@needle-tools/engine
Version:
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.
114 lines (97 loc) • 4.58 kB
text/typescript
import { NoToneMapping } from "three";
import { MODULES } from "../../../engine/engine_modules.js";
import { serializable } from "../../../engine/engine_serialization.js";
import { type EffectProviderResult, PostProcessingEffect } from "../PostProcessingEffect.js";
import { VolumeParameter } from "../VolumeParameter.js";
import { registerCustomEffectType } from "../VolumeProfile.js";
import { ToneMappingEffect } from "./Tonemapping.js";
/**
* [ColorAdjustments](https://engine.needle.tools/docs/api/ColorAdjustments) allows you to modify the overall color properties of the rendered scene, including post-exposure, contrast, hue shift, and saturation.
* These adjustments can be used to enhance the visual aesthetics of the scene or to achieve specific artistic effects.
* @summary Color Adjustments Post-Processing Effect
* @category Effects
* @group Components
*/
export class ColorAdjustments extends PostProcessingEffect {
get typeName() {
return "ColorAdjustments";
}
/**
* Whether values for contrast, hueshift or saturation are remapped to a different range.
*/
remap = true;
readonly postExposure: VolumeParameter = new VolumeParameter(1);
/**
* Range -1 to 1, where 0 is the default value, -1 is the lowest contrast and 1 is the highest contrast.
* @default 0
*/
readonly contrast: VolumeParameter = new VolumeParameter(0);
readonly hueShift: VolumeParameter = new VolumeParameter(0);
readonly saturation: VolumeParameter = new VolumeParameter(0);
init() {
this.postExposure!.valueProcessor = v => {
if(!this.remap) return v;
v = Math.pow(2.0, v);
return v;
}
this.contrast.valueProcessor = (v: number) => {
if(!this.remap) return 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: number) => {
if(!this.remap) return v;
return Math.PI * v / 180;
}
this.hueShift.defaultValue = 0;
this.saturation.valueProcessor = (v: number) => {
if(!this.remap) return v;
if (v < 0) return (v / 100);
const sat = (v / (100 * Math.PI));
return sat;
}
this.saturation.defaultValue = 0;
}
onCreateEffect(): EffectProviderResult {
const effects: EffectProviderResult = [];
// 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.
// We don't auto-create one — that would be a surprising side effect on the user's stack,
// and the user should add a ToneMappingEffect explicitly if they want PostExposure.
const tonemappingEffect = this.postprocessingContext?.components.find(
(c): c is ToneMappingEffect => c instanceof ToneMappingEffect
);
let warnedMissingTonemap = false;
this.postExposure!.onValueChanged = (v) => {
if (!this.postExposure.overrideState) return;
if (!tonemappingEffect) {
if (!warnedMissingTonemap) {
warnedMissingTonemap = true;
console.warn("[PostProcessing] ColorAdjustments.PostExposure has no effect: add a ToneMappingEffect to your postprocessing stack.");
}
return;
}
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();
this.hueShift!.onValueChanged = v => hueSaturationEffect.hue = v;
this.saturation!.onValueChanged = v => hueSaturationEffect.saturation = v;
effects.push(brightnesscontrast);
effects.push(hueSaturationEffect);
return effects;
}
}
registerCustomEffectType("ColorAdjustments", ColorAdjustments);