Init
This commit is contained in:
997
src/common/PMREMGenerator2.ts
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997
src/common/PMREMGenerator2.ts
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import { BufferAttribute, BufferGeometry, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, Mesh, NearestFilter, NoBlending, NoToneMapping, OrthographicCamera, PerspectiveCamera, RawShaderMaterial, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBM16Encoding, RGBM7Encoding, sRGBEncoding, UnsignedByteType, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
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const LOD_MIN = 4;
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const LOD_MAX = 8;
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const SIZE_MAX = Math.pow(2, LOD_MAX);
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// The standard deviations (radians) associated with the extra mips. These are
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// chosen to approximate a Trowbridge-Reitz distribution function times the
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// geometric shadowing function. These sigma values squared must match the
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// variance #defines in cube_uv_reflection_fragment.glsl.js.
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const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
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const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
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// The maximum length of the blur for loop. Smaller sigmas will use fewer
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// samples and exit early, but not recompile the shader.
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const MAX_SAMPLES = 20;
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const ENCODINGS = {
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[LinearEncoding]: 0,
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[sRGBEncoding]: 1,
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[RGBEEncoding]: 2,
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[RGBM7Encoding]: 3,
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[RGBM16Encoding]: 4,
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[RGBDEncoding]: 5,
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[GammaEncoding]: 6
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};
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//@ts-ignore
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const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
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const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
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let _oldTarget = null;
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// Golden Ratio
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const PHI = (1 + Math.sqrt(5)) / 2;
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const INV_PHI = 1 / PHI;
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// Vertices of a dodecahedron (except the opposites, which represent the
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// same axis), used as axis directions evenly spread on a sphere.
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const _axisDirections = [
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/*@__PURE__*/ new Vector3(1, 1, 1),
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/*@__PURE__*/ new Vector3(- 1, 1, 1),
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/*@__PURE__*/ new Vector3(1, 1, - 1),
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/*@__PURE__*/ new Vector3(- 1, 1, - 1),
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/*@__PURE__*/ new Vector3(0, PHI, INV_PHI),
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/*@__PURE__*/ new Vector3(0, PHI, - INV_PHI),
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/*@__PURE__*/ new Vector3(INV_PHI, 0, PHI),
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/*@__PURE__*/ new Vector3(- INV_PHI, 0, PHI),
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/*@__PURE__*/ new Vector3(PHI, INV_PHI, 0),
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/*@__PURE__*/ new Vector3(- PHI, INV_PHI, 0)];
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/**
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* This class generates a Prefiltered, Mipmapped Radiance Environment Map
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* (PMREM) from a cubeMap environment texture. This allows different levels of
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* blur to be quickly accessed based on material roughness. It is packed into a
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* special CubeUV format that allows us to perform custom interpolation so that
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* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
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* chain, it only goes down to the LOD_MIN level (above), and then creates extra
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* even more filtered 'mips' at the same LOD_MIN resolution, associated with
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* higher roughness levels. In this way we maintain resolution to smoothly
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* interpolate diffuse lighting while limiting sampling computation.
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*/
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export class PMREMGenerator3
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{
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_renderer: WebGLRenderer;
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_pingPongRenderTarget: any;
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_blurMaterial: RawShaderMaterial;
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_equirectShader: any;
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_cubemapShader: any;
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constructor(renderer: WebGLRenderer)
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{
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this._renderer = renderer;
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this._pingPongRenderTarget = null;
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this._blurMaterial = _getBlurShader(MAX_SAMPLES);
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this._equirectShader = null;
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this._cubemapShader = null;
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this._compileMaterial(this._blurMaterial);
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}
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/**
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* Generates a PMREM from a supplied Scene, which can be faster than using an
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* image if networking bandwidth is low. Optional sigma specifies a blur radius
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* in radians to be applied to the scene before PMREM generation. Optional near
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* and far planes ensure the scene is rendered in its entirety (the cubeCamera
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* is placed at the origin).
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*/
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fromScene(scene, sigma = 0, near = 0.1, far = 100)
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{
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_oldTarget = this._renderer.getRenderTarget();
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const cubeUVRenderTarget = this._allocateTargets();
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this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
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if (sigma > 0)
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{
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this._blur(cubeUVRenderTarget, 0, 0, sigma);
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}
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this._applyPMREM(cubeUVRenderTarget);
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this._cleanup(cubeUVRenderTarget);
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return cubeUVRenderTarget;
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}
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/**
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* Generates a PMREM from an equirectangular texture, which can be either LDR
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* (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
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* as this matches best with the 256 x 256 cubemap output.
