123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387 |
- 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 <code>ready</code>
- * and {@link AutoExposure#enabled} are <code>true</code>. 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" +
- "varying vec2 v_textureCoordinates; \n" +
- "float sampleTexture(vec2 offset) { \n";
- if (index === 0) {
- source +=
- " vec4 color = texture2D(colorTexture, v_textureCoordinates + offset); \n" +
- " return czm_luminance(color.rgb); \n";
- } else {
- source +=
- " return texture2D(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 = texture2D(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 += " gl_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.
- * <p>
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- * </p>
- *
- * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @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.
- * <p>
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- * </p>
- *
- * @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;
|