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@@ -19,15 +19,19 @@ import {
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} from "../../../build/three.module.js";
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var _mipmapMaterial = _getMipmapMaterial();
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+
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var _mesh = new Mesh( new PlaneBufferGeometry( 2, 2 ), _mipmapMaterial );
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var _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 );
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+
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var _tempTarget = null;
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+
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var _renderer = null;
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function RoughnessMipmapper( renderer ) {
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_renderer = renderer;
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+
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_renderer.compile( _mesh, _flatCamera );
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}
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@@ -39,62 +43,79 @@ RoughnessMipmapper.prototype = {
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generateMipmaps: function ( material ) {
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var { roughnessMap, normalMap } = material;
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- if ( roughnessMap == null || normalMap == null || ! roughnessMap.generateMipmaps ||
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- material.userData.roughnessUpdated ) return;
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+
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+ if ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return;
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material.userData.roughnessUpdated = true;
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var width = Math.max( roughnessMap.image.width, normalMap.image.width );
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+
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var height = Math.max( roughnessMap.image.height, normalMap.image.height );
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+
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if ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return;
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var oldTarget = _renderer.getRenderTarget();
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+
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var autoClear = _renderer.autoClear;
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+
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_renderer.autoClear = false;
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- if ( _tempTarget == null || _tempTarget.width !== width || _tempTarget.height !== height ) {
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+ if ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) {
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- if ( _tempTarget != null ) _tempTarget.dispose();
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+ if ( _tempTarget !== null ) _tempTarget.dispose();
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_tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } );
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+
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_tempTarget.scissorTest = true;
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}
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if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {
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- var newRoughnessTarget = new WebGLRenderTarget( width, height, {
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- minFilter: LinearMipMapLinearFilter,
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- depthBuffer: false
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- } );
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+ var newRoughnessTarget = new WebGLRenderTarget( width, height, { minFilter: LinearMipMapLinearFilter, depthBuffer: false } );
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+
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newRoughnessTarget.texture.generateMipmaps = true;
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+
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// Setting the render target causes the memory to be allocated.
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+
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_renderer.setRenderTarget( newRoughnessTarget );
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+
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material.roughnessMap = newRoughnessTarget.texture;
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+
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if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;
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+
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if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;
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}
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_mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;
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+
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_mipmapMaterial.uniforms.normalMap.value = normalMap;
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var position = new Vector2( 0, 0 );
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+
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var texelSize = _mipmapMaterial.uniforms.texelSize.value;
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- for ( var mip = 0; width >= 1 && height >= 1;
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- ++ mip, width /= 2, height /= 2 ) {
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+
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+ for ( var mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) {
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// Rendering to a mip level is not allowed in webGL1. Instead we must set
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// up a secondary texture to write the result to, then copy it back to the
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// proper mipmap level.
