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| /** | |
| * @author Prashant Sharma / spidersharma03 | |
| * @author Ben Houston / bhouston, https://clara.io | |
| * | |
| * To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is | |
| * sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border | |
| * of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as | |
| * well where the 6 faces can be arranged in any manner whatsoever. | |
| * Code in the beginning of fragment shader's main function does this job for a given resolution. | |
| * Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated | |
| * by this class. | |
| */ | |
| THREE.PMREMGenerator = ( function () { | |
| var shader = getShader(); | |
| var camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 ); | |
| var scene = new THREE.Scene(); | |
| var planeMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2, 0 ), shader ); | |
| planeMesh.material.side = THREE.DoubleSide; | |
| scene.add( planeMesh ); | |
| scene.add( camera ); | |
| var PMREMGenerator = function ( sourceTexture, samplesPerLevel, resolution ) { | |
| this.sourceTexture = sourceTexture; | |
| this.resolution = ( resolution !== undefined ) ? resolution : 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons | |
| this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 32; | |
| var monotonicEncoding = ( this.sourceTexture.encoding === THREE.LinearEncoding ) || | |
| ( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding ); | |
| this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter; | |
| this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter; | |
| this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding; | |
| this.cubeLods = []; | |
| var size = this.resolution; | |
| var params = { | |
| format: this.sourceTexture.format, | |
| magFilter: this.sourceTexture.magFilter, | |
| minFilter: this.sourceTexture.minFilter, | |
| type: this.sourceTexture.type, | |
| generateMipmaps: this.sourceTexture.generateMipmaps, | |
| anisotropy: this.sourceTexture.anisotropy, | |
| encoding: this.sourceTexture.encoding | |
| }; | |
| // how many LODs fit in the given CubeUV Texture. | |
| this.numLods = Math.log( size ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2 | |
| for ( var i = 0; i < this.numLods; i ++ ) { | |
| var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params ); | |
| renderTarget.texture.name = "PMREMGenerator.cube" + i; | |
| this.cubeLods.push( renderTarget ); | |
| size = Math.max( 16, size / 2 ); | |
| } | |
| }; | |
| PMREMGenerator.prototype = { | |
| constructor: PMREMGenerator, | |
| /* | |
| * Prashant Sharma / spidersharma03: More thought and work is needed here. | |
| * Right now it's a kind of a hack to use the previously convolved map to convolve the current one. | |
| * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency) | |
| * even a high number of samples(1024) dosen't lead to satisfactory results. | |
| * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which | |
| * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math | |
| * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled | |
| * the roughness by 0.9(totally empirical) to try to visually match the original result. | |
| * The condition "if(i <5)" is also an attemt to make the result match the original result. | |
| * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future:: | |
| * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html | |
| */ | |
| update: function ( renderer ) { | |
| // Texture should only be flipped for CubeTexture, not for | |
| // a Texture created via THREE.WebGLRenderTargetCube. | |
| var tFlip = ( this.sourceTexture.isCubeTexture ) ? - 1 : 1; | |
| shader.defines[ 'SAMPLES_PER_LEVEL' ] = this.samplesPerLevel; | |
| shader.uniforms[ 'faceIndex' ].value = 0; | |
| shader.uniforms[ 'envMap' ].value = this.sourceTexture; | |
| shader.envMap = this.sourceTexture; | |
| shader.needsUpdate = true; | |
| var gammaInput = renderer.gammaInput; | |
| var gammaOutput = renderer.gammaOutput; | |
| var toneMapping = renderer.toneMapping; | |
| var toneMappingExposure = renderer.toneMappingExposure; | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| renderer.toneMapping = THREE.LinearToneMapping; | |
| renderer.toneMappingExposure = 1.0; | |
| renderer.gammaInput = false; | |
| renderer.gammaOutput = false; | |
| for ( var i = 0; i < this.numLods; i ++ ) { | |
| var r = i / ( this.numLods - 1 ); | |
| shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice | |
| // Only apply the tFlip for the first LOD | |
| shader.uniforms[ 'tFlip' ].value = ( i == 0 ) ? tFlip : 1; | |
| var size = this.cubeLods[ i ].width; | |
| shader.uniforms[ 'mapSize' ].value = size; | |
| this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] ); | |
| if ( i < 5 ) shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture; | |
| } | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| renderer.toneMapping = toneMapping; | |
| renderer.toneMappingExposure = toneMappingExposure; | |
