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Эх сурвалжийг харах

ClearCoat for MeshPhysicalMaterial (#9038)

* clear coat implementation.

* add physical variations to examples.

* add example file for physical materials

* adjust clearcoat range to 0-1 as original.

* switch example color to gray from yellow.
Ben Houston (Clara.io) 9 жил өмнө
parent
commit
a20c00cd49

+ 1 - 0
examples/files.js

@@ -151,6 +151,7 @@ var files = {
 		"webgl_materials_variations_lambert",
 		"webgl_materials_variations_phong",
 		"webgl_materials_variations_standard",
+		"webgl_materials_variations_physical",
 		"webgl_materials_video",
 		"webgl_materials_wireframe",
 		"webgl_mirror",

+ 243 - 0
examples/webgl_materials_variations_physical.html

@@ -0,0 +1,243 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - materials</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				color: #fff;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
+
+				background-color: #000;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - Physical Material Variations by <a href="http://clara.io/" target="_blank">Ben Houston</a>.</div>
+
+		<script src="../build/three.js"></script>
+		<script src="js/controls/OrbitControls.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container, stats;
+
+			var camera, scene, renderer, controls, objects = [];
+			var particleLight;
+
+			var loader = new THREE.FontLoader();
+			loader.load( 'fonts/gentilis_regular.typeface.json', function ( font ) {
+
+				init( font );
+				animate();
+
+			} );
+
+			function init( font ) {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
+				camera.position.set( 0.0, 400, 400 * 3.5 );
+
+				scene = new THREE.Scene();
+
+				// Materials
+
+				var imgTexture = new THREE.TextureLoader().load( "textures/planets/moon_1024.jpg" );
+				imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
+				imgTexture.anisotropy = 16;
+				imgTexture = null;
+
+				var shininess = 50, specular = 0x333333, bumpScale = 1, shading = THREE.SmoothShading;
+
+				var materials = [];
+
+				var path = "textures/cube/SwedishRoyalCastle/";
+				var format = '.jpg';
+				var urls = [
+						path + 'px' + format, path + 'nx' + format,
+						path + 'py' + format, path + 'ny' + format,
+						path + 'pz' + format, path + 'nz' + format
+					];
+
+				var reflectionCube = new THREE.CubeTextureLoader().load( urls );
+				reflectionCube.format = THREE.RGBFormat;
+
+				var cubeWidth = 400;
+				var numberOfSphersPerSide = 5;
+				var sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
+				var stepSize = 1.0 / numberOfSphersPerSide;
+
+				var geometry = new THREE.SphereBufferGeometry( sphereRadius, 32, 16 );
+
+				var localReflectionCube;
+
+				for( var alpha = 0, alphaIndex = 0; alpha <= 1.0; alpha += stepSize, alphaIndex ++ ) {
+
+					var clearCoat = 1.0 - alpha;
+
+					//if( alphaIndex % 2 === 0 ) {
+						//localReflectionCube = null;
+					//}
+					//else {
+						localReflectionCube = reflectionCube;
+					//}
+
+					for( var beta = 0; beta <= 1.0; beta += stepSize ) {
+
+						var clearCoatRoughness = 1 - beta;
+
+						for( var gamma = 0; gamma <= 1.0; gamma += stepSize ) {
+
+							var reflectivity = 1 - gamma;
+
+							var material = new THREE.MeshPhysicalMaterial( { map: imgTexture, bumpMap: imgTexture, bumpScale: bumpScale, color: 0x888888, metalness: 0, roughness: 0.5, clearCoat: clearCoat, clearCoatRoughness: clearCoatRoughness, reflectivity: reflectivity, shading: THREE.SmoothShading, envMap: localReflectionCube } )
+
+							var mesh = new THREE.Mesh( geometry, material );
+
+							mesh.position.x = alpha * 400 - 200;
+							mesh.position.y = beta * 400 - 200;
+							mesh.position.z = gamma * 400 - 200;
+
+							objects.push( mesh );
+
+							scene.add( mesh );
+						}
+					}
+				}
+
+				function addLabel( name, location ) {
+					var textGeo = new THREE.TextGeometry( name, {
+
+						font: font,
+
+						size: 20,
+						height: 1,
+						curveSegments: 1
+
+					});
+
+					var textMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
+					var textMesh = new THREE.Mesh( textGeo, textMaterial );
+					textMesh.position.copy( location );
+					scene.add( textMesh );
+				}
+
+				addLabel( "+clearCoat", new THREE.Vector3( -350, 0, 0 ) );
+				addLabel( "-clearCoat", new THREE.Vector3( 350, 0, 0 ) );
+
+				addLabel( "+clearCoatRoughness", new THREE.Vector3( 0, -300, 0 ) );
+				addLabel( "-clearCoatRoughness", new THREE.Vector3( 0, 300, 0 ) );
+
+				addLabel( "+reflectivity", new THREE.Vector3( 0, 0, -300 ) );
+				addLabel( "-reflectivity", new THREE.Vector3( 0, 0, 300 ) );
+
+				particleLight = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
+				scene.add( particleLight );
+
+				// Lights
+
+				scene.add( new THREE.AmbientLight( 0x222222 ) );
+
+				var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
+				directionalLight.position.set( 1, 1, 1 ).normalize();
+				scene.add( directionalLight );
+
+				var pointLight = new THREE.PointLight( 0xffffff, 2, 800 );
+				particleLight.add( pointLight );
+
+				//
+
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setClearColor( 0x0a0a0a );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.sortObjects = true;
+			
+				container.appendChild( renderer.domElement );
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+
+				//
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+				controls = new THREE.OrbitControls( camera );
+				controls.target.set( 0, 0, 0 );
+				controls.update();
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				var timer = Date.now() * 0.00025;
+
+				//camera.position.x = Math.cos( timer ) * 800;
+				//camera.position.z = Math.sin( timer ) * 800;
+
+				camera.lookAt( scene.position );
+
+				for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+					var object = objects[ i ];
+
+					object.rotation.y += 0.005;
+
+				}
+
+				particleLight.position.x = Math.sin( timer * 7 ) * 300;
+				particleLight.position.y = Math.cos( timer * 5 ) * 400;
+				particleLight.position.z = Math.cos( timer * 3 ) * 300;
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>

