import arraySlice from '../Core/arraySlice.js'; import Check from '../Core/Check.js'; import defined from '../Core/defined.js'; import defineProperties from '../Core/defineProperties.js'; import destroyObject from '../Core/destroyObject.js'; import DeveloperError from '../Core/DeveloperError.js'; import PixelFormat from '../Core/PixelFormat.js'; import PixelDatatype from '../Renderer/PixelDatatype.js'; import Sampler from '../Renderer/Sampler.js'; import Texture from '../Renderer/Texture.js'; import TextureMagnificationFilter from '../Renderer/TextureMagnificationFilter.js'; import TextureMinificationFilter from '../Renderer/TextureMinificationFilter.js'; import TextureWrap from '../Renderer/TextureWrap.js'; import PassThrough from '../Shaders/PostProcessStages/PassThrough.js'; import PostProcessStageLibrary from './PostProcessStageLibrary.js'; import PostProcessStageTextureCache from './PostProcessStageTextureCache.js'; import Tonemapper from './Tonemapper.js'; var stackScratch = []; /** * A collection of {@link PostProcessStage}s and/or {@link PostProcessStageComposite}s. *

* The input texture for each post-process stage is the texture rendered to by the scene or the texture rendered * to by the previous stage in the collection. *

*

* If the ambient occlusion or bloom stages are enabled, they will execute before all other stages. *

*

* If the FXAA stage is enabled, it will execute after all other stages. *

* * @alias PostProcessStageCollection * @constructor */ function PostProcessStageCollection() { var fxaa = PostProcessStageLibrary.createFXAAStage(); var ao = PostProcessStageLibrary.createAmbientOcclusionStage(); var bloom = PostProcessStageLibrary.createBloomStage(); // Auto-exposure is currently disabled because most shaders output a value in [0.0, 1.0]. // Some shaders, such as the atmosphere and ground atmosphere, output values slightly over 1.0. this._autoExposureEnabled = false; this._autoExposure = PostProcessStageLibrary.createAutoExposureStage(); this._tonemapping = undefined; this._tonemapper = undefined; // set tonemapper and tonemapping this.tonemapper = Tonemapper.ACES; var tonemapping = this._tonemapping; fxaa.enabled = false; ao.enabled = false; bloom.enabled = false; tonemapping.enabled = false; // will be enabled if necessary in update var textureCache = new PostProcessStageTextureCache(this); var stageNames = {}; var stack = stackScratch; stack.push(fxaa, ao, bloom, tonemapping); while (stack.length > 0) { var stage = stack.pop(); stageNames[stage.name] = stage; stage._textureCache = textureCache; var length = stage.length; if (defined(length)) { for (var i = 0; i < length; ++i) { stack.push(stage.get(i)); } } } this._stages = []; this._activeStages = []; this._previousActiveStages = []; this._randomTexture = undefined; // For AO var that = this; ao.uniforms.randomTexture = function() { return that._randomTexture; }; this._ao = ao; this._bloom = bloom; this._fxaa = fxaa; this._lastLength = undefined; this._aoEnabled = undefined; this._bloomEnabled = undefined; this._tonemappingEnabled = undefined; this._fxaaEnabled = undefined; this._stagesRemoved = false; this._textureCacheDirty = false; this._stageNames = stageNames; this._textureCache = textureCache; } defineProperties(PostProcessStageCollection.prototype, { /** * Determines if all of the post-process stages in the collection are ready to be executed. * * @memberof PostProcessStageCollection.prototype * @type {Boolean} * @readonly */ ready : { get : function() { var readyAndEnabled = false; var stages = this._stages; var length = stages.length; for (var i = length - 1; i >= 0; --i) { var stage = stages[i]; readyAndEnabled = readyAndEnabled || (stage.ready && stage.enabled); } var fxaa = this._fxaa; var ao = this._ao; var bloom = this._bloom; var tonemapping = this._tonemapping; readyAndEnabled = readyAndEnabled || (fxaa.ready && fxaa.enabled); readyAndEnabled = readyAndEnabled || (ao.ready && ao.enabled); readyAndEnabled = readyAndEnabled || (bloom.ready && bloom.enabled); readyAndEnabled = readyAndEnabled || (tonemapping.ready && tonemapping.enabled); return readyAndEnabled; } }, /** * A post-process stage for Fast Approximate Anti-aliasing. *

