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@@ -62,14 +62,7 @@ var ENCODINGS = {
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};
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var _flatCamera = new OrthographicCamera();
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-var _blurMaterial = _getBlurShader( MAX_SAMPLES );
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-var _equirectShader = null;
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-var _cubemapShader = null;
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-
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var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();
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-var _pingPongRenderTarget = null;
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-var _renderer = null;
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-
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var _oldTarget = null;
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// Golden Ratio
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@@ -91,8 +84,14 @@ var _axisDirections = [
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function PMREMGenerator( renderer ) {
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- _renderer = renderer;
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- _compileMaterial( _blurMaterial );
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+ this._renderer = renderer;
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+ this._pingPongRenderTarget = null;
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+
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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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+
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+ this._compileMaterial( this._blurMaterial );
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}
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@@ -109,16 +108,17 @@ PMREMGenerator.prototype = {
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*/
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fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {
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- _oldTarget = _renderer.getRenderTarget();
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- var cubeUVRenderTarget = _allocateTargets();
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- _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
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+ _oldTarget = this._renderer.getRenderTarget();
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+ var cubeUVRenderTarget = this._allocateTargets();
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+
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+ this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
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if ( sigma > 0 ) {
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- _blur( cubeUVRenderTarget, 0, 0, sigma );
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+ this._blur( cubeUVRenderTarget, 0, 0, sigma );
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}
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- _applyPMREM( cubeUVRenderTarget );
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- _cleanup( 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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@@ -146,11 +146,11 @@ PMREMGenerator.prototype = {
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*/
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fromCubemap: function ( cubemap ) {
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- _oldTarget = _renderer.getRenderTarget();
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- var cubeUVRenderTarget = _allocateTargets( cubemap );
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- _textureToCubeUV( cubemap, cubeUVRenderTarget );
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- _applyPMREM( cubeUVRenderTarget );
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- _cleanup( cubeUVRenderTarget );
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+ _oldTarget = this._renderer.getRenderTarget();
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+ var cubeUVRenderTarget = this._allocateTargets( cubemap );
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+ this._textureToCubeUV( cubemap, 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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@@ -162,10 +162,10 @@ PMREMGenerator.prototype = {
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*/
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compileCubemapShader: function () {
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- if ( _cubemapShader == null ) {
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+ if ( this._cubemapShader === null ) {
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- _cubemapShader = _getCubemapShader();
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- _compileMaterial( _cubemapShader );
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+ this._cubemapShader = _getCubemapShader();
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+ this._compileMaterial( this._cubemapShader );
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}
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@@ -177,10 +177,10 @@ PMREMGenerator.prototype = {
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*/
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compileEquirectangularShader: function () {
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- if ( _equirectShader == null ) {
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+ if ( this._equirectShader === null ) {
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- _equirectShader = _getEquirectShader();
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- _compileMaterial( _equirectShader );
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+ this._equirectShader = _getEquirectShader();
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+ this._compileMaterial( this._equirectShader );
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}
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@@ -193,10 +193,10 @@ PMREMGenerator.prototype = {
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*/
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dispose: function () {
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- _blurMaterial.dispose();
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+ this._blurMaterial.dispose();
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- if ( _cubemapShader != null ) _cubemapShader.dispose();
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- if ( _equirectShader != null ) _equirectShader.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 ( var i = 0; i < _lodPlanes.length; i ++ ) {
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@@ -206,369 +206,382 @@ PMREMGenerator.prototype = {
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},
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-};
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+ // private interface
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-function _createPlanes() {
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+ _cleanup: function ( outputTarget ) {
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- var _lodPlanes = [];
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- var _sizeLods = [];
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- var _sigmas = [];
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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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+ // reset viewport and scissor
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+ outputTarget.setSize( outputTarget.width, outputTarget.height );
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- var lod = LOD_MAX;
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- for ( var i = 0; i < TOTAL_LODS; i ++ ) {
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+ },
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- var sizeLod = Math.pow( 2, lod );
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- _sizeLods.push( sizeLod );
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- var sigma = 1.0 / sizeLod;
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- if ( i > LOD_MAX - LOD_MIN ) {
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+ _allocateTargets: function ( equirectangular ) {
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+
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+ var params = {
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+ magFilter: NearestFilter,
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+ minFilter: NearestFilter,
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+ generateMipmaps: false,