| renderer.gammaInput = gammaInput; | |
| renderer.gammaOutput = gammaOutput; | |
| }, | |
| renderToCubeMapTarget: function ( renderer, renderTarget ) { | |
| for ( var i = 0; i < 6; i ++ ) { | |
| this.renderToCubeMapTargetFace( renderer, renderTarget, i ); | |
| } | |
| }, | |
| renderToCubeMapTargetFace: function ( renderer, renderTarget, faceIndex ) { | |
| shader.uniforms[ 'faceIndex' ].value = faceIndex; | |
| renderer.setRenderTarget( renderTarget, faceIndex ); | |
| renderer.clear(); | |
| renderer.render( scene, camera ); | |
| }, | |
| dispose: function () { | |
| for ( var i = 0, l = this.cubeLods.length; i < l; i ++ ) { | |
| this.cubeLods[ i ].dispose(); | |
| } | |
| }, | |
| }; | |
| function getShader() { | |
| var shaderMaterial = new THREE.ShaderMaterial( { | |
| defines: { | |
| "SAMPLES_PER_LEVEL": 20, | |
| }, | |
| uniforms: { | |
| "faceIndex": { value: 0 }, | |
| "roughness": { value: 0.5 }, | |
| "mapSize": { value: 0.5 }, | |
| "envMap": { value: null }, | |
| "tFlip": { value: - 1 }, | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "#include <common>\n\ | |
| varying vec2 vUv;\n\ | |
| uniform int faceIndex;\n\ | |
| uniform float roughness;\n\ | |
| uniform samplerCube envMap;\n\ | |
| uniform float mapSize;\n\ | |
| uniform float tFlip;\n\ | |
| \n\ | |
| float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\ | |
| float a = ggxRoughness + 0.0001;\n\ | |
| a *= a;\n\ | |
| return ( 2.0 / a - 2.0 );\n\ | |
| }\n\ | |
| vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\ | |
| float phi = uv.y * 2.0 * PI;\n\ | |
| float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\ | |
| float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\ | |
| vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\ | |
| return vecSpace * sampleDir;\n\ | |
| }\n\ | |
| vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\ | |
| {\n\ | |
| float a = Roughness * Roughness;\n\ | |
| float Phi = 2.0 * PI * uv.x;\n\ | |
| float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\ | |
| float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\ | |
| return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\ | |
| }\n\ | |
| mat3 matrixFromVector(vec3 n) {\n\ | |
| float a = 1.0 / (1.0 + n.z);\n\ | |
| float b = -n.x * n.y * a;\n\ | |
| vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\ | |
| vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\ | |
| return mat3(b1, b2, n);\n\ | |
| }\n\ | |
| \n\ | |
| vec4 testColorMap(float Roughness) {\n\ | |
| vec4 color;\n\ | |
| if(faceIndex == 0)\n\ | |
| color = vec4(1.0,0.0,0.0,1.0);\n\ | |
| else if(faceIndex == 1)\n\ | |
| color = vec4(0.0,1.0,0.0,1.0);\n\ | |
| else if(faceIndex == 2)\n\ | |
| color = vec4(0.0,0.0,1.0,1.0);\n\ | |
| else if(faceIndex == 3)\n\ | |
| color = vec4(1.0,1.0,0.0,1.0);\n\ | |
| else if(faceIndex == 4)\n\ | |
| color = vec4(0.0,1.0,1.0,1.0);\n\ | |
| else\n\ | |
| color = vec4(1.0,0.0,1.0,1.0);\n\ | |
| color *= ( 1.0 - Roughness );\n\ | |
| return color;\n\ | |
| }\n\ | |
| void main() {\n\ | |
| vec3 sampleDirection;\n\ | |
| vec2 uv = vUv*2.0 - 1.0;\n\ | |
| float offset = -1.0/mapSize;\n\ | |
| const float a = -1.0;\n\ | |
| const float b = 1.0;\n\ | |
| float c = -1.0 + offset;\n\ | |
| float d = 1.0 - offset;\n\ | |
| float bminusa = b - a;\n\ | |
| uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\ | |
| uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\ | |
| if (faceIndex==0) {\n\ | |
| sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\ | |
| } else if (faceIndex==1) {\n\ | |
| sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\ | |
| } else if (faceIndex==2) {\n\ | |
| sampleDirection = vec3(uv.x, 1.0, uv.y);\n\ | |
| } else if (faceIndex==3) {\n\ | |
| sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\ | |
| } else if (faceIndex==4) {\n\ | |
| sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\ | |
| } else {\n\ | |
| sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\ | |
| }\n\ | |
| vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\ | |
| mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\ | |
| vec3 rgbColor = vec3(0.0);\n\ | |
| const int NumSamples = SAMPLES_PER_LEVEL;\n\ | |
| vec3 vect;\n\ | |
| float weight = 0.0;\n\ | |
| for( int i = 0; i < NumSamples; i ++ ) {\n\ | |
| float sini = sin(float(i));\n\ | |
| float cosi = cos(float(i));\n\ | |
| float r = rand(vec2(sini, cosi));\n\ | |
| vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\ | |
| float dotProd = dot(vect, normalize(sampleDirection));\n\ | |
| weight += dotProd;\n\ | |
| vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\ | |
| rgbColor.rgb += color;\n\ | |
| }\n\ | |
| rgbColor /= float(NumSamples);\n\ | |
| //rgbColor = testColorMap( roughness ).rgb;\n\ | |
| gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\ | |
| }", | |
| blending: THREE.NoBlending | |
| } ); | |
| shaderMaterial.type = 'PMREMGenerator'; | |
| return shaderMaterial; | |
| } | |
| return PMREMGenerator; | |
| } )(); | |