* When enabled, this stage will execute after all others. *

* * @memberof PostProcessStageCollection.prototype * @type {PostProcessStage} * @readonly */ fxaa : { get : function() { return this._fxaa; } }, /** * A post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture. *

* Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the * surface receives light and regardless of the light's position. *

*

* The uniforms have the following properties: intensity, bias, lengthCap, * stepSize, frustumLength, ambientOcclusionOnly, * delta, sigma, and blurStepSize. *

* *

* delta, sigma, and blurStepSize are the same properties as {@link PostProcessStageLibrary#createBlurStage}. * The blur is applied to the shadows generated from the image to make them smoother. *

*

* When enabled, this stage will execute before all others. *

* * @memberof PostProcessStageCollection.prototype * @type {PostProcessStageComposite} * @readonly */ ambientOcclusion : { get : function() { return this._ao; } }, /** * A post-process stage for a bloom effect. *

* A bloom effect adds glow effect, makes bright areas brighter, and dark areas darker. *

*

* This stage has the following uniforms: contrast, brightness, glowOnly, * delta, sigma, and stepSize. *

* *

* delta, sigma, and stepSize are the same properties as {@link PostProcessStageLibrary#createBlurStage}. * The blur is applied to the shadows generated from the image to make them smoother. *

*

* When enabled, this stage will execute before all others. *

* * @memberOf PostProcessStageCollection.prototype * @type {PostProcessStageComposite} * @readonly */ bloom : { get : function() { return this._bloom; } }, /** * The number of post-process stages in this collection. * * @memberof PostProcessStageCollection.prototype * @type {Number} * @readonly */ length : { get : function() { removeStages(this); return this._stages.length; } }, /** * A reference to the last texture written to when executing the post-process stages in this collection. * * @memberof PostProcessStageCollection.prototype * @type {Texture} * @readonly * @private */ outputTexture : { get : function() { var fxaa = this._fxaa; if (fxaa.enabled && fxaa.ready) { return this.getOutputTexture(fxaa.name); } var stages = this._stages; var length = stages.length; for (var i = length - 1; i >= 0; --i) { var stage = stages[i]; if (defined(stage) && stage.ready && stage.enabled) { return this.getOutputTexture(stage.name); } } var tonemapping = this._tonemapping; if (tonemapping.enabled && tonemapping.ready) { return this.getOutputTexture(tonemapping.name); } var bloom = this._bloom; if (bloom.enabled && bloom.ready) { return this.getOutputTexture(bloom.name); } var ao = this._ao; if (ao.enabled && ao.ready) { return this.getOutputTexture(ao.name); } return undefined; } }, /** * Whether the collection has a stage that has selected features. * * @memberof PostProcessStageCollection.prototype * @type {Boolean} * @readonly * @private */ hasSelected : { get : function() { var stages = arraySlice(this._stages); while (stages.length > 0) { var stage = stages.pop(); if (!defined(stage)) { continue; } if (defined(stage.selected)) { return true; } var length = stage.length; if (defined(length)) { for (var i = 0; i < length; ++i) { stages.push(stage.get(i)); } } } return false; } }, /** * Gets and sets the tonemapping algorithm used when rendering with high dynamic range. * * @memberof PostProcessStageCollection.prototype * @type {Tonemapper} * @private */ tonemapper : { get : function() { return this._tonemapper; }, set : function(value) { if (this._tonemapper === value) { return; } //>>includeStart('debug', pragmas.debug); if (!Tonemapper.validate(value)) { throw new DeveloperError('tonemapper was set to an invalid value.'); } //>>includeEnd('debug'); if (defined(this._tonemapping)) { delete this._stageNames[this._tonemapping.name]; this._tonemapping.destroy(); } var useAutoExposure = this._autoExposureEnabled; var tonemapper; switch(value) { case Tonemapper.REINHARD: tonemapper = PostProcessStageLibrary.createReinhardTonemappingStage(useAutoExposure); break; case Tonemapper.MODIFIED_REINHARD: tonemapper = PostProcessStageLibrary.createModifiedReinhardTonemappingStage(useAutoExposure); break; case Tonemapper.FILMIC: tonemapper = PostProcessStageLibrary.createFilmicTonemappingStage(useAutoExposure); break; default: tonemapper = PostProcessStageLibrary.createAcesTonemappingStage(useAutoExposure); break; } if (useAutoExposure) { var autoexposure = this._autoExposure; tonemapper.uniforms.autoExposure = function() { return autoexposure.outputTexture; }; } this._tonemapper = value; this._tonemapping = tonemapper; if (defined(this._stageNames)) { this._stageNames[tonemapper.name] = tonemapper; tonemapper._textureCache = this._textureCache; } this._textureCacheDirty = true; } } }); function removeStages(collection) { if (!collection._stagesRemoved) { return; } collection._stagesRemoved = false; var newStages = []; var stages = collection._stages; var length = stages.length; for (var i = 0, j = 0; i < length; ++i) { var stage = stages[i]; if (stage) { stage._index = j++; newStages.push(stage); } } collection._stages = newStages; } /** * Adds the post-process stage to the collection. * * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to add to the collection. * @return {PostProcessStage|PostProcessStageComposite} The post-process stage that was added to the collection. * * @exception {DeveloperError} The post-process stage has already been added to the collection or does not have a unique name. */ PostProcessStageCollection.prototype.add = function(stage) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('stage', stage); //>>includeEnd('debug'); var stageNames = this._stageNames; var stack = stackScratch; stack.push(stage); while (stack.length > 0) { var currentStage = stack.pop(); //>>includeStart('debug', pragmas.debug); if (defined(stageNames[currentStage.name])) { throw new DeveloperError(currentStage.name + ' has already been added to the collection or does not have a unique name.'); } //>>includeEnd('debug'); stageNames[currentStage.name] = currentStage; currentStage._textureCache = this._textureCache; var length = currentStage.length; if (defined(length)) { for (var i = 0; i < length; ++i) { stack.push(currentStage.get(i)); } } } var stages = this._stages; stage._index = stages.length; stages.push(stage); this._textureCacheDirty = true; return stage; }; /** * Removes a post-process stage from the collection and destroys it. * * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to remove from the collection. * @return {Boolean} Whether the post-process stage was removed. */ PostProcessStageCollection.prototype.remove = function(stage) { if (!this.contains(stage)) { return false; } var stageNames = this._stageNames; var stack = stackScratch; stack.push(stage); while (stack.length > 0) { var currentStage = stack.pop(); delete stageNames[currentStage.name]; var length = currentStage.length; if (defined(length)) { for (var i = 0; i < length; ++i) { stack.push(currentStage.get(i)); } } } this._stages[stage._index] = undefined; this._stagesRemoved = true; this._textureCacheDirty = true; stage._index = undefined; stage._textureCache = undefined; stage.destroy(); return true; }; /** * Returns whether the collection contains a post-process stage. * * @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage. * @return {Boolean} Whether the collection contains the post-process stage. */ PostProcessStageCollection.prototype.contains = function(stage) { return defined(stage) && defined(stage._index) && stage._textureCache === this._textureCache; }; /** * Gets the post-process stage at index. * * @param {Number} index The index of the post-process stage. * @return {PostProcessStage|PostProcessStageComposite} The post-process stage at index. */ PostProcessStageCollection.prototype.get = function(index) { removeStages(this); var stages = this._stages; //>>includeStart('debug', pragmas.debug); var length = stages.length; Check.typeOf.number.greaterThanOrEquals('stages length', length, 0); Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.typeOf.number.lessThan('index', index, length); //>>includeEnd('debug'); return stages[index]; }; /** * Removes all post-process stages from the collection and destroys them. */ PostProcessStageCollection.prototype.removeAll = function() { var stages = this._stages; var length = stages.length; for (var i = 0; i < length; ++i) { this.remove(stages[i]); } stages.length = 0; }; /** * Gets a post-process stage in the collection by its name. * * @param {String} name The name of the post-process stage. * @return {PostProcessStage|PostProcessStageComposite} The post-process stage. * * @private */ PostProcessStageCollection.prototype.getStageByName = function(name) { return this._stageNames[name]; }; /** * Called before the post-process stages in the collection are executed. Calls update for each stage and creates WebGL resources. * * @param {Context} context The context. * @param {Boolean} useLogDepth Whether the scene uses a logarithmic depth buffer. * * @private */ PostProcessStageCollection.prototype.update = function(context, useLogDepth, useHdr) { removeStages(this); var previousActiveStages = this._activeStages; var activeStages = this._activeStages = this._previousActiveStages; this._previousActiveStages = previousActiveStages; var stages = this._stages; var length = activeStages.length = stages.length; var i; var stage; var count = 0; for (i = 0; i < length; ++i) { stage = stages[i]; if (stage.ready && stage.enabled && stage._isSupported(context)) { activeStages[count++] = stage; } } activeStages.length = count; var activeStagesChanged = count !== previousActiveStages.length; if (!activeStagesChanged) { for (i = 0; i < count; ++i) { if (activeStages[i] !== previousActiveStages[i]) { activeStagesChanged = true; break; } } } var ao = this._ao; var bloom = this._bloom; var autoexposure = this._autoExposure; var tonemapping = this._tonemapping; var fxaa = this._fxaa; tonemapping.enabled = useHdr; var aoEnabled = ao.enabled && ao._isSupported(context); var bloomEnabled = bloom.enabled && bloom._isSupported(context); var tonemappingEnabled = tonemapping.enabled && tonemapping._isSupported(context); var fxaaEnabled = fxaa.enabled && fxaa._isSupported(context); if (activeStagesChanged || this._textureCacheDirty || count !== this._lastLength || aoEnabled !== this._aoEnabled || bloomEnabled !== this._bloomEnabled || tonemappingEnabled !== this._tonemappingEnabled || fxaaEnabled !== this._fxaaEnabled) { // The number of stages to execute has changed. // Update dependencies and recreate framebuffers. this._textureCache.updateDependencies(); this._lastLength = count; this._aoEnabled = aoEnabled; this._bloomEnabled = bloomEnabled; this._tonemappingEnabled = tonemappingEnabled; this._fxaaEnabled = fxaaEnabled; this._textureCacheDirty = false; } if (defined(this._randomTexture) && !aoEnabled) { this._randomTexture.destroy(); this._randomTexture = undefined; } if (!defined(this._randomTexture) && aoEnabled) { length = 256 * 256 * 3; var random = new Uint8Array(length); for (i = 0; i < length; i += 3) { random[i] = Math.floor(Math.random() * 255.0); } this._randomTexture = new Texture({ context : context, pixelFormat : PixelFormat.RGB, pixelDatatype : PixelDatatype.UNSIGNED_BYTE, source : { arrayBufferView : random, width : 256, height : 256 }, sampler : new Sampler({ wrapS : TextureWrap.REPEAT, wrapT : TextureWrap.REPEAT, minificationFilter : TextureMinificationFilter.NEAREST, magnificationFilter : TextureMagnificationFilter.NEAREST }) }); } this._textureCache.update(context); fxaa.update(context, useLogDepth); ao.update(context, useLogDepth); bloom.update(context, useLogDepth); tonemapping.update(context, useLogDepth); if (this._autoExposureEnabled) { autoexposure.update(context, useLogDepth); } length = stages.length; for (i = 0; i < length; ++i) { stages[i].update(context, useLogDepth); } }; /** * Clears all of the framebuffers used by the stages. * * @param {Context} context The context. * * @private */ PostProcessStageCollection.prototype.clear = function(context) { this._textureCache.clear(context); if (this._autoExposureEnabled) { this._autoExposure.clear(context); } }; function getOutputTexture(stage) { while (defined(stage.length)) { stage = stage.get(stage.length - 1); } return stage.outputTexture; } /** * Gets the output texture of a stage with the given name. * * @param {String} stageName The name of the stage. * @return {Texture|undefined} The texture rendered to by the stage with the given name. * * @private */ PostProcessStageCollection.prototype.getOutputTexture = function(stageName) { var stage = this.getStageByName(stageName); if (!defined(stage)) { return undefined; } return getOutputTexture(stage); }; function execute(stage, context, colorTexture, depthTexture, idTexture) { if (defined(stage.execute)) { stage.execute(context, colorTexture, depthTexture, idTexture); return; } var length = stage.length; var i; if (stage.inputPreviousStageTexture) { execute(stage.get(0), context, colorTexture, depthTexture, idTexture); for (i = 1; i < length; ++i) { execute(stage.get(i), context, getOutputTexture(stage.get(i - 1)), depthTexture, idTexture); } } else { for (i = 0; i < length; ++i) { execute(stage.get(i), context, colorTexture, depthTexture, idTexture); } } } /** * Executes all ready and enabled stages in the collection. * * @param {Context} context The context. * @param {Texture} colorTexture The color texture rendered to by the scene. * @param {Texture} depthTexture The depth texture written to by the scene. * @param {Texture} idTexture The id texture written to by the scene. * * @private */ PostProcessStageCollection.prototype.execute = function(context, colorTexture, depthTexture, idTexture) { var activeStages = this._activeStages; var length = activeStages.length; var fxaa = this._fxaa; var ao = this._ao; var bloom = this._bloom; var autoexposure = this._autoExposure; var tonemapping = this._tonemapping; var aoEnabled = ao.enabled && ao._isSupported(context); var bloomEnabled = bloom.enabled && bloom._isSupported(context); var autoExposureEnabled = this._autoExposureEnabled; var tonemappingEnabled = tonemapping.enabled && tonemapping._isSupported(context); var fxaaEnabled = fxaa.enabled && fxaa._isSupported(context); if (!fxaaEnabled && !aoEnabled && !bloomEnabled && !tonemappingEnabled && length === 0) { return; } var initialTexture = colorTexture; if (aoEnabled && ao.ready) { execute(ao, context, initialTexture, depthTexture, idTexture); initialTexture = getOutputTexture(ao); } if (bloomEnabled && bloom.ready) { execute(bloom, context, initialTexture, depthTexture, idTexture); initialTexture = getOutputTexture(bloom); } if (autoExposureEnabled && autoexposure.ready) { execute(autoexposure, context, initialTexture, depthTexture, idTexture); } if (tonemappingEnabled && tonemapping.ready) { execute(tonemapping, context, initialTexture, depthTexture, idTexture); initialTexture = getOutputTexture(tonemapping); } var lastTexture = initialTexture; if (length > 0) { execute(activeStages[0], context, initialTexture, depthTexture, idTexture); for (var i = 1; i < length; ++i) { execute(activeStages[i], context, getOutputTexture(activeStages[i - 1]), depthTexture, idTexture); } lastTexture = getOutputTexture(activeStages[length - 1]); } if (fxaaEnabled && fxaa.ready) { execute(fxaa, context, lastTexture, depthTexture, idTexture); } }; /** * Copies the output of all executed stages to the color texture of a framebuffer. * * @param {Context} context The context. * @param {Framebuffer} framebuffer The framebuffer to copy to. * * @private */ PostProcessStageCollection.prototype.copy = function(context, framebuffer) { if (!defined(this._copyColorCommand)) { var that = this; this._copyColorCommand = context.createViewportQuadCommand(PassThrough, { uniformMap : { colorTexture : function() { return that.outputTexture; } }, owner : this }); } this._copyColorCommand.framebuffer = framebuffer; this._copyColorCommand.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 PostProcessStageCollection#destroy */ PostProcessStageCollection.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 PostProcessStageCollection#isDestroyed */ PostProcessStageCollection.prototype.destroy = function() { this._fxaa.destroy(); this._ao.destroy(); this._bloom.destroy(); this._autoExposure.destroy(); this._tonemapping.destroy(); this.removeAll(); this._textureCache = this._textureCache && this._textureCache.destroy(); return destroyObject(this); }; export default PostProcessStageCollection;