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*/
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fromEquirectangular(equirectangular)
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{
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return this._fromTexture(equirectangular);
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}
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/**
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* Generates a PMREM from an cubemap texture, which can be either LDR
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* (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
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* as this matches best with the 256 x 256 cubemap output.
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*/
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fromCubemap(cubemap)
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{
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return this._fromTexture(cubemap);
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}
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/**
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* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
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* your texture's network fetch for increased concurrency.
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*/
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compileCubemapShader()
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{
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if (this._cubemapShader === null)
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{
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this._cubemapShader = _getCubemapShader();
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this._compileMaterial(this._cubemapShader);
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}
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}
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/**
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* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
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* your texture's network fetch for increased concurrency.
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*/
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compileEquirectangularShader()
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{
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if (this._equirectShader === null)
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{
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this._equirectShader = _getEquirectShader();
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this._compileMaterial(this._equirectShader);
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}
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}
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/**
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* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
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* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
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* one of them will cause any others to also become unusable.
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*/
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dispose()
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{
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this._blurMaterial.dispose();
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if (this._cubemapShader !== null) this._cubemapShader.dispose();
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if (this._equirectShader !== null) this._equirectShader.dispose();
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for (let i = 0; i < _lodPlanes.length; i++)
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{
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_lodPlanes[i].dispose();
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}
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}
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// private interface
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_cleanup(outputTarget)
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{
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this._pingPongRenderTarget.dispose();
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this._renderer.setRenderTarget(_oldTarget);
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outputTarget.scissorTest = false;
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_setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
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}
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_fromTexture(texture)
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{
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_oldTarget = this._renderer.getRenderTarget();
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const cubeUVRenderTarget = this._allocateTargets(texture);
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this._textureToCubeUV(texture, cubeUVRenderTarget);
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this._applyPMREM(cubeUVRenderTarget);
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this._cleanup(cubeUVRenderTarget);
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return cubeUVRenderTarget;
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}
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_allocateTargets(texture?)
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{ // warning: null texture is valid
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const params = {
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magFilter: NearestFilter,
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minFilter: NearestFilter,
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generateMipmaps: false,
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type: UnsignedByteType,
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format: RGBEFormat,
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encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
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depthBuffer: false
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};
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const cubeUVRenderTarget = _createRenderTarget(params);
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cubeUVRenderTarget.depthBuffer = texture ? false : true;
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this._pingPongRenderTarget = _createRenderTarget(params);
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return cubeUVRenderTarget;