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+ type: equirectangular ? equirectangular.type : UnsignedByteType,
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+ format: equirectangular ? equirectangular.format : RGBEFormat,
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+ encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
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+ depthBuffer: false,
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+ stencilBuffer: false
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+ };
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+ var cubeUVRenderTarget = _createRenderTarget( params );
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+ cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
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+ this._pingPongRenderTarget = _createRenderTarget( params );
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+ return cubeUVRenderTarget;
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- sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
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+ },
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- } else if ( i == 0 ) {
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+ _compileMaterial: function ( material ) {
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- sigma = 0;
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+ var tmpScene = new Scene();
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+ tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
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+ this._renderer.compile( tmpScene, _flatCamera );
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+
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+ },
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+
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+ _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
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+
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+ var fov = 90;
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+ var aspect = 1;
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+ var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
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+ var upSign = [ 1, 1, 1, 1, - 1, 1 ];
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+ var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
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+ var renderer = this._renderer;
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+
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+ var outputEncoding = renderer.outputEncoding;
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+ var toneMapping = renderer.toneMapping;
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+ var toneMappingExposure = renderer.toneMappingExposure;
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+ var clearColor = renderer.getClearColor();
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+ var clearAlpha = renderer.getClearAlpha();
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+
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+ renderer.toneMapping = LinearToneMapping;
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+ renderer.toneMappingExposure = 1.0;
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+ renderer.outputEncoding = LinearEncoding;
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+ scene.scale.z *= - 1;
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+
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+ var 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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+ var maxComponent = Math.max( background.r, background.g, background.b );
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+ var 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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+ var 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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- _sigmas.push( sigma );
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- var texelSize = 1.0 / ( sizeLod - 1 );
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- var min = - texelSize / 2;
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- var max = 1 + texelSize / 2;
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- var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
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+ for ( var i = 0; i < 6; i ++ ) {
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- var cubeFaces = 6;
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- var vertices = 6;
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- var positionSize = 3;
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- var uvSize = 2;
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- var faceIndexSize = 1;
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+ var col = i % 3;
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+ if ( col == 0 ) {
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- var position = new Float32Array( positionSize * vertices * cubeFaces );
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- var uv = new Float32Array( uvSize * vertices * cubeFaces );
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- var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
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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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- for ( var face = 0; face < cubeFaces; face ++ ) {
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+ } else if ( col == 1 ) {
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- var x = ( face % 3 ) * 2 / 3 - 1;
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- var y = face > 2 ? 0 : - 1;
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- var coordinates = [
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- x, y, 0,
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- x + 2 / 3, y, 0,
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- x + 2 / 3, y + 1, 0,
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- x, y, 0,
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- x + 2 / 3, y + 1, 0,
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- x, y + 1, 0
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- ];
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- position.set( coordinates, positionSize * vertices * face );
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- uv.set( uv1, uvSize * vertices * face );
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- var fill = [ face, face, face, face, face, face ];
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- faceIndex.set( fill, faceIndexSize * vertices * face );
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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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- }
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- var planes = new BufferGeometry();
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- planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
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- planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
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- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
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- _lodPlanes.push( planes );
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+ } else {
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- if ( lod > LOD_MIN ) {
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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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- lod --;
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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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- }
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- return { _lodPlanes, _sizeLods, _sigmas };
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+ renderer.toneMapping = toneMapping;
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+ renderer.toneMappingExposure = toneMappingExposure;
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+ renderer.outputEncoding = outputEncoding;
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+ renderer.setClearColor( clearColor, clearAlpha );
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+ scene.scale.z *= - 1;
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-}
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+ },
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-function _allocateTargets( equirectangular ) {
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-
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- var params = {