+ 6 - 0
src/materials/MeshPhysicalMaterial.js

@@ -16,6 +16,9 @@ THREE.MeshPhysicalMaterial = function ( parameters ) {
 
 	this.reflectivity = 0.5; // maps to F0 = 0.04
 
+	this.clearCoat = 0.0;
+	this.clearCoatRoughness = 0.0;
+
 	this.setValues( parameters );
 
 };
@@ -31,6 +34,9 @@ THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) {
 
 	this.reflectivity = source.reflectivity;
 
+	this.clearCoat = source.clearCoat;
+	this.clearCoatRoughness = source.clearCoatRoughness;
+
 	return this;
 
 };

+ 3 - 0
src/renderers/WebGLRenderer.js

@@ -2152,6 +2152,9 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 	function refreshUniformsPhysical ( uniforms, material ) {
 
+		uniforms.clearCoat.value = material.clearCoat;
+		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
+
 		refreshUniformsStandard( uniforms, material );
 
 	}

+ 4 - 2
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl

@@ -2,7 +2,9 @@ PhysicalMaterial material;
 material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
 material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
 #ifdef STANDARD
-	material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
+	material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
 #else
-	material.specularColor = mix( vec3( 0.16 * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
+	material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
+	material.clearCoat = saturate( clearCoat ); // Burley clearcoat model
+	material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );
 #endif

+ 19 - 3
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl

@@ -5,11 +5,15 @@ struct PhysicalMaterial {
 	vec3	specularColor;
 
 	#ifndef STANDARD
-		// future
+		float clearCoat;
+		float clearCoatRoughness;
 	#endif
 
 };
 
+#define MAXIMUM_SPECULAR_COEFFICIENT 0.16
+#define DEFAULT_SPECULAR_COEFFICIENT 0.04
+
 void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
 
 	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
@@ -22,9 +26,14 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
 
 	#endif
 
+	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
 	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
 
-	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
+	#ifndef STANDARD
+
+		reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
+
+	#endif
 
 }
 
@@ -34,10 +43,16 @@ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricCo
 
 }
 
-void RE_IndirectSpecular_Physical( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
 
 	reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
 
+	#ifndef STANDARD
+
+		reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
+
+	#endif
+
 }
 
 #define RE_Direct				RE_Direct_Physical
@@ -45,6 +60,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in GeometricCon
 #define RE_IndirectSpecular		RE_IndirectSpecular_Physical
 
 #define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )
+#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )
 
 // ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
 float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {

+ 7 - 1
src/renderers/shaders/ShaderChunk/lights_template.glsl

@@ -125,6 +125,12 @@ IncidentLight directLight;
 	// TODO, replace 8 with the real maxMIPLevel
 	vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
 
-	RE_IndirectSpecular( radiance, geometry, material, reflectedLight );
+	#ifndef STANDARD
+		vec3 clearCoatRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );
+	#else
+		vec3 clearCoatRadiance = vec3( 0.0 );
+	#endif
+		
+	RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
 
 #endif

+ 3 - 2
src/renderers/shaders/ShaderLib.js

@@ -93,7 +93,7 @@ THREE.ShaderLib = {
 				"emissive" : { value: new THREE.Color( 0x000000 ) },
 				"roughness": { value: 0.5 },
 				"metalness": { value: 0 },
-				"envMapIntensity" : { value: 1 } // temporary
+				"envMapIntensity" : { value: 1 }, // temporary
 			}
 
 		] ),
@@ -218,7 +218,8 @@ THREE.ShaderLib[ 'physical' ] = {
 		THREE.ShaderLib[ 'standard' ].uniforms,
 
 		{
-			// future
+			"clearCoat": { value: 0 },
+			"clearCoatRoughness": { value: 0 }
 		}
 
 	] ),

+ 5 - 0
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -6,6 +6,11 @@ uniform float roughness;
 uniform float metalness;
 uniform float opacity;
 
+#ifndef STANDARD
+	uniform float clearCoat;
+	uniform float clearCoatRoughness;
+#endif
+
 uniform float envMapIntensity; // temporary
 
 varying vec3 vViewPosition;