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}
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_compileMaterial(material)
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{
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const tmpMesh = new Mesh(_lodPlanes[0], material);
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this._renderer.compile(tmpMesh, _flatCamera);
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}
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_sceneToCubeUV(scene, near, far, cubeUVRenderTarget)
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{
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const fov = 90;
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const aspect = 1;
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const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
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const upSign = [1, - 1, 1, 1, 1, 1];
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const forwardSign = [1, 1, 1, - 1, - 1, - 1];
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const renderer = this._renderer;
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const outputEncoding = renderer.outputEncoding;
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const toneMapping = renderer.toneMapping;
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const clearColor = renderer.getClearColor();
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const clearAlpha = renderer.getClearAlpha();
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renderer.toneMapping = NoToneMapping;
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renderer.outputEncoding = LinearEncoding;
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let background = scene.background;
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if (background && background.isColor)
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{
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background.convertSRGBToLinear();
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// Convert linear to RGBE
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const maxComponent = Math.max(background.r, background.g, background.b);
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const fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), - 128.0), 127.0);
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background = background.multiplyScalar(Math.pow(2.0, - fExp));
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const alpha = (fExp + 128.0) / 255.0;
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renderer.setClearColor(background, alpha);
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scene.background = null;
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}
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for (let i = 0; i < 6; i++)
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{
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const col = i % 3;
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if (col == 0)
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{
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cubeCamera.up.set(0, upSign[i], 0);
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cubeCamera.lookAt(forwardSign[i], 0, 0);
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} else if (col == 1)
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{
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cubeCamera.up.set(0, 0, upSign[i]);
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cubeCamera.lookAt(0, forwardSign[i], 0);
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} else
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{
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cubeCamera.up.set(0, upSign[i], 0);
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cubeCamera.lookAt(0, 0, forwardSign[i]);
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}
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_setViewport(cubeUVRenderTarget,
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col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
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renderer.setRenderTarget(cubeUVRenderTarget);
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renderer.render(scene, cubeCamera);
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}
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renderer.toneMapping = toneMapping;
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renderer.outputEncoding = outputEncoding;
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renderer.setClearColor(clearColor, clearAlpha);
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}
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_textureToCubeUV(texture, cubeUVRenderTarget)
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{
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const renderer = this._renderer;
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if (texture.isCubeTexture)
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{
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if (this._cubemapShader == null)
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{
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this._cubemapShader = _getCubemapShader();
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}
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} else
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{
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if (this._equirectShader == null)
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{
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this._equirectShader = _getEquirectShader();
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}
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}
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const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
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const mesh = new Mesh(_lodPlanes[0], material);
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const uniforms = material.uniforms;
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uniforms['envMap'].value = texture;
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if (!texture.isCubeTexture)
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{
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uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
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}
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uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
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uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
