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- import {
- CubeUVReflectionMapping,
- GammaEncoding,
- LinearEncoding,
- NoToneMapping,
- NearestFilter,
- NoBlending,
- RGBDEncoding,
- RGBEEncoding,
- RGBEFormat,
- RGBAFormat,
- RGBM16Encoding,
- RGBM7Encoding,
- UnsignedByteType,
- sRGBEncoding
- } from '../constants.js';
- import { BufferAttribute } from '../core/BufferAttribute.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { Mesh } from '../objects/Mesh.js';
- import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
- import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
- import { RawShaderMaterial } from '../materials/RawShaderMaterial.js';
- import { Vector2 } from '../math/Vector2.js';
- import { Vector3 } from '../math/Vector3.js';
- import { Color } from '../math/Color.js';
- import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
- import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
- import { BoxGeometry } from '../geometries/BoxGeometry.js';
- import { BackSide } from '../constants.js';
- const LOD_MIN = 4;
- const LOD_MAX = 8;
- const SIZE_MAX = Math.pow( 2, LOD_MAX );
- // The standard deviations (radians) associated with the extra mips. These are
- // chosen to approximate a Trowbridge-Reitz distribution function times the
- // geometric shadowing function. These sigma values squared must match the
- // variance #defines in cube_uv_reflection_fragment.glsl.js.
- const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
- const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
- // The maximum length of the blur for loop. Smaller sigmas will use fewer
- // samples and exit early, but not recompile the shader.
- const MAX_SAMPLES = 20;
- const ENCODINGS = {
- [ LinearEncoding ]: 0,
- [ sRGBEncoding ]: 1,
- [ RGBEEncoding ]: 2,
- [ RGBM7Encoding ]: 3,
- [ RGBM16Encoding ]: 4,
- [ RGBDEncoding ]: 5,
- [ GammaEncoding ]: 6
- };
- const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
- const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
- const _clearColor = /*@__PURE__*/ new Color();
- let _oldTarget = null;
- // Golden Ratio
- const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
- const INV_PHI = 1 / PHI;
- // Vertices of a dodecahedron (except the opposites, which represent the
- // same axis), used as axis directions evenly spread on a sphere.
- const _axisDirections = [
- /*@__PURE__*/ new Vector3( 1, 1, 1 ),
- /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
- /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
- /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
- /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
- /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
- /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
- /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
- /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
- /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];
- /**
- * This class generates a Prefiltered, Mipmapped Radiance Environment Map
- * (PMREM) from a cubeMap environment texture. This allows different levels of
- * blur to be quickly accessed based on material roughness. It is packed into a
- * special CubeUV format that allows us to perform custom interpolation so that
- * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
- * chain, it only goes down to the LOD_MIN level (above), and then creates extra
- * even more filtered 'mips' at the same LOD_MIN resolution, associated with
- * higher roughness levels. In this way we maintain resolution to smoothly
- * interpolate diffuse lighting while limiting sampling computation.
- *
- * Paper: Fast, Accurate Image-Based Lighting
- * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
- */
- class PMREMGenerator {
- constructor( renderer ) {
- this._renderer = renderer;
- this._pingPongRenderTarget = null;
- this._blurMaterial = _getBlurShader( MAX_SAMPLES );
- this._equirectShader = null;
- this._cubemapShader = null;
- this._compileMaterial( this._blurMaterial );
- }
- /**
- * Generates a PMREM from a supplied Scene, which can be faster than using an
- * image if networking bandwidth is low. Optional sigma specifies a blur radius
- * in radians to be applied to the scene before PMREM generation. Optional near
- * and far planes ensure the scene is rendered in its entirety (the cubeCamera
- * is placed at the origin).
- */
- fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
- _oldTarget = this._renderer.getRenderTarget();
- const cubeUVRenderTarget = this._allocateTargets();
- this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
- if ( sigma > 0 ) {
- this._blur( cubeUVRenderTarget, 0, 0, sigma );
- }
- this._applyPMREM( cubeUVRenderTarget );
- this._cleanup( cubeUVRenderTarget );
- return cubeUVRenderTarget;
- }
- /**
- * Generates a PMREM from an equirectangular texture, which can be either LDR
- * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
- * as this matches best with the 256 x 256 cubemap output.
- */
- fromEquirectangular( equirectangular ) {
- return this._fromTexture( equirectangular );
- }
- /**
- * Generates a PMREM from an cubemap texture, which can be either LDR
- * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
- * as this matches best with the 256 x 256 cubemap output.
- */
- fromCubemap( cubemap ) {
- return this._fromTexture( cubemap );
- }
- /**
- * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
- * your texture's network fetch for increased concurrency.
- */
- compileCubemapShader() {
- if ( this._cubemapShader === null ) {
- this._cubemapShader = _getCubemapShader();
- this._compileMaterial( this._cubemapShader );
- }
- }
- /**
- * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
- * your texture's network fetch for increased concurrency.
- */
- compileEquirectangularShader() {
- if ( this._equirectShader === null ) {
- this._equirectShader = _getEquirectShader();
- this._compileMaterial( this._equirectShader );
- }
- }
- /**
- * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
- * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
- * one of them will cause any others to also become unusable.
