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- /**
- * @author Prashant Sharma / spidersharma03
- * @author Ben Houston / bhouston, https://clara.io
- */
- THREE.PMREMGenerator = function( cubeTexture ) {
- console.trace( 'cubeTexture', cubeTexture );
- if ( cubeTexture instanceof THREE.CubeTexture ) {
- if ( cubeTexture.images[ 0 ] === undefined )
- console.error( "CubeTexture Not Initialized" );
- if(cubeTexture.images[ 0 ] instanceof THREE.DataTexture) {
- this.resolution = cubeTexture.images[ 0 ].image.width;
- }
- else {
- this.resolution = cubeTexture.images[ 0 ].width;
- }
- }
- else if ( cubeTexture instanceof THREE.WebGLRenderTargetCube ) {
- if ( cubeTexture === undefined ) console.error( "Render Target Not Initialized" );
- this.resolution = cubeTexture.width;
- }
- else {
- console.error( "Wrong Input to PMREMGenerator" );
- }
- this.sourceTexture = cubeTexture;
- // encoded formats do not interpolate well, thus turn off interpolation for them
- var textureFilter = ( this.sourceTexture.encoding === THREE.Linear ) ? THREE.LinearFilter : THREE.NearestFilter;
- this.sourceTexture.minFilter = this.sourceTexture.magFilter = textureFilter;
- this.cubeLods = [];
- var size = this.resolution;
- var params = { format: THREE.RGBAFormat, magFilter: textureFilter, minFilter: textureFilter, type: this.sourceTexture.type };
- this.numLods = Math.log2( size ) - 2;
- for ( var i = 0; i < this.numLods; i ++ ) {
- var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params );
- renderTarget.texture.generateMipmaps = false;
- renderTarget.encoding = this.sourceTexture.encoding;
- this.cubeLods.push( renderTarget );
- size = Math.max( 16, size / 2 );
- }
- this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
- this.shader = this.getShader();
- this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
- this.planeMesh.material.side = THREE.DoubleSide;
- this.scene = new THREE.Scene();
- this.scene.add( this.planeMesh );
- this.scene.add( this.camera );
- this.shader.uniforms[ "sourceTexture" ].value = this.sourceTexture;
- this.shader.uniforms[ "encoding" ].value = this.sourceTexture.encoding;
- };
- THREE.PMREMGenerator.prototype = {
- constructor : THREE.PMREMGenerator,
- update: function( renderer ) {
- this.shader.uniforms[ "sourceTexture" ].value = this.sourceTexture;
- for ( var i = 0; i < this.numLods; i ++ ) {
- var r = i / ( this.numLods - 1 );
- this.shader.uniforms[ "roughness" ].value = r * 0.9;
- var size = this.cubeLods[ i ].width;
- this.shader.uniforms[ "mapSize" ].value = size;
- this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
- if ( i < 5 )
- this.shader.uniforms[ "sourceTexture" ].value = this.cubeLods[ i ];
- }
- },
- renderToCubeMapTarget: function( renderer, renderTarget ) {
- for ( var i = 0; i < 6; i ++ ) {
- this.renderToCubeMapTargetFace( renderer, renderTarget, i )
- }
- },
- renderToCubeMapTargetFace: function( renderer, renderTarget, faceIndex ) {
- renderTarget.texture.generateMipmaps = false;
- renderTarget.activeCubeFace = faceIndex;
- this.shader.uniforms[ "faceIndex" ].value = faceIndex;
- renderer.render( this.scene, this.camera, renderTarget, true );
- },
- getShader: function() {
- return new THREE.ShaderMaterial( {
- uniforms: {
- "faceIndex": { type: 'i', value: 0 },
- "roughness": { type: 'f', value: 0.5 },
- "mapSize": { type: 'f', value: 0.5 },
- "sourceTexture": { type: 't', value: null },
- "encoding": { type: 'i', value: 3002},
- "testColor": { type: 'v3', value: new THREE.Vector3( 1, 1, 1 ) }
- },
- vertexShader:
- "varying vec2 vUv;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- fragmentShader:
- "varying vec2 vUv;\n\
- uniform int faceIndex;\n\
- uniform float roughness;\n\
- uniform samplerCube sourceTexture;\n\
- uniform float mapSize;\n\
- uniform vec3 testColor;\n\
- uniform int encoding;\n\
- \n\
- float rnd(vec2 uv) {\n\
- return fract(sin(dot(uv, vec2(12.9898, 78.233) * 2.0)) * 43758.5453);\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\
- const float PI = 3.14159265358979;\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() {\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\
- return color;\n\
- }" +
- THREE.ShaderChunk[ "encodings" ] +
- "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\
- }\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\
- mat3 vecSpace = matrixFromVector(normalize(sampleDirection));\n\
- vec3 rgbColor = vec3(0.0);\n\
- const int NumSamples = 1024;\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 rand = rnd(vec2(sini, cosi));\n\
- vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), rand), vecSpace, roughness);\n\
- float dotProd = dot(vect, normalize(sampleDirection));\n\
- weight += dotProd;\n\
- vec3 color = texelDecode(textureCube(sourceTexture, vect), encoding).rgb;\n\
- rgbColor.rgb += color;\n\
- }\n\
- rgbColor /= float(NumSamples);\n\
- gl_FragColor = texelEncode( vec4( rgbColor, 1.0 ), encoding );\n\
- }"
- }
- );
- }
- };
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