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_setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
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renderer.setRenderTarget(cubeUVRenderTarget);
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renderer.render(mesh, _flatCamera);
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}
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_applyPMREM(cubeUVRenderTarget)
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{
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const renderer = this._renderer;
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const autoClear = renderer.autoClear;
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renderer.autoClear = false;
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for (let i = 1; i < TOTAL_LODS; i++)
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{
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const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
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const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
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this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
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}
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renderer.autoClear = autoClear;
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}
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/**
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* This is a two-pass Gaussian blur for a cubemap. Normally this is done
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* vertically and horizontally, but this breaks down on a cube. Here we apply
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* the blur latitudinally (around the poles), and then longitudinally (towards
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* the poles) to approximate the orthogonally-separable blur. It is least
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* accurate at the poles, but still does a decent job.
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*/
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_blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis?)
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{
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const pingPongRenderTarget = this._pingPongRenderTarget;
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this._halfBlur(
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cubeUVRenderTarget,
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pingPongRenderTarget,
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lodIn,
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lodOut,
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sigma,
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'latitudinal',
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poleAxis);
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this._halfBlur(
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pingPongRenderTarget,
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cubeUVRenderTarget,
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lodOut,
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lodOut,
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sigma,
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'longitudinal',
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poleAxis);
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}
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_halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis)
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{
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const renderer = this._renderer;
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const blurMaterial = this._blurMaterial;
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if (direction !== 'latitudinal' && direction !== 'longitudinal')
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{
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console.error(
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'blur direction must be either latitudinal or longitudinal!');
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}
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// Number of standard deviations at which to cut off the discrete approximation.
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const STANDARD_DEVIATIONS = 3;
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const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
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const blurUniforms = blurMaterial.uniforms;
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const pixels = _sizeLods[lodIn] - 1;
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const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
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const sigmaPixels = sigmaRadians / radiansPerPixel;
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const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
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if (samples > MAX_SAMPLES)
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{
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console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
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}
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const weights = [];
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let sum = 0;
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for (let i = 0; i < MAX_SAMPLES; ++i)
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{
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const x = i / sigmaPixels;
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const weight = Math.exp(- x * x / 2);
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weights.push(weight);
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if (i == 0)
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{
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sum += weight;
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} else if (i < samples)
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{
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sum += 2 * weight;
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}
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||||
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}
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for (let i = 0; i < weights.length; i++)
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{
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weights[i] = weights[i] / sum;
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}
