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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 MeshPhysicalMaterial, 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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+import {
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+ LinearMipMapLinearFilter,
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+ Math as _Math,
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+ Mesh,
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+ NoBlending,
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+ OrthographicCamera,
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+ PlaneBufferGeometry,
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+ RawShaderMaterial,
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+ Scene,
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+ Vector2,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+
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+var RoughnessMipmapper = ( function () {
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+
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+ var _mipmapMaterial = _getMipmapMaterial();
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+ var _scene = new Scene();
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+ _scene.add( new Mesh( new PlaneBufferGeometry( 2, 2 ), _mipmapMaterial ) );
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+
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+ var _flatCamera = new 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 ( ! _Math.isPowerOfTwo( width ) || ! _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 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 WebGLRenderTarget( width, height, {
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+ minFilter: 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 != null ) material.metalnessMap = material.roughnessMap;
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+ if ( material.aoMap != null ) 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 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 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 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: 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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+
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+export { RoughnessMipmapper };
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