RoughnessMipmapper.js 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284
  1. /**
  2. * This class generates custom mipmaps for a roughness map by encoding the lost variation in the
  3. * normal map mip levels as increased roughness in the corresponding roughness mip levels. This
  4. * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when
  5. * using PMREM. If the normal map is larger than the roughness map, the roughness map will be
  6. * enlarged to match the dimensions of the normal map.
  7. */
  8. import {
  9. LinearMipMapLinearFilter,
  10. MathUtils,
  11. Mesh,
  12. NoBlending,
  13. OrthographicCamera,
  14. PlaneBufferGeometry,
  15. RawShaderMaterial,
  16. Vector2,
  17. WebGLRenderTarget
  18. } from "../../../build/three.module.js";
  19. var _mipmapMaterial = _getMipmapMaterial();
  20. var _mesh = new Mesh( new PlaneBufferGeometry( 2, 2 ), _mipmapMaterial );
  21. var _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 );
  22. var _tempTarget = null;
  23. var _renderer = null;
  24. function RoughnessMipmapper( renderer ) {
  25. _renderer = renderer;
  26. _renderer.compile( _mesh, _flatCamera );
  27. }
  28. RoughnessMipmapper.prototype = {
  29. constructor: RoughnessMipmapper,
  30. generateMipmaps: function ( material ) {
  31. var { roughnessMap, normalMap } = material;
  32. if ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return;
  33. material.userData.roughnessUpdated = true;
  34. var width = Math.max( roughnessMap.image.width, normalMap.image.width );
  35. var height = Math.max( roughnessMap.image.height, normalMap.image.height );
  36. if ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return;
  37. var oldTarget = _renderer.getRenderTarget();
  38. var autoClear = _renderer.autoClear;
  39. _renderer.autoClear = false;
  40. if ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) {
  41. if ( _tempTarget !== null ) _tempTarget.dispose();
  42. _tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } );
  43. _tempTarget.scissorTest = true;
  44. }
  45. if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {
  46. var newRoughnessTarget = new WebGLRenderTarget( width, height, { minFilter: LinearMipMapLinearFilter, depthBuffer: false } );
  47. newRoughnessTarget.texture.generateMipmaps = true;
  48. // Setting the render target causes the memory to be allocated.
  49. _renderer.setRenderTarget( newRoughnessTarget );
  50. material.roughnessMap = newRoughnessTarget.texture;
  51. if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;
  52. if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;
  53. }
  54. _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;
  55. _mipmapMaterial.uniforms.normalMap.value = normalMap;
  56. var position = new Vector2( 0, 0 );
  57. var texelSize = _mipmapMaterial.uniforms.texelSize.value;
  58. for ( var mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) {
  59. // Rendering to a mip level is not allowed in webGL1. Instead we must set
  60. // up a secondary texture to write the result to, then copy it back to the
  61. // proper mipmap level.
  62. texelSize.set( 1.0 / width, 1.0 / height );
  63. if ( mip == 0 ) texelSize.set( 0.0, 0.0 );
  64. _tempTarget.viewport.set( position.x, position.y, width, height );
  65. _tempTarget.scissor.set( position.x, position.y, width, height );
  66. _renderer.setRenderTarget( _tempTarget );
  67. _renderer.render( _mesh, _flatCamera );
  68. _renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );
  69. _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;
  70. }
  71. if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();
  72. _renderer.setRenderTarget( oldTarget );
  73. _renderer.autoClear = autoClear;
  74. },
  75. dispose: function () {
  76. _mipmapMaterial.dispose();
  77. _mesh.geometry.dispose();
  78. if ( _tempTarget != null ) _tempTarget.dispose();
  79. }
  80. };
  81. function _getMipmapMaterial() {
  82. var shaderMaterial = new RawShaderMaterial( {
  83. uniforms: {
  84. roughnessMap: { value: null },
  85. normalMap: { value: null },
  86. texelSize: { value: new Vector2( 1, 1 ) }
  87. },
  88. vertexShader: /* glsl */`
  89. precision mediump float;
  90. precision mediump int;
  91. attribute vec3 position;
  92. attribute vec2 uv;
  93. varying vec2 vUv;
  94. void main() {
  95. vUv = uv;
  96. gl_Position = vec4( position, 1.0 );
  97. }
  98. `,
  99. fragmentShader: /* glsl */`
  100. precision mediump float;
  101. precision mediump int;
  102. varying vec2 vUv;
  103. uniform sampler2D roughnessMap;
  104. uniform sampler2D normalMap;
  105. uniform vec2 texelSize;
  106. #define ENVMAP_TYPE_CUBE_UV
  107. vec4 envMapTexelToLinear( vec4 a ) { return a; }
  108. #include <cube_uv_reflection_fragment>
  109. float roughnessToVariance( float roughness ) {
  110. float variance = 0.0;
  111. if ( roughness >= r1 ) {
  112. variance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;
  113. } else if ( roughness >= r4 ) {
  114. variance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;
  115. } else if ( roughness >= r5 ) {
  116. variance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;
  117. } else {
  118. float roughness2 = roughness * roughness;
  119. variance = 1.79 * roughness2 * roughness2;
  120. }
  121. return variance;
  122. }
  123. float varianceToRoughness( float variance ) {
  124. float roughness = 0.0;
  125. if ( variance >= v1 ) {
  126. roughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;
  127. } else if ( variance >= v4 ) {
  128. roughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;
  129. } else if ( variance >= v5 ) {
  130. roughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;
  131. } else {
  132. roughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79
  133. }
  134. return roughness;
  135. }
  136. void main() {
  137. gl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );
  138. if ( texelSize.x == 0.0 ) return;
  139. float roughness = gl_FragColor.g;
  140. float variance = roughnessToVariance( roughness );
  141. vec3 avgNormal;
  142. for ( float x = - 1.0; x < 2.0; x += 2.0 ) {
  143. for ( float y = - 1.0; y < 2.0; y += 2.0 ) {
  144. vec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;
  145. avgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );
  146. }
  147. }
  148. variance += 1.0 - 0.25 * length( avgNormal );
  149. gl_FragColor.g = varianceToRoughness( variance );
  150. }
  151. `,
  152. blending: NoBlending,
  153. depthTest: false,
  154. depthWrite: false
  155. } );
  156. shaderMaterial.type = 'RoughnessMipmapper';
  157. return shaderMaterial;
  158. }
  159. export { RoughnessMipmapper };