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blurUniforms['envMap'].value = targetIn.texture;
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blurUniforms['samples'].value = samples;
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blurUniforms['weights'].value = weights;
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blurUniforms['latitudinal'].value = direction === 'latitudinal';
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||||
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if (poleAxis)
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{
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||||
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blurUniforms['poleAxis'].value = poleAxis;
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||||
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||||
}
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||||
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||||
blurUniforms['dTheta'].value = radiansPerPixel;
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blurUniforms['mipInt'].value = LOD_MAX - lodIn;
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||||
blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
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||||
blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
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||||
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||||
const outputSize = _sizeLods[lodOut];
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||||
const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
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||||
const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
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||||
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||||
_setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
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||||
renderer.setRenderTarget(targetOut);
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||||
renderer.render(blurMesh, _flatCamera);
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||||
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||||
}
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||||
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||||
}
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||||
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||||
function _isLDR(texture)
|
||||
{
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||||
|
||||
if (texture === undefined || texture.type !== UnsignedByteType) return false;
|
||||
|
||||
return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
|
||||
|
||||
}
|
||||
|
||||
function _createPlanes()
|
||||
{
|
||||
|
||||
const _lodPlanes = [];
|
||||
const _sizeLods = [];
|
||||
const _sigmas = [];
|
||||
|
||||
let lod = LOD_MAX;
|
||||
|
||||
for (let i = 0; i < TOTAL_LODS; i++)
|
||||
{
|
||||
|
||||
const sizeLod = Math.pow(2, lod);
|
||||
_sizeLods.push(sizeLod);
|
||||
let sigma = 1.0 / sizeLod;
|
||||
|
||||
if (i > LOD_MAX - LOD_MIN)
|
||||
{
|
||||
|
||||
sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
|
||||
|
||||
} else if (i == 0)
|
||||
{
|
||||
|
||||
sigma = 0;
|
||||
|
||||
}
|
||||
|
||||
_sigmas.push(sigma);
|
||||
|
||||
const texelSize = 1.0 / (sizeLod - 1);
|
||||
const min = - texelSize / 2;
|
||||
const max = 1 + texelSize / 2;
|
||||
const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
|
||||
|
||||
const cubeFaces = 6;
|
||||
const vertices = 6;
|
||||
const positionSize = 3;
|
||||
const uvSize = 2;
|
||||
const faceIndexSize = 1;
|
||||
|
||||
const position = new Float32Array(positionSize * vertices * cubeFaces);
|
||||
const uv = new Float32Array(uvSize * vertices * cubeFaces);
|
||||
const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
|
||||
|
||||
for (let face = 0; face < cubeFaces; face++)
|
||||
{
|
||||
|
||||
const x = (face % 3) * 2 / 3 - 1;
|
||||
const y = face > 2 ? 0 : - 1;
|
||||
const coordinates = [
|
||||
x, y, 0,
|
||||
x + 2 / 3, y, 0,
|
||||
x + 2 / 3, y + 1, 0,
|
||||
x, y, 0,
|
||||
x + 2 / 3, y + 1, 0,
|
||||
x, y + 1, 0
|
||||
];
|
||||
position.set(coordinates, positionSize * vertices * face);
|
||||
uv.set(uv1, uvSize * vertices * face);
|
||||
const fill = [face, face, face, face, face, face];
|
||||
faceIndex.set(fill, faceIndexSize * vertices * face);
|
||||
|
||||
}
|
||||
|
||||
const planes = new BufferGeometry();
|
||||
planes.setAttribute('position', new BufferAttribute(position, positionSize));
|
||||
planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
|
||||
planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
|
||||
_lodPlanes.push(planes);
|
||||
|
||||
if (lod > LOD_MIN)
|
||||
{
|
||||
|
||||
lod--;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return { _lodPlanes, _sizeLods, _sigmas };
|
||||
|
||||
}
|
||||
|
||||
function _createRenderTarget(params)
|
||||
{
|
||||
|
||||
const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
|
||||
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
|
||||
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
|
||||
cubeUVRenderTarget.scissorTest = true;
|
||||
return cubeUVRenderTarget;
|
||||
|
||||
}
|
||||
|
||||
function _setViewport(target, x, y, width, height)
|
||||
{
|
||||
|
||||
target.viewport.set(x, y, width, height);
|
||||
target.scissor.set(x, y, width, height);
|
||||
|
||||
}
|
||||
|
||||
function _getBlurShader(maxSamples)
|
||||
{
|
||||
|
||||
const weights = new Float32Array(maxSamples);
|
||||
const poleAxis = new Vector3(0, 1, 0);
|
||||
const shaderMaterial = new RawShaderMaterial({
|
||||
|
||||
name: 'SphericalGaussianBlur',
|
||||
|
||||
defines: { 'n': maxSamples },
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null },
|
||||
'samples': { value: 1 },
|
||||
'weights': { value: weights },
|
||||
'latitudinal': { value: false },
|
||||
'dTheta': { value: 0 },
|
||||
'mipInt': { value: 0 },
|
||||
'poleAxis': { value: poleAxis },
|
||||
'inputEncoding': { value: ENCODINGS[LinearEncoding] },
|
||||
'outputEncoding': { value: ENCODINGS[LinearEncoding] }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform sampler2D envMap;
|
||||
uniform int samples;
|
||||
uniform float weights[ n ];
|
||||
uniform bool latitudinal;
|
||||
uniform float dTheta;
|
||||
uniform float mipInt;
|
||||
uniform vec3 poleAxis;
|
||||
|
||||
${_getEncodings()}
|
||||
|
||||
#define ENVMAP_TYPE_CUBE_UV
|
||||
#include <cube_uv_reflection_fragment>
|
||||
|
||||
vec3 getSample( float theta, vec3 axis ) {
|
||||
|
||||
float cosTheta = cos( theta );
|
||||
// Rodrigues' axis-angle rotation
|
||||
vec3 sampleDirection = vOutputDirection * cosTheta
|
||||
+ cross( axis, vOutputDirection ) * sin( theta )
|
||||
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
|