- */
- dispose() {
- this._blurMaterial.dispose();
- if ( this._cubemapShader !== null ) this._cubemapShader.dispose();
- if ( this._equirectShader !== null ) this._equirectShader.dispose();
- for ( let i = 0; i < _lodPlanes.length; i ++ ) {
- _lodPlanes[ i ].dispose();
- }
- }
- // private interface
- _cleanup( outputTarget ) {
- this._pingPongRenderTarget.dispose();
- this._renderer.setRenderTarget( _oldTarget );
- outputTarget.scissorTest = false;
- _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
- }
- _fromTexture( texture ) {
- _oldTarget = this._renderer.getRenderTarget();
- const cubeUVRenderTarget = this._allocateTargets( texture );
- this._textureToCubeUV( texture, cubeUVRenderTarget );
- this._applyPMREM( cubeUVRenderTarget );
- this._cleanup( cubeUVRenderTarget );
- return cubeUVRenderTarget;
- }
- _allocateTargets( texture ) { // warning: null texture is valid
- const params = {
- magFilter: NearestFilter,
- minFilter: NearestFilter,
- generateMipmaps: false,
- type: UnsignedByteType,
- format: RGBEFormat,
- encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
- depthBuffer: false
- };
- const cubeUVRenderTarget = _createRenderTarget( params );
- cubeUVRenderTarget.depthBuffer = texture ? false : true;
- this._pingPongRenderTarget = _createRenderTarget( params );
- return cubeUVRenderTarget;
- }
- _compileMaterial( material ) {
- const tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
- this._renderer.compile( tmpMesh, _flatCamera );
- }
- _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
- const fov = 90;
- const aspect = 1;
- const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
- const upSign = [ 1, - 1, 1, 1, 1, 1 ];
- const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
- const renderer = this._renderer;
- const originalAutoClear = renderer.autoClear;
- const outputEncoding = renderer.outputEncoding;
- const toneMapping = renderer.toneMapping;
- renderer.getClearColor( _clearColor );
- renderer.toneMapping = NoToneMapping;
- renderer.outputEncoding = LinearEncoding;
- renderer.autoClear = false;
- const backgroundMaterial = new MeshBasicMaterial( {
- name: 'PMREM.Background',
- side: BackSide,
- depthWrite: false,
- depthTest: false,
- } );
- const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
- let useSolidColor = false;
- const background = scene.background;
- if ( background ) {
- if ( background.isColor ) {
- backgroundMaterial.color.copy( background );
- scene.background = null;
- useSolidColor = true;
- }
- } else {
- backgroundMaterial.color.copy( _clearColor );
- useSolidColor = true;
- }
- for ( let i = 0; i < 6; i ++ ) {
- const col = i % 3;
- if ( col == 0 ) {
- cubeCamera.up.set( 0, upSign[ i ], 0 );
- cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
- } else if ( col == 1 ) {
- cubeCamera.up.set( 0, 0, upSign[ i ] );
- cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
- } else {
- cubeCamera.up.set( 0, upSign[ i ], 0 );
- cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
- }
- _setViewport( cubeUVRenderTarget,
- col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
- renderer.setRenderTarget( cubeUVRenderTarget );
- if ( useSolidColor ) {
- renderer.render( backgroundBox, cubeCamera );
- }
- renderer.render( scene, cubeCamera );
- }
- backgroundBox.geometry.dispose();
- backgroundBox.material.dispose();
- renderer.toneMapping = toneMapping;
- renderer.outputEncoding = outputEncoding;
- renderer.autoClear = originalAutoClear;
- scene.background = background;
- }
- _setEncoding( uniform, texture ) {
- if ( this._renderer.capabilities.isWebGL2 === true && texture.format === RGBAFormat && texture.type === UnsignedByteType && texture.encoding === sRGBEncoding ) {
- uniform.value = ENCODINGS[ LinearEncoding ];
- } else {
- uniform.value = ENCODINGS[ texture.encoding ];
- }
- }
- _textureToCubeUV( texture, cubeUVRenderTarget ) {
- const renderer = this._renderer;
- if ( texture.isCubeTexture ) {
- if ( this._cubemapShader == null ) {
- this._cubemapShader = _getCubemapShader();
- }
- } else {
- if ( this._equirectShader == null ) {
- this._equirectShader = _getEquirectShader();
- }
- }
- const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
- const mesh = new Mesh( _lodPlanes[ 0 ], material );
- const uniforms = material.uniforms;
- uniforms[ 'envMap' ].value = texture;
- if ( ! texture.isCubeTexture ) {
- uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
- }
- this._setEncoding( uniforms[ 'inputEncoding' ], texture );
- this._setEncoding( uniforms[ 'outputEncoding' ], cubeUVRenderTarget.texture );
- _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
- renderer.setRenderTarget( cubeUVRenderTarget );
- renderer.render( mesh, _flatCamera );
- }
- _applyPMREM( cubeUVRenderTarget ) {
- const renderer = this._renderer;
- const autoClear = renderer.autoClear;
- renderer.autoClear = false;
- for ( let i = 1; i < TOTAL_LODS; i ++ ) {
- const sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
- const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
- this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
- }
- renderer.autoClear = autoClear;
- }
- /**
- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
- * vertically and horizontally, but this breaks down on a cube. Here we apply
- * the blur latitudinally (around the poles), and then longitudinally (towards
- * the poles) to approximate the orthogonally-separable blur. It is least
- * accurate at the poles, but still does a decent job.
