @returns {boolean} true if this object was destroyed; otherwise, false. * * @see AutoExposure#destroy */ AutoExposure.prototype.isDestroyed = function () { return false; }; /** * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic * release of WebGL resources, instead of relying on the garbage collector to destroy this object. *

* Once an object is destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. Therefore, * assign the return value (undefined) to the object as done in the example. *

* * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see AutoExposure#isDestroyed */ AutoExposure.prototype.destroy = function () { destroyFramebuffers(this); destroyCommands(this); return destroyObject(this); }; export default AutoExposure;