130 lines
3.5 KiB
JavaScript
130 lines
3.5 KiB
JavaScript
|
|
/**
|
||
|
|
* The default coloration shader used by standard rendering and animations.
|
||
|
|
* A fragment shader which creates a solid light source.
|
||
|
|
*/
|
||
|
|
class AdaptiveIlluminationShader extends AdaptiveLightingShader {
|
||
|
|
|
||
|
|
/** @inheritdoc */
|
||
|
|
static FRAGMENT_BEGIN = `
|
||
|
|
${super.FRAGMENT_BEGIN}
|
||
|
|
vec3 framebufferColor = min(texture2D(framebufferTexture, vSamplerUvs).rgb, computedBackgroundColor);
|
||
|
|
`;
|
||
|
|
|
||
|
|
/** @override */
|
||
|
|
static FRAGMENT_END = `
|
||
|
|
gl_FragColor = vec4(mix(framebufferColor, finalColor, depth), 1.0);
|
||
|
|
`;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* The adjustments made into fragment shaders
|
||
|
|
* @type {string}
|
||
|
|
*/
|
||
|
|
static get ADJUSTMENTS() {
|
||
|
|
return `
|
||
|
|
vec3 changedColor = finalColor;\n
|
||
|
|
${this.SATURATION}
|
||
|
|
${this.EXPOSURE}
|
||
|
|
${this.SHADOW}
|
||
|
|
finalColor = changedColor;\n`;
|
||
|
|
}
|
||
|
|
|
||
|
|
static EXPOSURE = `
|
||
|
|
// Computing exposure with illumination
|
||
|
|
if ( exposure > 0.0 ) {
|
||
|
|
// Diminishing exposure for illumination by a factor 2 (to reduce the "inflating radius" visual problem)
|
||
|
|
float quartExposure = exposure * 0.25;
|
||
|
|
float attenuationStrength = attenuation * 0.25;
|
||
|
|
float lowerEdge = 0.98 - attenuationStrength;
|
||
|
|
float upperEdge = 1.02 + attenuationStrength;
|
||
|
|
float finalExposure = quartExposure *
|
||
|
|
(1.0 - smoothstep(ratio * lowerEdge, clamp(ratio * upperEdge, 0.0001, 1.0), dist)) +
|
||
|
|
quartExposure;
|
||
|
|
changedColor *= (1.0 + finalExposure);
|
||
|
|
}
|
||
|
|
else if ( exposure != 0.0 ) changedColor *= (1.0 + exposure);
|
||
|
|
`;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Memory allocations for the Adaptive Illumination Shader
|
||
|
|
* @type {string}
|
||
|
|
*/
|
||
|
|
static SHADER_HEADER = `
|
||
|
|
${this.FRAGMENT_UNIFORMS}
|
||
|
|
${this.VERTEX_FRAGMENT_VARYINGS}
|
||
|
|
${this.FRAGMENT_FUNCTIONS}
|
||
|
|
${this.CONSTANTS}
|
||
|
|
${this.SWITCH_COLOR}
|
||
|
|
`;
|
||
|
|
|
||
|
|
/** @inheritdoc */
|
||
|
|
static fragmentShader = `
|
||
|
|
${this.SHADER_HEADER}
|
||
|
|
${this.PERCEIVED_BRIGHTNESS}
|
||
|
|
|
||
|
|
void main() {
|
||
|
|
${this.FRAGMENT_BEGIN}
|
||
|
|
${this.TRANSITION}
|
||
|
|
${this.ADJUSTMENTS}
|
||
|
|
${this.FALLOFF}
|
||
|
|
${this.FRAGMENT_END}
|
||
|
|
}`;
|
||
|
|
|
||
|
|
/** @inheritdoc */
|
||
|
|
static defaultUniforms = {
|
||
|
|
technique: 1,
|
||
|
|
shadows: 0,
|
||
|
|
saturation: 0,
|
||
|
|
intensity: 5,
|
||
|
|
attenuation: 0.5,
|
||
|
|
contrast: 0,
|
||
|
|
exposure: 0,
|
||
|
|
ratio: 0.5,
|
||
|
|
darknessLevel: 0,
|
||
|
|
color: [1, 1, 1],
|
||
|
|
colorBackground: [1, 1, 1],
|
||
|
|
colorDim: [1, 1, 1],
|
||
|
|
colorBright: [1, 1, 1],
|
||
|
|
screenDimensions: [1, 1],
|
||
|
|
time: 0,
|
||
|
|
useSampler: false,
|
||
|
|
primaryTexture: null,
|
||
|
|
framebufferTexture: null,
|
||
|
|
depthTexture: null,
|
||
|
|
darknessLevelTexture: null,
|
||
|
|
depthElevation: 1,
|
||
|
|
ambientBrightest: [1, 1, 1],
|
||
|
|
ambientDarkness: [0, 0, 0],
|
||
|
|
ambientDaylight: [1, 1, 1],
|
||
|
|
weights: [0, 0, 0, 0],
|
||
|
|
dimLevelCorrection: 1,
|
||
|
|
brightLevelCorrection: 2,
|
||
|
|
computeIllumination: false,
|
||
|
|
globalLight: false,
|
||
|
|
globalLightThresholds: [0, 0]
|
||
|
|
};
|
||
|
|
|
||
|
|
static {
|
||
|
|
const initial = foundry.data.LightData.cleanData();
|
||
|
|
this.defaultUniforms.technique = initial.coloration;
|
||
|
|
this.defaultUniforms.contrast = initial.contrast;
|
||
|
|
this.defaultUniforms.shadows = initial.shadows;
|
||
|
|
this.defaultUniforms.saturation = initial.saturation;
|
||
|
|
this.defaultUniforms.intensity = initial.animation.intensity;
|
||
|
|
this.defaultUniforms.attenuation = initial.attenuation;
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Flag whether the illumination shader is currently required.
|
||
|
|
* @type {boolean}
|
||
|
|
*/
|
||
|
|
get isRequired() {
|
||
|
|
const vs = canvas.visibility.lightingVisibility;
|
||
|
|
|
||
|
|
// Checking if disabled
|
||
|
|
if ( vs.illumination === VisionMode.LIGHTING_VISIBILITY.DISABLED ) return false;
|
||
|
|
|
||
|
|
// For the moment, we return everytimes true if we are here
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
}
|