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- magFilter: NearestFilter,
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- minFilter: NearestFilter,
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- generateMipmaps: false,
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- type: equirectangular ? equirectangular.type : UnsignedByteType,
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- format: equirectangular ? equirectangular.format : RGBEFormat,
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- encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
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- depthBuffer: false,
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- stencilBuffer: false
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- };
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- var cubeUVRenderTarget = _createRenderTarget( params );
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- cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
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- _pingPongRenderTarget = _createRenderTarget( params );
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- return cubeUVRenderTarget;
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+ _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
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-}
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+ var scene = new Scene();
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+ var renderer = this._renderer;
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-function _cleanup( outputTarget ) {
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+ if ( texture.isCubeTexture ) {
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- _pingPongRenderTarget.dispose();
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- _renderer.setRenderTarget( _oldTarget );
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- outputTarget.scissorTest = false;
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- // reset viewport and scissor
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- outputTarget.setSize( outputTarget.width, outputTarget.height );
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+ if ( this._cubemapShader == null ) {
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-}
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+ this._cubemapShader = _getCubemapShader();
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-function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
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-
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- var fov = 90;
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- var aspect = 1;
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- var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
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- var upSign = [ 1, 1, 1, 1, - 1, 1 ];
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- var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
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-
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- var outputEncoding = _renderer.outputEncoding;
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- var toneMapping = _renderer.toneMapping;
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- var toneMappingExposure = _renderer.toneMappingExposure;
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- var clearColor = _renderer.getClearColor();
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- var clearAlpha = _renderer.getClearAlpha();
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-
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- _renderer.toneMapping = LinearToneMapping;
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- _renderer.toneMappingExposure = 1.0;
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- _renderer.outputEncoding = LinearEncoding;
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- scene.scale.z *= - 1;
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-
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- var 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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- var maxComponent = Math.max( background.r, background.g, background.b );
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- var 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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- var 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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- }
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+ } else {
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- for ( var i = 0; i < 6; i ++ ) {
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+ if ( this._equirectShader == null ) {
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- var col = i % 3;
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- if ( col == 0 ) {
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+ this._equirectShader = _getEquirectShader();
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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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+ }
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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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+ var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
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+ scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
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+ var uniforms = material.uniforms;
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- } else {
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+ uniforms[ 'envMap' ].value = texture;
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+ if ( ! texture.isCubeTexture ) {
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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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+ uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
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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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+ uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
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+ uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
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- }
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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( scene, _flatCamera );
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- _renderer.toneMapping = toneMapping;
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- _renderer.toneMappingExposure = toneMappingExposure;
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- _renderer.outputEncoding = outputEncoding;
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- _renderer.setClearColor( clearColor, clearAlpha );
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- scene.scale.z *= - 1;
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-
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-}
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+ },
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-function _textureToCubeUV( texture, cubeUVRenderTarget ) {
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+ _applyPMREM: function ( cubeUVRenderTarget ) {
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- var scene = new Scene();
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- if ( texture.isCubeTexture ) {
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+ var renderer = this._renderer;
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+ var autoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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- if ( _cubemapShader == null ) {
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|
+ for ( var i = 1; i < TOTAL_LODS; i ++ ) {
|
|
|
|
|
|
- _cubemapShader = _getCubemapShader();
|
|
|
+ var sigma = Math.sqrt(
|
|
|
+ _sigmas[ i ] * _sigmas[ i ] -
|
|
|
+ _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
|
|
|
+ var poleAxis =
|
|
|
+ _axisDirections[ ( i - 1 ) % _axisDirections.length ];
|
|
|
+ this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
|
|
|
|
|
|
}
|
|
|
|
|
|
- } else {
|
|
|
+ renderer.autoClear = autoClear;
|
|
|
|
|
|
- if ( _equirectShader == null ) {
|
|
|
+ },
|
|
|
|
|
|
- _equirectShader = _getEquirectShader();
|
|
|
+ /**
|
|
|
+ * This is a two-pass Gaussian blur for a cubemap. Normally this is done
|
|
|
+ * vertically and horizontally, but this breaks down on a cube. Here we apply
|
|
|
+ * the blur latitudinally (around the poles), and then longitudinally (towards
|
|
|
+ * the poles) to approximate the orthogonally-separable blur. It is least
|
|
|
+ * accurate at the poles, but still does a decent job.
