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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( 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 : 16;
- var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
- ( sourceTexture.encoding === THREE.GammaEncoding ) || ( 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 );
- }
- this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
- this.shader = this.getShader();
- this.shader.defines['SAMPLES_PER_LEVEL'] = this.samplesPerLevel;
- this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
- this.planeMesh.material.side = THREE.DoubleSide;
- this.scene = new THREE.Scene();
- this.scene.add( this.planeMesh );
- this.scene.add( this.camera );
- this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
- this.shader.envMap = this.sourceTexture;
- };
- THREE.PMREMGenerator.prototype = {
- constructor : THREE.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::
- * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
- */
- update: function( renderer ) {
- this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
- this.shader.envMap = this.sourceTexture;
- var gammaInput = renderer.gammaInput;
- var gammaOutput = renderer.gammaOutput;
- var toneMapping = renderer.toneMapping;
- var toneMappingExposure = renderer.toneMappingExposure;
- 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 );
- this.shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
- this.shader.uniforms[ 'queryScale' ].value.x = ( i == 0 ) ? -1 : 1;
- var size = this.cubeLods[ i ].width;
- this.shader.uniforms[ 'mapSize' ].value = size;
- this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
- if ( i < 5 ) this.shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
- }
- 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 ) {
- renderTarget.activeCubeFace = faceIndex;
- this.shader.uniforms[ 'faceIndex' ].value = faceIndex;
- renderer.render( this.scene, this.camera, renderTarget, true );
- },
- getShader: function() {
- return new THREE.ShaderMaterial( {
- defines: {
- "SAMPLES_PER_LEVEL": 20,
- },
- uniforms: {
- "faceIndex": { value: 0 },
- "roughness": { value: 0.5 },
- "mapSize": { value: 0.5 },
- "envMap": { value: null },
- "queryScale": { value: new THREE.Vector3( 1, 1, 1 ) },
- "testColor": { value: new THREE.Vector3( 1, 1, 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 vec3 testColor;\n\
- uniform vec3 queryScale;\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\
- mat3 vecSpace = matrixFromVector(normalize(sampleDirection * queryScale));\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.CustomBlending,
- blendSrc: THREE.OneFactor,
- blendDst: THREE.ZeroFactor,
- blendSrcAlpha: THREE.OneFactor,
- blendDstAlpha: THREE.ZeroFactor,
- blendEquation: THREE.AddEquation
- } );
- }
- };
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