web3d / node_modules /three /examples /js /loaders /EquirectangularToCubeGenerator.js
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/**
* @author Richard M. / https://github.com/richardmonette
* @author WestLangley / http://github.com/WestLangley
*/
THREE.CubemapGenerator = function ( renderer ) {
this.renderer = renderer;
};
THREE.CubemapGenerator.prototype.fromEquirectangular = function ( texture, options ) {
options = options || {};
var scene = new THREE.Scene();
var shader = {
uniforms: {
tEquirect: { value: null },
},
vertexShader:
`
varying vec3 vWorldDirection;
//include <common>
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
`,
fragmentShader:
`
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
//include <common>
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV;
sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
gl_FragColor = texture2D( tEquirect, sampleUV );
}
`
};
var material = new THREE.ShaderMaterial( {
type: 'CubemapFromEquirect',
uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: THREE.BackSide,
blending: THREE.NoBlending
} );
material.uniforms.tEquirect.value = texture;
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 5, 5, 5 ), material );
scene.add( mesh );
var resolution = options.resolution || 512;
var params = {
type: texture.type,
format: texture.format,
encoding: texture.encoding,
generateMipmaps: ( options.generateMipmaps !== undefined ) ? options.generateMipmaps : texture.generateMipmaps,
minFilter: ( options.minFilter !== undefined ) ? options.minFilter : texture.minFilter,
magFilter: ( options.magFilter !== undefined ) ? options.magFilter : texture.magFilter
};
var camera = new THREE.CubeCamera( 1, 10, resolution, params );
camera.update( this.renderer, scene );
mesh.geometry.dispose();
mesh.material.dispose();
return camera.renderTarget;
};
//
THREE.EquirectangularToCubeGenerator = ( function () {
var camera = new THREE.PerspectiveCamera( 90, 1, 0.1, 10 );
var scene = new THREE.Scene();
var boxMesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1, 1, 1 ), getShader() );
boxMesh.material.side = THREE.BackSide;
scene.add( boxMesh );
var EquirectangularToCubeGenerator = function ( sourceTexture, options ) {
options = options || {};
this.sourceTexture = sourceTexture;
this.resolution = options.resolution || 512;
this.views = [
{ t: [ 1, 0, 0 ], u: [ 0, - 1, 0 ] },
{ t: [ - 1, 0, 0 ], u: [ 0, - 1, 0 ] },
{ t: [ 0, 1, 0 ], u: [ 0, 0, 1 ] },
{ t: [ 0, - 1, 0 ], u: [ 0, 0, - 1 ] },
{ t: [ 0, 0, 1 ], u: [ 0, - 1, 0 ] },
{ t: [ 0, 0, - 1 ], u: [ 0, - 1, 0 ] },
];
var params = {
format: options.format || this.sourceTexture.format,
magFilter: this.sourceTexture.magFilter,
minFilter: this.sourceTexture.minFilter,
type: options.type || this.sourceTexture.type,
generateMipmaps: this.sourceTexture.generateMipmaps,
anisotropy: this.sourceTexture.anisotropy,
encoding: this.sourceTexture.encoding
};
this.renderTarget = new THREE.WebGLRenderTargetCube( this.resolution, this.resolution, params );
};
EquirectangularToCubeGenerator.prototype = {
constructor: EquirectangularToCubeGenerator,
update: function ( renderer ) {
var currentRenderTarget = renderer.getRenderTarget();
boxMesh.material.uniforms.equirectangularMap.value = this.sourceTexture;
for ( var i = 0; i < 6; i ++ ) {
var v = this.views[ i ];
camera.position.set( 0, 0, 0 );
camera.up.set( v.u[ 0 ], v.u[ 1 ], v.u[ 2 ] );
camera.lookAt( v.t[ 0 ], v.t[ 1 ], v.t[ 2 ] );
renderer.setRenderTarget( this.renderTarget, i );
renderer.clear();
renderer.render( scene, camera );
}
renderer.setRenderTarget( currentRenderTarget );
return this.renderTarget.texture;
},
dispose: function () {
this.renderTarget.dispose();
}
};
function getShader() {
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: {
"equirectangularMap": { value: null },
},
vertexShader:
"varying vec3 localPosition;\n\
\n\
void main() {\n\
localPosition = position;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"#include <common>\n\
varying vec3 localPosition;\n\
uniform sampler2D equirectangularMap;\n\
\n\
vec2 EquirectangularSampleUV(vec3 v) {\n\
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));\n\
uv *= vec2(0.1591, 0.3183); // inverse atan\n\
uv += 0.5;\n\
return uv;\n\
}\n\
\n\
void main() {\n\
vec2 uv = EquirectangularSampleUV(normalize(localPosition));\n\
gl_FragColor = texture2D(equirectangularMap, uv);\n\
}",
blending: THREE.NoBlending
} );
shaderMaterial.type = 'EquirectangularToCubeGenerator';
return shaderMaterial;
}
return EquirectangularToCubeGenerator;
} )();