@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in
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JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { NoToneMapping } from "three";
import { MODULES } from "../../../engine/engine_modules.js";
import { serializable } from "../../../engine/engine_serialization.js";
import { PostProcessingEffect } from "../PostProcessingEffect.js";
import { VolumeParameter } from "../VolumeParameter.js";
import { registerCustomEffectType } from "../VolumeProfile.js";
import { ToneMappingEffect } from "./Tonemapping.js";
/**
* @category Effects
* @group Components
*/
export class ColorAdjustments extends PostProcessingEffect {
get typeName() {
return "ColorAdjustments";
}
postExposure = new VolumeParameter(0);
contrast = new VolumeParameter(0);
hueShift = new VolumeParameter(0);
saturation = new VolumeParameter(0);
init() {
this.postExposure.valueProcessor = v => {
v = Math.pow(2.0, v);
return v;
};
this.contrast.valueProcessor = (v) => {
let divisor = 1;
if (v > 0)
divisor = 200;
else if (v < 0)
divisor = 100;
// if (v > 0) divisor *= Math.PI;
const val = v / divisor;
return val;
};
this.contrast.defaultValue = 0;
this.hueShift.valueProcessor = (v) => Math.PI * v / 180;
this.hueShift.defaultValue = 0;
this.saturation.valueProcessor = (v) => {
if (v < 0)
return (v / 100);
const sat = (v / (100 * Math.PI));
return sat;
};
this.saturation.defaultValue = 0;
}
onCreateEffect() {
const effects = [];
// TODO: do we still need this?
if (this.context.renderer.toneMapping !== NoToneMapping && this.postExposure.overrideState)
this.context.renderer.toneMapping = NoToneMapping;
// find the ToneMapping effect because we need it to apply post exposure
let tonemappingEffect = this.postprocessingContext?.components.find(c => c instanceof ToneMappingEffect);
if (!tonemappingEffect) {
tonemappingEffect = new ToneMappingEffect();
this.postprocessingContext?.components.push(tonemappingEffect);
}
// We need this effect if someone uses ACES or AgX tonemapping;
// problem is that we CAN'T use this effect for the "Linear" case, the package expects that in this case you remove the effect
this.postExposure.onValueChanged = (v) => {
if (this.postExposure.overrideState) {
tonemappingEffect.exposure.value = v;
}
};
const brightnesscontrast = new MODULES.POSTPROCESSING.MODULE.BrightnessContrastEffect();
this.contrast.onValueChanged = v => brightnesscontrast.contrast = v;
const hueSaturationEffect = new MODULES.POSTPROCESSING.MODULE.HueSaturationEffect();
effects.push(brightnesscontrast);
effects.push(hueSaturationEffect);
this.hueShift.onValueChanged = v => hueSaturationEffect.hue = v;
this.saturation.onValueChanged = v => hueSaturationEffect.saturation = v;
return effects;
}
}
__decorate([
serializable(VolumeParameter)
], ColorAdjustments.prototype, "postExposure", void 0);
__decorate([
serializable(VolumeParameter)
], ColorAdjustments.prototype, "contrast", void 0);
__decorate([
serializable(VolumeParameter)
], ColorAdjustments.prototype, "hueShift", void 0);
__decorate([
serializable(VolumeParameter)
], ColorAdjustments.prototype, "saturation", void 0);
registerCustomEffectType("ColorAdjustments", ColorAdjustments);
//# sourceMappingURL=ColorAdjustments.js.map