|
|
|
+ */
|
|
|
+ _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
|
|
|
+
|
|
|
+ var pingPongRenderTarget = this._pingPongRenderTarget;
|
|
|
+
|
|
|
+ this._halfBlur(
|
|
|
+ cubeUVRenderTarget,
|
|
|
+ pingPongRenderTarget,
|
|
|
+ lodIn,
|
|
|
+ lodOut,
|
|
|
+ sigma,
|
|
|
+ 'latitudinal',
|
|
|
+ poleAxis );
|
|
|
+
|
|
|
+ this._halfBlur(
|
|
|
+ pingPongRenderTarget,
|
|
|
+ cubeUVRenderTarget,
|
|
|
+ lodOut,
|
|
|
+ lodOut,
|
|
|
+ sigma,
|
|
|
+ 'longitudinal',
|
|
|
+ poleAxis );
|
|
|
|
|
|
- }
|
|
|
+ },
|
|
|
|
|
|
- }
|
|
|
- var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
|
|
|
- scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
|
|
|
- var uniforms = material.uniforms;
|
|
|
+ _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
|
|
|
|
|
|
- uniforms[ 'envMap' ].value = texture;
|
|
|
- if ( ! texture.isCubeTexture ) {
|
|
|
+ var renderer = this._renderer;
|
|
|
+ var blurMaterial = this._blurMaterial;
|
|
|
|
|
|
- uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
|
|
|
+ if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
|
|
|
|
|
|
- }
|
|
|
- uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
|
|
|
- uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
|
|
|
+ console.error(
|
|
|
+ 'blur direction must be either latitudinal or longitudinal!' );
|
|
|
|
|
|
- _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
|
|
|
- _renderer.setRenderTarget( cubeUVRenderTarget );
|
|
|
- _renderer.render( scene, _flatCamera );
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ // Number of standard deviations at which to cut off the discrete approximation.
|
|
|
+ var STANDARD_DEVIATIONS = 3;
|
|
|
|
|
|
-function _compileMaterial( material ) {
|
|
|
+ var blurScene = new Scene();
|
|
|
+ blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) );
|
|
|
+ var blurUniforms = blurMaterial.uniforms;
|
|
|
|
|
|
- var tmpScene = new Scene();
|
|
|
- tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
|
|
|
- _renderer.compile( tmpScene, _flatCamera );
|
|
|
+ var pixels = _sizeLods[ lodIn ] - 1;
|
|
|
+ var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
|
|
|
+ var sigmaPixels = sigmaRadians / radiansPerPixel;
|
|
|
+ var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
|
|
|
|
|
|
-}
|
|
|
+ if ( samples > MAX_SAMPLES ) {
|
|
|
|
|
|
-function _createRenderTarget( params ) {
|
|
|
+ console.warn( `sigmaRadians, ${
|
|
|
+ sigmaRadians}, is too large and will clip, as it requested ${
|
|
|
+ samples} samples when the maximum is set to ${MAX_SAMPLES}` );
|
|
|
|
|
|
- var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
|
|
|
- cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
|
|
|
- cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
|
|
|
- cubeUVRenderTarget.scissorTest = true;
|
|
|
- return cubeUVRenderTarget;
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ var weights = [];
|
|
|
+ var sum = 0;
|
|
|
|
|
|
-function _setViewport( target, x, y, width, height ) {
|
|
|
+ for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
|
|
|
|
|
|
- target.viewport.set( x, y, width, height );
|
|
|
- target.scissor.set( x, y, width, height );
|
|
|
+ var x = i / sigmaPixels;
|
|
|
+ var weight = Math.exp( - x * x / 2 );
|
|
|
+ weights.push( weight );
|
|
|
|
|
|
-}
|
|
|
+ if ( i == 0 ) {
|
|
|
|
|
|
-function _applyPMREM( cubeUVRenderTarget ) {
|
|
|
+ sum += weight;
|
|
|
|
|
|
- var autoClear = _renderer.autoClear;
|
|
|
- _renderer.autoClear = false;
|
|
|
+ } else if ( i < samples ) {
|
|
|
|
|
|
- for ( var i = 1; i < TOTAL_LODS; i ++ ) {
|
|
|
+ sum += 2 * weight;
|
|
|
|
|
|
- var sigma = Math.sqrt(
|
|
|
- _sigmas[ i ] * _sigmas[ i ] -
|
|
|
- _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
|
|
|
- var poleAxis =
|
|
|
- _axisDirections[ ( i - 1 ) % _axisDirections.length ];
|
|
|
- _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- _renderer.autoClear = autoClear;
|
|
|
+ for ( var i = 0; i < weights.length; i ++ ) {
|
|
|
|
|
|
-}
|
|
|
+ weights[ i ] = weights[ i ] / sum;
|
|
|
|
|
|
-/**
|
|
|
- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
|
|
|
- * vertically and horizontally, but this breaks down on a cube. Here we apply
|
|
|
- * the blur latitudinally (around the poles), and then longitudinally (towards
|
|
|
- * the poles) to approximate the orthogonally-separable blur. It is least
|
|
|
- * accurate at the poles, but still does a decent job.
