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PMREMGenerator: Spaces to tabs.

Mr.doob 6 年之前
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cd0f294d52
共有 1 个文件被更改,包括 115 次插入115 次删除
  1. 115 115
      examples/js/pmrem/PMREMGenerator.js

+ 115 - 115
examples/js/pmrem/PMREMGenerator.js

@@ -28,7 +28,7 @@ THREE.PMREMGenerator = ( function () {
 		this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 32;
 
 		var monotonicEncoding = ( this.sourceTexture.encoding === THREE.LinearEncoding ) ||
-      ( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding );
+			( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding );
 
 		this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
 		this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
@@ -66,18 +66,18 @@ THREE.PMREMGenerator = ( function () {
 		constructor: PMREMGenerator,
 
 		/*
-     * Prashant Sharma / spidersharma03: More thought and work is needed here.
-     * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
-     * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
-     * even a high number of samples(1024) dosen't lead to satisfactory results.
-     * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
-     * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
-     * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
-     * the roughness by 0.9(totally empirical) to try to visually match the original result.
-     * The condition "if(i <5)" is also an attemt to make the result match the original result.
-     * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
-     * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
-     */
+		 * Prashant Sharma / spidersharma03: More thought and work is needed here.
+		 * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
+		 * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
+		 * even a high number of samples(1024) dosen't lead to satisfactory results.
+		 * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
+		 * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
+		 * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
+		 * the roughness by 0.9(totally empirical) to try to visually match the original result.
+		 * The condition "if(i <5)" is also an attemt to make the result match the original result.
+		 * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
+		 * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
+		 */
 		update: function ( renderer ) {
 
 			// Texture should only be flipped for CubeTexture, not for
@@ -170,110 +170,110 @@ THREE.PMREMGenerator = ( function () {
 			},
 
 			vertexShader:
-        "varying vec2 vUv;\n\
-        void main() {\n\
-          vUv = uv;\n\
-          gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
-        }",
+				"varying vec2 vUv;\n\
+				void main() {\n\
+					vUv = uv;\n\
+					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
+				}",
 
