EnvironmentNode.js 4.1 KB

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  1. import LightingNode from './LightingNode.js';
  2. import { cache } from '../core/CacheNode.js';
  3. import { context } from '../core/ContextNode.js';
  4. import { roughness, clearcoatRoughness } from '../core/PropertyNode.js';
  5. import { equirectUV } from '../utils/EquirectUVNode.js';
  6. import { specularMIPLevel } from '../utils/SpecularMIPLevelNode.js';
  7. import { cameraViewMatrix } from '../accessors/CameraNode.js';
  8. import { transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld } from '../accessors/NormalNode.js';
  9. import { positionViewDirection } from '../accessors/PositionNode.js';
  10. import { addNodeClass } from '../core/Node.js';
  11. import { float, vec2 } from '../shadernode/ShaderNode.js';
  12. import { cubeTexture } from '../accessors/CubeTextureNode.js';
  13. import { reference } from '../accessors/ReferenceNode.js';
  14. class EnvironmentNode extends LightingNode {
  15. constructor( envNode = null ) {
  16. super();
  17. this.envNode = envNode;
  18. }
  19. construct( builder ) {
  20. let envNode = this.envNode;
  21. const properties = builder.getNodeProperties( this );
  22. if ( envNode.isTextureNode && envNode.value.isCubeTexture !== true ) {
  23. const texture = envNode.value;
  24. const renderer = builder.renderer;
  25. // @TODO: Add dispose logic here
  26. const cubeRTT = builder.getCubeRenderTarget( 512 ).fromEquirectangularTexture( renderer, texture );
  27. envNode = cubeTexture( cubeRTT.texture );
  28. }
  29. //
  30. const intensity = reference( 'envMapIntensity', 'float', builder.material ); // @TODO: Add materialEnvIntensity in MaterialNode
  31. const radiance = context( envNode, createRadianceContext( roughness, transformedNormalView ) ).mul( intensity );
  32. const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  33. const isolateRadiance = cache( radiance );
  34. //
  35. builder.context.radiance.addAssign( isolateRadiance );
  36. builder.context.iblIrradiance.addAssign( irradiance );
  37. //
  38. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  39. if ( clearcoatRadiance ) {
  40. const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  41. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  42. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  43. }
  44. //
  45. properties.radiance = isolateRadiance;
  46. properties.irradiance = irradiance;
  47. }
  48. }
  49. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  50. let reflectVec = null;
  51. let textureUVNode = null;
  52. return {
  53. getUVNode: ( textureNode ) => {
  54. let node = null;
  55. if ( reflectVec === null ) {
  56. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  57. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  58. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  59. }
  60. if ( textureNode.isCubeTextureNode ) {
  61. node = reflectVec;
  62. } else if ( textureNode.isTextureNode ) {
  63. if ( textureUVNode === null ) {
  64. // @TODO: Needed PMREM
  65. textureUVNode = equirectUV( reflectVec );
  66. }
  67. node = textureUVNode;
  68. }
  69. return node;
  70. },
  71. getSamplerLevelNode: () => {
  72. return roughnessNode;
  73. },
  74. getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => {
  75. return specularMIPLevel( textureNode, levelNode );
  76. }
  77. };
  78. };
  79. const createIrradianceContext = ( normalWorldNode ) => {
  80. let textureUVNode = null;
  81. return {
  82. getUVNode: ( textureNode ) => {
  83. let node = null;
  84. if ( textureNode.isCubeTextureNode ) {
  85. node = normalWorldNode;
  86. } else if ( textureNode.isTextureNode ) {
  87. if ( textureUVNode === null ) {
  88. // @TODO: Needed PMREM
  89. textureUVNode = equirectUV( normalWorldNode );
  90. textureUVNode = vec2( textureUVNode.x, textureUVNode.y.oneMinus() );
  91. }
  92. node = textureUVNode;
  93. }
  94. return node;
  95. },
  96. getSamplerLevelNode: () => {
  97. return float( 1 );
  98. },
  99. getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => {
  100. return specularMIPLevel( textureNode, levelNode );
  101. }
  102. };
  103. };
  104. export default EnvironmentNode;
  105. addNodeClass( EnvironmentNode );