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+
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texelSize.set( 1.0 / width, 1.0 / height );
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+
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if ( mip == 0 ) texelSize.set( 0.0, 0.0 );
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_tempTarget.viewport.set( position.x, position.y, width, height );
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+
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_tempTarget.scissor.set( position.x, position.y, width, height );
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+
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_renderer.setRenderTarget( _tempTarget );
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+
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_renderer.render( _mesh, _flatCamera );
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+
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_renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );
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+
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_mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;
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}
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@@ -102,6 +123,7 @@ RoughnessMipmapper.prototype = {
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if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();
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_renderer.setRenderTarget( oldTarget );
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+
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_renderer.autoClear = autoClear;
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},
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@@ -109,7 +131,9 @@ RoughnessMipmapper.prototype = {
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dispose: function () {
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_mipmapMaterial.dispose();
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+
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_mesh.geometry.dispose();
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+
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if ( _tempTarget != null ) _tempTarget.dispose();
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}
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@@ -129,69 +153,119 @@ function _getMipmapMaterial() {
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vertexShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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+
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attribute vec3 position;
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attribute vec2 uv;
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+
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varying vec2 vUv;
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+
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void main() {
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+
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vUv = uv;
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+
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gl_Position = vec4( position, 1.0 );
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+
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}
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`,
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fragmentShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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+
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varying vec2 vUv;
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+
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uniform sampler2D roughnessMap;
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uniform sampler2D normalMap;
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uniform vec2 texelSize;
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#define ENVMAP_TYPE_CUBE_UV
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- vec4 envMapTexelToLinear(vec4 a){return a;}
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+
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+ vec4 envMapTexelToLinear( vec4 a ) { return a; }
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+
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#include <cube_uv_reflection_fragment>
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- float roughnessToVariance(float roughness) {
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+ float roughnessToVariance( float roughness ) {
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+
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float variance = 0.0;
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- if (roughness >= r1) {
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- variance = (r0 - roughness) * (v1 - v0) / (r0 - r1) + v0;
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- } else if (roughness >= r4) {
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- variance = (r1 - roughness) * (v4 - v1) / (r1 - r4) + v1;
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- } else if (roughness >= r5) {
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- variance = (r4 - roughness) * (v5 - v4) / (r4 - r5) + v4;
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+
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+ if ( roughness >= r1 ) {
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+
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+ variance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;
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+
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+ } else if ( roughness >= r4 ) {
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+
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+ variance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;
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+
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+ } else if ( roughness >= r5 ) {
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+
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+ variance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;
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+
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} else {
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+
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float roughness2 = roughness * roughness;
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+
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variance = 1.79 * roughness2 * roughness2;
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+
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}
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+
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return variance;
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+
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}
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- float varianceToRoughness(float variance) {
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+
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+ float varianceToRoughness( float variance ) {
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+
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float roughness = 0.0;
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- if (variance >= v1) {
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- roughness = (v0 - variance) * (r1 - r0) / (v0 - v1) + r0;
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- } else if (variance >= v4) {
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- roughness = (v1 - variance) * (r4 - r1) / (v1 - v4) + r1;
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- } else if (variance >= v5) {
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- roughness = (v4 - variance) * (r5 - r4) / (v4 - v5) + r4;
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+
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+ if ( variance >= v1 ) {
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+
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+ roughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;
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+
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+ } else if ( variance >= v4 ) {
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+
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+ roughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;
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+
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+ } else if ( variance >= v5 ) {
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+
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+ roughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;
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+
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} else {
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- roughness = pow(0.559 * variance, 0.25);// 0.559 = 1.0 / 1.79
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+
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+ roughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79
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+
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}
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+
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return roughness;
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+
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}
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void main() {
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- gl_FragColor = texture2D(roughnessMap, vUv, -1.0);
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- if (texelSize.x == 0.0) return;
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+
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+ gl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );
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+
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+ if ( texelSize.x == 0.0 ) return;
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+
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float roughness = gl_FragColor.g;
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- float variance = roughnessToVariance(roughness);
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+
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+ float variance = roughnessToVariance( roughness );
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+
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vec3 avgNormal;
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- for (float x = -1.0; x < 2.0; x += 2.0) {
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- for (float y = -1.0; y < 2.0; y += 2.0) {
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- vec2 uv = vUv + vec2(x, y) * 0.25 * texelSize;
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- avgNormal += normalize(texture2D(normalMap, uv, -1.0).xyz - 0.5);
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+
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+ for ( float x = - 1.0; x < 2.0; x += 2.0 ) {
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+
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+ for ( float y = - 1.0; y < 2.0; y += 2.0 ) {
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+
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+ vec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;
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+
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+ avgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );
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+
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}
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+
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}
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- variance += 1.0 - 0.25 * length(avgNormal);
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- gl_FragColor.g = varianceToRoughness(variance);
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+
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+ variance += 1.0 - 0.25 * length( avgNormal );
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+
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+ gl_FragColor.g = varianceToRoughness( variance );
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+
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}
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`,
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