||||
|
||||
return bilinearCubeUV( envMap, sampleDirection, mipInt );
|
||||
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
|
||||
|
||||
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
|
||||
|
||||
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
|
||||
|
||||
}
|
||||
|
||||
axis = normalize( axis );
|
||||
|
||||
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||||
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
|
||||
|
||||
for ( int i = 1; i < n; i++ ) {
|
||||
|
||||
if ( i >= samples ) {
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
float theta = dTheta * float( i );
|
||||
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
|
||||
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
|
||||
|
||||
}
|
||||
|
||||
gl_FragColor = linearToOutputTexel( gl_FragColor );
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
});
|
||||
|
||||
return shaderMaterial;
|
||||
|
||||
}
|
||||
|
||||
function _getEquirectShader()
|
||||
{
|
||||
|
||||
const texelSize = new Vector2(1, 1);
|
||||
const shaderMaterial = new RawShaderMaterial({
|
||||
|
||||
name: 'EquirectangularToCubeUV',
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null },
|
||||
'texelSize': { value: texelSize },
|
||||
'inputEncoding': { value: ENCODINGS[LinearEncoding] },
|
||||
'outputEncoding': { value: ENCODINGS[LinearEncoding] }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform sampler2D envMap;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
${_getEncodings()}
|
||||
|
||||
#include <common>
|
||||
|
||||
void main() {
|
||||
|
||||
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||||
|
||||
vec3 outputDirection = normalize( vOutputDirection );
|
||||
vec2 uv = equirectUv( outputDirection );
|
||||
|
||||
vec2 f = fract( uv / texelSize - 0.5 );
|
||||
uv -= f * texelSize;
|
||||
vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
|
||||
uv.x += texelSize.x;
|
||||
vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
|
||||
uv.y += texelSize.y;
|
||||
vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
|
||||
uv.x -= texelSize.x;
|
||||
vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
|
||||
|
||||
vec3 tm = mix( tl, tr, f.x );
|
||||
vec3 bm = mix( bl, br, f.x );
|
||||
gl_FragColor.rgb = mix( tm, bm, f.y );
|
||||
|
||||
gl_FragColor = linearToOutputTexel( gl_FragColor );
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
});
|
||||
|
||||
return shaderMaterial;
|
||||
|
||||
}
|
||||
|
||||
function _getCubemapShader()
|
||||
{
|
||||
|
||||
const shaderMaterial = new RawShaderMaterial({
|
||||
|
||||
name: 'CubemapToCubeUV',
|
||||
|
||||
uniforms: {
|
||||
'envMap': { value: null },
|
||||
'inputEncoding': { value: ENCODINGS[LinearEncoding] },
|
||||
'outputEncoding': { value: ENCODINGS[LinearEncoding] }
|
||||
},
|
||||
|
||||
vertexShader: _getCommonVertexShader(),
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
uniform samplerCube envMap;
|
||||
|
||||
${_getEncodings()}
|
||||
|
||||
void main() {
|
||||
|
||||
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||||
gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
|
||||
gl_FragColor = linearToOutputTexel( gl_FragColor );
|
||||
|
||||
}
|
||||
`,
|
||||
|
||||
blending: NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
|
||||
});
|
||||
|
||||
return shaderMaterial;
|
||||
|
||||
}
|
||||
|
||||
function _getCommonVertexShader()
|
||||
{
|
||||
|
||||
return /* glsl */`
|
||||
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
attribute vec3 position;
|
||||
attribute vec2 uv;
|
||||
attribute float faceIndex;
|
||||
|
||||
varying vec3 vOutputDirection;
|
||||
|
||||
// RH coordinate system; PMREM face-indexing convention
|
||||
vec3 getDirection( vec2 uv, float face ) {
|
||||
|
||||
uv = 2.0 * uv - 1.0;
|
||||
|
||||
vec3 direction = vec3( uv, 1.0 );
|
||||
|
||||
if ( face == 0.0 ) {
|
||||
|
||||
direction = direction.zyx; // ( 1, v, u ) pos x
|
||||
|
||||
} else if ( face == 1.0 ) {
|
||||
|
||||
direction = direction.xzy;
|
||||
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
|
||||
|
||||
} else if ( face == 2.0 ) {
|
||||
|
||||
direction.x *= -1.0; // ( -u, v, 1 ) pos z
|
||||
|
||||
} else if ( face == 3.0 ) {
|
||||
|
||||
direction = direction.zyx;
|
||||
direction.xz *= -1.0; // ( -1, v, -u ) neg x
|
||||
|
||||
} else if ( face == 4.0 ) {
|
||||
|
||||
direction = direction.xzy;
|
||||
direction.xy *= -1.0; // ( -u, -1, v ) neg y
|
||||
|
||||
} else if ( face == 5.0 ) {
|
||||
|
||||
direction.z *= -1.0; // ( u, v, -1 ) neg z
|
||||
|
||||
}
|
||||
|
||||
return direction;
|
||||
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vOutputDirection = getDirection( uv, faceIndex );
|
||||
|
||||
// //从xz->z-up坐标系变换到 threejs坐标系
|
||||
mat3 ro = mat3(
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, 0.0, -1.0,
|
||||
0.0, 1.0, 0
|
||||
);
|
||||
vOutputDirection = ro * vOutputDirection;
|
||||
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
||||
|
||||
function _getEncodings()
|
||||
{
|
||||
|
||||
return /* glsl */`
|
||||
|
||||
uniform int inputEncoding;
|
||||
uniform int outputEncoding;
|
||||
|
||||
#include <encodings_pars_fragment>
|
||||
|
||||
vec4 inputTexelToLinear( vec4 value ) {
|
||||
|
||||
if ( inputEncoding == 0 ) {
|
||||
|
||||
return value;
|
||||
|
||||
} else if ( inputEncoding == 1 ) {
|
||||
|
||||
return sRGBToLinear( value );
|
||||
|
||||
} else if ( inputEncoding == 2 ) {
|
||||
|
||||
return RGBEToLinear( value );
|
||||
|
||||
} else if ( inputEncoding == 3 ) {
|
||||
|
||||
return RGBMToLinear( value, 7.0 );
|
||||
|
||||
} else if ( inputEncoding == 4 ) {
|
||||
|
||||
return RGBMToLinear( value, 16.0 );
|
||||
|
||||
} else if ( inputEncoding == 5 ) {
|
||||
|
||||
return RGBDToLinear( value, 256.0 );
|
||||
|
||||
} else {
|
||||
|
||||
return GammaToLinear( value, 2.2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
vec4 linearToOutputTexel( vec4 value ) {
|
||||
|
||||
if ( outputEncoding == 0 ) {
|
||||
|
||||
return value;
|
||||
|
||||
} else if ( outputEncoding == 1 ) {
|
||||
|
||||
return LinearTosRGB( value );
|
||||
|
||||
} else if ( outputEncoding == 2 ) {
|
||||
|
||||
return LinearToRGBE( value );
|
||||
|
||||
} else if ( outputEncoding == 3 ) {
|
||||
|
||||
return LinearToRGBM( value, 7.0 );
|
||||
|
||||
} else if ( outputEncoding == 4 ) {
|
||||
|
||||
return LinearToRGBM( value, 16.0 );
|
||||
|
||||
} else if ( outputEncoding == 5 ) {
|
||||
|
||||
return LinearToRGBD( value, 256.0 );
|
||||
|
||||
} else {
|
||||
|
||||
return LinearToGamma( value, 2.2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
vec4 envMapTexelToLinear( vec4 color ) {
|
||||
|
||||
return inputTexelToLinear( color );
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
Reference in New Issue
Block a user