|
|
|
- */
|
|
|
-function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
|
|
|
-
|
|
|
- _halfBlur(
|
|
|
- cubeUVRenderTarget,
|
|
|
- _pingPongRenderTarget,
|
|
|
- lodIn,
|
|
|
- lodOut,
|
|
|
- sigma,
|
|
|
- 'latitudinal',
|
|
|
- poleAxis );
|
|
|
-
|
|
|
- _halfBlur(
|
|
|
- _pingPongRenderTarget,
|
|
|
- cubeUVRenderTarget,
|
|
|
- lodOut,
|
|
|
- lodOut,
|
|
|
- sigma,
|
|
|
- 'longitudinal',
|
|
|
- poleAxis );
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ blurUniforms[ 'envMap' ].value = targetIn.texture;
|
|
|
+ blurUniforms[ 'samples' ].value = samples;
|
|
|
+ blurUniforms[ 'weights' ].value = weights;
|
|
|
+ blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
|
|
|
+ if ( poleAxis ) {
|
|
|
+
|
|
|
+ blurUniforms[ 'poleAxis' ].value = poleAxis;
|
|
|
|
|
|
-function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
|
|
|
+ }
|
|
|
+ blurUniforms[ 'dTheta' ].value = radiansPerPixel;
|
|
|
+ blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
|
|
|
+ blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
|
+ blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
|
|
|
|
- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
|
|
|
+ var outputSize = _sizeLods[ lodOut ];
|
|
|
+ var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
|
|
|
+ var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
|
|
|
+ 2 * outputSize *
|
|
|
+ ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
|
|
|
|
|
|
- console.error(
|
|
|
- 'blur direction must be either latitudinal or longitudinal!' );
|
|
|
+ _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
|
|
|
+ renderer.setRenderTarget( targetOut );
|
|
|
+ renderer.render( blurScene, _flatCamera );
|
|
|
|
|
|
}
|
|
|
|
|
|
- // Number of standard deviations at which to cut off the discrete approximation.
