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@@ -1,174 +0,0 @@
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-/**
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- * @author Emmett Lalish / elalish
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- *
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- * This class generates custom mipmaps for a roughness map by encoding the lost variation in the
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- * normal map mip levels as increased roughness in the corresponding roughness mip levels. This
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- * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when
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- * using PMREM. If the normal map is larger than the roughness map, the roughness map will be
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- * enlarged to match the dimensions of the normal map.
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- */
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-
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-THREE.RoughnessMipmapper = ( function () {
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-
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- var _mipmapMaterial = _getMipmapMaterial();
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- var _scene = new THREE.Scene();
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- _scene.add( new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _mipmapMaterial ) );
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-
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- var _flatCamera = new THREE.OrthographicCamera( 0, 1, 0, 1, 0, 1 );
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- var _tempTarget = null;
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- var _renderer = null;
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-
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- // constructor
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- var RoughnessMipmapper = function ( renderer ) {
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-
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- _renderer = renderer;
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-
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- };
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-
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- RoughnessMipmapper.prototype = {
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-
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- constructor: RoughnessMipmapper,
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-
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- generateMipmaps: function ( material ) {
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-
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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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- material.userData.roughnessUpdated = true;
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-
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- var width = Math.max( roughnessMap.image.width, normalMap.image.width );
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- var height = Math.max( roughnessMap.image.height, normalMap.image.height );
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- if ( ! THREE.Math.isPowerOfTwo( width ) || ! THREE.Math.isPowerOfTwo( height ) ) return;
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-
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- var autoClear = _renderer.autoClear;
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- _renderer.autoClear = false;
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-
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- if ( _tempTarget == null || _tempTarget.width !== width || _tempTarget.height !== height ) {
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-
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- if ( _tempTarget != null ) _tempTarget.dispose();
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-
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- _tempTarget = new THREE.WebGLRenderTarget( width, height, { depthBuffer: false, stencilBuffer: false } );
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-
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- }
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-
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- if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {
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-
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- var newRoughnessTarget = new THREE.WebGLRenderTarget( width, height, {
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- minFilter: THREE.LinearMipMapLinearFilter,
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- depthBuffer: false,
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- stencilBuffer: false
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- } );
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- newRoughnessTarget.texture.generateMipmaps = true;
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- // Setting the render target causes the memory to be allocated.
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- _renderer.setRenderTarget( newRoughnessTarget );
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- material.roughnessMap = newRoughnessTarget.texture;
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- if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;
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- if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;
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-
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- }
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-
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- _renderer.setRenderTarget( _tempTarget );
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- _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;
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- _mipmapMaterial.uniforms.normalMap.value = normalMap;
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-
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- var dpr = _renderer.getPixelRatio();
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- var position = new THREE.Vector2( 0, 0 );
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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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- // 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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- texelSize.set( 1.0 / width, 1.0 / height );
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- if ( mip == 0 ) texelSize.set( 0.0, 0.0 );
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-
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- _renderer.setViewport( position.x, position.y, width / dpr, height / dpr );
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- _renderer.render( _scene, _flatCamera );
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- _renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );
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- _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;
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-
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- }
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-
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- if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();
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-
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- _renderer.autoClear = autoClear;
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-
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- },
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-
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- dispose: function ( ) {
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-
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- _mipmapMaterial.dispose();
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- _scene.children[ 0 ].geometry.dispose();
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- if ( _tempTarget != null ) _tempTarget.dispose();
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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 _getMipmapMaterial() {
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-
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- var shaderMaterial = new THREE.RawShaderMaterial( {
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-
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- uniforms: {
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- roughnessMap: { value: null },
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- normalMap: { value: null },
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- texelSize: { value: new THREE.Vector2( 1, 1 ) }
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- },
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-
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- vertexShader: `
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-precision mediump float;
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-precision mediump int;
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-attribute vec3 position;
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-attribute vec2 uv;
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-varying vec2 vUv;
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-void main() {
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- vUv = uv;
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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: `
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-precision mediump float;
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-precision mediump int;
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-varying vec2 vUv;
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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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-
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-#define ENVMAP_TYPE_CUBE_UV
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-#include <cube_uv_reflection_fragment>
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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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- float roughness = gl_FragColor.g;
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- float variance = roughnessToVariance(roughness);
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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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- }
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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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- `,
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-
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- blending: THREE.NoBlending,
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- depthTest: false,
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- depthWrite: false
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-
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- } );
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-
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- shaderMaterial.type = 'RoughnessMipmapper';
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-
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- return shaderMaterial;
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-
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- }
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-
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- return RoughnessMipmapper;
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-
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-} )();
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