/** * @author Prashant Sharma / spidersharma03 * @author Ben Houston / bhouston, https://clara.io * * This class takes the cube lods(corresponding to different roughness values), and creates a single cubeUV * Texture. The format for a given roughness set of faces is simply:: * +X+Y+Z * -X-Y-Z * For every roughness a mip map chain is also saved, which is essential to remove the texture artifacts due to * minification. * Right now for every face a PlaneMesh is drawn, which leads to a lot of geometry draw calls, but can be replaced * later by drawing a single buffer and by sending the appropriate faceIndex via vertex attributes. * The arrangement of the faces is fixed, as assuming this arrangement, the sampling function has been written. */ THREE.PMREMCubeUVPacker = function( cubeTextureLods, numLods ) { this.cubeLods = cubeTextureLods; this.numLods = numLods; var size = cubeTextureLods[ 0 ].width * 4; var sourceTexture = cubeTextureLods[ 0 ].texture; var params = { format: sourceTexture.format, magFilter: sourceTexture.magFilter, minFilter: sourceTexture.minFilter, type: sourceTexture.type, generateMipmaps: sourceTexture.generateMipmaps, anisotropy: sourceTexture.anisotropy, encoding: sourceTexture.encoding }; if( sourceTexture.encoding === THREE.RGBM16Encoding ) { params.magFilter = THREE.LinearFilter; params.minFilter = THREE.LinearFilter; } this.CubeUVRenderTarget = new THREE.WebGLRenderTarget( size, size, params ); this.CubeUVRenderTarget.texture.name = "PMREMCubeUVPacker.cubeUv"; this.CubeUVRenderTarget.texture.mapping = THREE.CubeUVReflectionMapping; this.camera = new THREE.OrthographicCamera( - size * 0.5, size * 0.5, - size * 0.5, size * 0.5, 0.0, 1000 ); this.scene = new THREE.Scene(); this.scene.add( this.camera ); this.objects = []; var xOffset = 0; var faceOffsets = []; faceOffsets.push( new THREE.Vector2( 0, 0 ) ); faceOffsets.push( new THREE.Vector2( 1, 0 ) ); faceOffsets.push( new THREE.Vector2( 2, 0 ) ); faceOffsets.push( new THREE.Vector2( 0, 1 ) ); faceOffsets.push( new THREE.Vector2( 1, 1 ) ); faceOffsets.push( new THREE.Vector2( 2, 1 ) ); var yOffset = 0; var textureResolution = size; size = cubeTextureLods[ 0 ].width; var offset2 = 0; var c = 4.0; this.numLods = Math.log( cubeTextureLods[ 0 ].width ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2 for ( var i = 0; i < this.numLods; i ++ ) { var offset1 = ( textureResolution - textureResolution / c ) * 0.5; if ( size > 16 ) c *= 2; var nMips = size > 16 ? 6 : 1; var mipOffsetX = 0; var mipOffsetY = 0; var mipSize = size; for ( var j = 0; j < nMips; j ++ ) { // Mip Maps for ( var k = 0; k < 6; k ++ ) { // 6 Cube Faces var material = this.getShader(); material.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture; material.envMap = this.cubeLods[ i ].texture; material.uniforms[ 'faceIndex' ].value = k; material.uniforms[ 'mapSize' ].value = mipSize; var color = material.uniforms[ 'testColor' ].value; //color.copy(testColor[j]); var planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( mipSize, mipSize, 0 ), material ); planeMesh.position.x = faceOffsets[ k ].x * mipSize - offset1 + mipOffsetX; planeMesh.position.y = faceOffsets[ k ].y * mipSize - offset1 + offset2 + mipOffsetY; planeMesh.material.side = THREE.DoubleSide; this.scene.add( planeMesh ); this.objects.push( planeMesh ); } mipOffsetY += 1.75 * mipSize; mipOffsetX += 1.25 * mipSize; mipSize /= 2; } offset2 += 2 * size; if ( size > 16 ) size /= 2; } }; THREE.PMREMCubeUVPacker.prototype = { constructor : THREE.PMREMCubeUVPacker, update: function( renderer ) { var gammaInput = renderer.gammaInput; var gammaOutput = renderer.gammaOutput; var toneMapping = renderer.toneMapping; var toneMappingExposure = renderer.toneMappingExposure; renderer.gammaInput = false; renderer.gammaOutput = false; renderer.toneMapping = THREE.LinearToneMapping; renderer.toneMappingExposure = 1.0; renderer.render( this.scene, this.camera, this.CubeUVRenderTarget, false ); renderer.toneMapping = toneMapping; renderer.toneMappingExposure = toneMappingExposure; renderer.gammaInput = gammaInput; renderer.gammaOutput = gammaOutput; }, getShader: function() { var shaderMaterial = new THREE.ShaderMaterial( { uniforms: { "faceIndex": { value: 0 }, "mapSize": { value: 0 }, "envMap": { value: null }, "testColor": { value: new THREE.Vector3( 1, 1, 1 ) } }, vertexShader: "precision highp float;\ varying vec2 vUv;\ void main() {\ vUv = uv;\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\ }", fragmentShader: "precision highp float;\ varying vec2 vUv;\ uniform samplerCube envMap;\ uniform float mapSize;\ uniform vec3 testColor;\ uniform int faceIndex;\ \ void main() {\ vec3 sampleDirection;\ vec2 uv = vUv;\ uv = uv * 2.0 - 1.0;\ uv.y *= -1.0;\ if(faceIndex == 0) {\ sampleDirection = normalize(vec3(1.0, uv.y, -uv.x));\ } else if(faceIndex == 1) {\ sampleDirection = normalize(vec3(uv.x, 1.0, uv.y));\ } else if(faceIndex == 2) {\ sampleDirection = normalize(vec3(uv.x, uv.y, 1.0));\ } else if(faceIndex == 3) {\ sampleDirection = normalize(vec3(-1.0, uv.y, uv.x));\ } else if(faceIndex == 4) {\ sampleDirection = normalize(vec3(uv.x, -1.0, -uv.y));\ } else {\ sampleDirection = normalize(vec3(-uv.x, uv.y, -1.0));\ }\ vec4 color = envMapTexelToLinear( textureCube( envMap, sampleDirection ) );\ gl_FragColor = linearToOutputTexel( color );\ }", blending: THREE.CustomBlending, premultipliedAlpha: false, blendSrc: THREE.OneFactor, blendDst: THREE.ZeroFactor, blendSrcAlpha: THREE.OneFactor, blendDstAlpha: THREE.ZeroFactor, blendEquation: THREE.AddEquation } ); return shaderMaterial; } };