 			fragmentShader:
-        "#include <common>\n\
-        varying vec2 vUv;\n\
-        uniform int faceIndex;\n\
-        uniform float roughness;\n\
-        uniform samplerCube envMap;\n\
-        uniform float mapSize;\n\
-        uniform float tFlip;\n\
-        \n\
-        float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
-          float a = ggxRoughness + 0.0001;\n\
-          a *= a;\n\
-          return ( 2.0 / a - 2.0 );\n\
-        }\n\
-        vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
-          float phi = uv.y * 2.0 * PI;\n\
-          float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
-          float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
-          vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
-          return vecSpace * sampleDir;\n\
-        }\n\
-        vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
-        {\n\
-          float a = Roughness * Roughness;\n\
-          float Phi = 2.0 * PI * uv.x;\n\
-          float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
-          float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
-          return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
-        }\n\
-        mat3 matrixFromVector(vec3 n) {\n\
-          float a = 1.0 / (1.0 + n.z);\n\
-          float b = -n.x * n.y * a;\n\
-          vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
-          vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
-          return mat3(b1, b2, n);\n\
-        }\n\
-        \n\
-        vec4 testColorMap(float Roughness) {\n\
-          vec4 color;\n\
-          if(faceIndex == 0)\n\
-            color = vec4(1.0,0.0,0.0,1.0);\n\
-          else if(faceIndex == 1)\n\
-            color = vec4(0.0,1.0,0.0,1.0);\n\
-          else if(faceIndex == 2)\n\
-            color = vec4(0.0,0.0,1.0,1.0);\n\
-          else if(faceIndex == 3)\n\
-            color = vec4(1.0,1.0,0.0,1.0);\n\
-          else if(faceIndex == 4)\n\
-            color = vec4(0.0,1.0,1.0,1.0);\n\
-          else\n\
-            color = vec4(1.0,0.0,1.0,1.0);\n\
-          color *= ( 1.0 - Roughness );\n\
-          return color;\n\
-        }\n\
-        void main() {\n\
-          vec3 sampleDirection;\n\
-          vec2 uv = vUv*2.0 - 1.0;\n\
-          float offset = -1.0/mapSize;\n\
-          const float a = -1.0;\n\
-          const float b = 1.0;\n\
-          float c = -1.0 + offset;\n\
-          float d = 1.0 - offset;\n\
-          float bminusa = b - a;\n\
-          uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
-          uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
-          if (faceIndex==0) {\n\
-            sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
-          } else if (faceIndex==1) {\n\
-            sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
-          } else if (faceIndex==2) {\n\
-            sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
-          } else if (faceIndex==3) {\n\
-            sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
-          } else if (faceIndex==4) {\n\
-            sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
-          } else {\n\
-            sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
-          }\n\
-          vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\
-          mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\
-          vec3 rgbColor = vec3(0.0);\n\
-          const int NumSamples = SAMPLES_PER_LEVEL;\n\
-          vec3 vect;\n\
-          float weight = 0.0;\n\
-          for( int i = 0; i < NumSamples; i ++ ) {\n\
-            float sini = sin(float(i));\n\
-            float cosi = cos(float(i));\n\
-            float r = rand(vec2(sini, cosi));\n\
-            vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
-            float dotProd = dot(vect, normalize(sampleDirection));\n\
-            weight += dotProd;\n\
-            vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\
-            rgbColor.rgb += color;\n\
-          }\n\
-          rgbColor /= float(NumSamples);\n\
-          //rgbColor = testColorMap( roughness ).rgb;\n\
-          gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
-        }",
+				"#include <common>\n\
+				varying vec2 vUv;\n\
+				uniform int faceIndex;\n\
+				uniform float roughness;\n\
+				uniform samplerCube envMap;\n\
+				uniform float mapSize;\n\
+				uniform float tFlip;\n\
+				\n\
+				float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
+					float a = ggxRoughness + 0.0001;\n\
+					a *= a;\n\
+					return ( 2.0 / a - 2.0 );\n\
+				}\n\
+				vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
+					float phi = uv.y * 2.0 * PI;\n\
+					float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
+					float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
+					vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
+					return vecSpace * sampleDir;\n\
+				}\n\
+				vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
+				{\n\
+					float a = Roughness * Roughness;\n\
+					float Phi = 2.0 * PI * uv.x;\n\
+					float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
+					float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
+					return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
+				}\n\
+				mat3 matrixFromVector(vec3 n) {\n\
+					float a = 1.0 / (1.0 + n.z);\n\
+					float b = -n.x * n.y * a;\n\
+					vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
+					vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
+					return mat3(b1, b2, n);\n\
+				}\n\
+				\n\
+				vec4 testColorMap(float Roughness) {\n\
+					vec4 color;\n\
+					if(faceIndex == 0)\n\
+						color = vec4(1.0,0.0,0.0,1.0);\n\
+					else if(faceIndex == 1)\n\
+						color = vec4(0.0,1.0,0.0,1.0);\n\
+					else if(faceIndex == 2)\n\
+						color = vec4(0.0,0.0,1.0,1.0);\n\
+					else if(faceIndex == 3)\n\
+						color = vec4(1.0,1.0,0.0,1.0);\n\
+					else if(faceIndex == 4)\n\
+						color = vec4(0.0,1.0,1.0,1.0);\n\
+					else\n\
+						color = vec4(1.0,0.0,1.0,1.0);\n\
+					color *= ( 1.0 - Roughness );\n\
+					return color;\n\
+				}\n\
+				void main() {\n\
+					vec3 sampleDirection;\n\
+					vec2 uv = vUv*2.0 - 1.0;\n\
+					float offset = -1.0/mapSize;\n\
+					const float a = -1.0;\n\
+					const float b = 1.0;\n\
+					float c = -1.0 + offset;\n\
+					float d = 1.0 - offset;\n\
+					float bminusa = b - a;\n\
+					uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
+					uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
+					if (faceIndex==0) {\n\
+						sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
+					} else if (faceIndex==1) {\n\
+						sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
+					} else if (faceIndex==2) {\n\
+						sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
+					} else if (faceIndex==3) {\n\
+						sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
+					} else if (faceIndex==4) {\n\
+						sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
+					} else {\n\
+						sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
+					}\n\
+					vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\
+					mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\
+					vec3 rgbColor = vec3(0.0);\n\
+					const int NumSamples = SAMPLES_PER_LEVEL;\n\
+					vec3 vect;\n\
+					float weight = 0.0;\n\
+					for( int i = 0; i < NumSamples; i ++ ) {\n\
+						float sini = sin(float(i));\n\
+						float cosi = cos(float(i));\n\
+						float r = rand(vec2(sini, cosi));\n\
+						vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
+						float dotProd = dot(vect, normalize(sampleDirection));\n\
+						weight += dotProd;\n\
+						vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\
+						rgbColor.rgb += color;\n\
+					}\n\
+					rgbColor /= float(NumSamples);\n\
+					//rgbColor = testColorMap( roughness ).rgb;\n\
+					gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
+				}",
 
 			blending: THREE.NoBlending