|
|
|
- var STANDARD_DEVIATIONS = 3;
|
|
|
+};
|
|
|
|
|
|
- var blurScene = new Scene();
|
|
|
- blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
|
|
|
- var blurUniforms = _blurMaterial.uniforms;
|
|
|
+function _createPlanes() {
|
|
|
|
|
|
- var pixels = _sizeLods[ lodIn ] - 1;
|
|
|
- var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
|
|
|
- var sigmaPixels = sigmaRadians / radiansPerPixel;
|
|
|
- var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
|
|
|
+ var _lodPlanes = [];
|
|
|
+ var _sizeLods = [];
|
|
|
+ var _sigmas = [];
|
|
|
|
|
|
- if ( samples > MAX_SAMPLES ) {
|
|
|
+ var lod = LOD_MAX;
|
|
|
+ for ( var i = 0; i < TOTAL_LODS; i ++ ) {
|
|
|
|
|
|
- console.warn( `sigmaRadians, ${
|
|
|
- sigmaRadians}, is too large and will clip, as it requested ${
|
|
|
- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
|
|
|
+ var sizeLod = Math.pow( 2, lod );
|
|
|
+ _sizeLods.push( sizeLod );
|
|
|
+ var sigma = 1.0 / sizeLod;
|
|
|
+ if ( i > LOD_MAX - LOD_MIN ) {
|
|
|
|
|
|
- }
|
|
|
+ sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
|
|
|
|
|
|
- var weights = [];
|
|
|
- var sum = 0;
|
|
|
+ } else if ( i == 0 ) {
|
|
|
|
|
|
- for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
|
|
|
+ sigma = 0;
|
|
|
|
|
|
- var x = i / sigmaPixels;
|
|
|
- var weight = Math.exp( - x * x / 2 );
|
|
|
- weights.push( weight );
|
|
|
+ }
|
|
|
+ _sigmas.push( sigma );
|
|
|
|
|
|
- if ( i == 0 ) {
|
|
|
+ var texelSize = 1.0 / ( sizeLod - 1 );
|
|
|
+ var min = - texelSize / 2;
|
|
|
+ var max = 1 + texelSize / 2;
|
|
|
+ var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
|
|
|
|
|
|
- sum += weight;
|
|
|
+ var cubeFaces = 6;
|
|
|
+ var vertices = 6;
|
|
|
+ var positionSize = 3;
|
|
|
+ var uvSize = 2;
|
|
|
+ var faceIndexSize = 1;
|
|
|
|
|
|
- } else if ( i < samples ) {
|
|
|
+ var position = new Float32Array( positionSize * vertices * cubeFaces );
|
|
|
+ var uv = new Float32Array( uvSize * vertices * cubeFaces );
|
|
|
+ var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
|
|
|
+
|
|
|
+ for ( var face = 0; face < cubeFaces; face ++ ) {
|
|
|
+
|
|
|
+ var x = ( face % 3 ) * 2 / 3 - 1;
|
|
|
+ var y = face > 2 ? 0 : - 1;
|
|
|
+ var 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 );
|
|
|
+ var fill = [ face, face, face, face, face, face ];
|
|
|
+ faceIndex.set( fill, faceIndexSize * vertices * face );
|
|
|
+
|
|
|
+ }
|
|
|
+ var 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 );
|
|
|
|
|
|
- sum += 2 * weight;
|
|
|
+ if ( lod > LOD_MIN ) {
|
|
|
+
|
|
|
+ lod --;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
- for ( var i = 0; i < weights.length; i ++ ) {
|
|
|
+ return { _lodPlanes, _sizeLods, _sigmas };
|
|
|
|
|
|
- weights[ i ] = weights[ i ] / sum;
|
|
|
+}
|
|
|
|
|
|
- }
|
|
|
+function _createRenderTarget( params ) {
|
|
|
|
|
|
- blurUniforms[ 'envMap' ].value = targetIn.texture;
|
|
|
- blurUniforms[ 'samples' ].value = samples;
|
|
|
- blurUniforms[ 'weights' ].value = weights;
|
|
|
- blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
|
|
|
- if ( poleAxis ) {
|
|
|
+ var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
|
|
|
+ cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
|
|
|
+ cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
|
|
|
+ cubeUVRenderTarget.scissorTest = true;
|
|
|
+ return cubeUVRenderTarget;
|
|
|
|
|
|
- blurUniforms[ 'poleAxis' ].value = poleAxis;
|
|
|
+}
|
|
|
|
|
|
- }
|
|
|
- blurUniforms[ 'dTheta' ].value = radiansPerPixel;
|
|
|
- blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
|
|
|
- blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
|
- blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
|
|
|
-
|
|
|
- var outputSize = _sizeLods[ lodOut ];
|
|
|
- var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
|
|
|
- var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
|
|
|
- 2 * outputSize *
|
|
|
- ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
|
|
|
-
|
|
|
- _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
|
|
|
- _renderer.setRenderTarget( targetOut );
|
|
|
- _renderer.render( blurScene, _flatCamera );
|
|
|
+function _setViewport( target, x, y, width, height ) {
|
|
|
+
|
|
|
+ target.viewport.set( x, y, width, height );
|
|
|
+ target.scissor.set( x, y, width, height );
|
|
|
|
|
|
}
|
|
|
|