EnvironmentNode.js 4.2 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. const envNodeCache = new WeakMap();
  15. class EnvironmentNode extends LightingNode {
  16. constructor( envNode = null ) {
  17. super();
  18. this.envNode = envNode;
  19. }
  20. setup( builder ) {
  21. let envNode = this.envNode;
  22. if ( envNode.isTextureNode && envNode.value.isCubeTexture !== true ) {
  23. let cacheEnvNode = envNodeCache.get( envNode.value );
  24. if ( cacheEnvNode === undefined ) {
  25. const texture = envNode.value;
  26. const renderer = builder.renderer;
  27. // @TODO: Add dispose logic here
  28. const cubeRTT = builder.getCubeRenderTarget( 512 ).fromEquirectangularTexture( renderer, texture );
  29. cacheEnvNode = cubeTexture( cubeRTT.texture );
  30. envNodeCache.set( envNode.value, cacheEnvNode );
  31. }
  32. envNode = cacheEnvNode;
  33. }
  34. //
  35. const intensity = reference( 'envMapIntensity', 'float', builder.material ); // @TODO: Add materialEnvIntensity in MaterialNode
  36. const radiance = context( envNode, createRadianceContext( roughness, transformedNormalView ) ).mul( intensity );
  37. const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  38. const isolateRadiance = cache( radiance );
  39. //
  40. builder.context.radiance.addAssign( isolateRadiance );
  41. builder.context.iblIrradiance.addAssign( irradiance );
  42. //
  43. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  44. if ( clearcoatRadiance ) {
  45. const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  46. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  47. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  48. }
  49. }
  50. }
  51. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  52. let reflectVec = null;
  53. let textureUVNode = null;
  54. return {
  55. getUVNode: ( textureNode ) => {
  56. let node = null;
  57. if ( reflectVec === null ) {
  58. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  59. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  60. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  61. }
  62. if ( textureNode.isCubeTextureNode ) {
  63. node = reflectVec;
  64. } else if ( textureNode.isTextureNode ) {
  65. if ( textureUVNode === null ) {
  66. // @TODO: Needed PMREM
  67. textureUVNode = equirectUV( reflectVec );
  68. }
  69. node = textureUVNode;
  70. }
  71. return node;
  72. },
  73. getSamplerLevelNode: () => {
  74. return roughnessNode;
  75. },
  76. getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => {
  77. return specularMIPLevel( textureNode, levelNode );
  78. }
  79. };
  80. };
  81. const createIrradianceContext = ( normalWorldNode ) => {
  82. let textureUVNode = null;
  83. return {
  84. getUVNode: ( textureNode ) => {
  85. let node = null;
  86. if ( textureNode.isCubeTextureNode ) {
  87. node = normalWorldNode;
  88. } else if ( textureNode.isTextureNode ) {
  89. if ( textureUVNode === null ) {
  90. // @TODO: Needed PMREM
  91. textureUVNode = equirectUV( normalWorldNode );
  92. textureUVNode = vec2( textureUVNode.x, textureUVNode.y.oneMinus() );
  93. }
  94. node = textureUVNode;
  95. }
  96. return node;
  97. },
  98. getSamplerLevelNode: () => {
  99. return float( 1 );
  100. },
  101. getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => {
  102. return specularMIPLevel( textureNode, levelNode );
  103. }
  104. };
  105. };
  106. export default EnvironmentNode;
  107. addNodeClass( 'EnvironmentNode', EnvironmentNode );