- */
- _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
- const pingPongRenderTarget = this._pingPongRenderTarget;
- this._halfBlur(
- cubeUVRenderTarget,
- pingPongRenderTarget,
- lodIn,
- lodOut,
- sigma,
- 'latitudinal',
- poleAxis );
- this._halfBlur(
- pingPongRenderTarget,
- cubeUVRenderTarget,
- lodOut,
- lodOut,
- sigma,
- 'longitudinal',
- poleAxis );
- }
- _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
- const renderer = this._renderer;
- const blurMaterial = this._blurMaterial;
- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
- console.error(
- 'blur direction must be either latitudinal or longitudinal!' );
- }
- // Number of standard deviations at which to cut off the discrete approximation.
- const STANDARD_DEVIATIONS = 3;
- const blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
- const blurUniforms = blurMaterial.uniforms;
- const pixels = _sizeLods[ lodIn ] - 1;
- const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
- const sigmaPixels = sigmaRadians / radiansPerPixel;
- const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
- if ( samples > MAX_SAMPLES ) {
- console.warn( `sigmaRadians, ${
- sigmaRadians}, is too large and will clip, as it requested ${
- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
- }
- const weights = [];
- let sum = 0;
- for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
- const x = i / sigmaPixels;
- const weight = Math.exp( - x * x / 2 );
- weights.push( weight );
- if ( i == 0 ) {
- sum += weight;
- } else if ( i < samples ) {
- sum += 2 * weight;
- }
- }
- for ( let i = 0; i < weights.length; i ++ ) {
- weights[ i ] = weights[ i ] / sum;
- }
- blurUniforms[ 'envMap' ].value = targetIn.texture;
- blurUniforms[ 'samples' ].value = samples;
- blurUniforms[ 'weights' ].value = weights;
- blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
- if ( poleAxis ) {
- blurUniforms[ 'poleAxis' ].value = poleAxis;
- }
- blurUniforms[ 'dTheta' ].value = radiansPerPixel;
- blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
- this._setEncoding( blurUniforms[ 'inputEncoding' ], targetIn.texture );
- this._setEncoding( blurUniforms[ 'outputEncoding' ], targetIn.texture );
- const outputSize = _sizeLods[ lodOut ];
- const x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
- const y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
- _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
- renderer.setRenderTarget( targetOut );
- renderer.render( blurMesh, _flatCamera );
- }
- }
- function _isLDR( texture ) {
- if ( texture === undefined || texture.type !== UnsignedByteType ) return false;
- return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
- }
- function _createPlanes() {
- const _lodPlanes = [];
- const _sizeLods = [];
- const _sigmas = [];
- let lod = LOD_MAX;
- for ( let i = 0; i < TOTAL_LODS; i ++ ) {
- const sizeLod = Math.pow( 2, lod );
- _sizeLods.push( sizeLod );
- let sigma = 1.0 / sizeLod;
- if ( i > LOD_MAX - LOD_MIN ) {
- sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
- } else if ( i == 0 ) {
- sigma = 0;
- }
- _sigmas.push( sigma );
- const texelSize = 1.0 / ( sizeLod - 1 );
- const min = - texelSize / 2;
- const max = 1 + texelSize / 2;
- const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
- const cubeFaces = 6;
- const vertices = 6;
- const positionSize = 3;
- const uvSize = 2;
- const faceIndexSize = 1;
- const position = new Float32Array( positionSize * vertices * cubeFaces );
- const uv = new Float32Array( uvSize * vertices * cubeFaces );
- const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
- for ( let face = 0; face < cubeFaces; face ++ ) {
- const x = ( face % 3 ) * 2 / 3 - 1;
- const y = face > 2 ? 0 : - 1;
- const coordinates = [
- x, y, 0,
- x + 2 / 3, y, 0,
- x + 2 / 3, y + 1, 0,
- x, y, 0,
- x + 2 / 3, y + 1, 0,
- x, y + 1, 0
- ];
- position.set( coordinates, positionSize * vertices * face );
- uv.set( uv1, uvSize * vertices * face );
- const fill = [ face, face, face, face, face, face ];
- faceIndex.set( fill, faceIndexSize * vertices * face );
- }
- const planes = new BufferGeometry();
- planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
- planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
- _lodPlanes.push( planes );
- if ( lod > LOD_MIN ) {
- lod --;
- }
- }
- return { _lodPlanes, _sizeLods, _sigmas };
- }
- function _createRenderTarget( params ) {
- const cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
- cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
- cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
- cubeUVRenderTarget.scissorTest = true;
- return cubeUVRenderTarget;
- }
- function _setViewport( target, x, y, width, height ) {
- target.viewport.set( x, y, width, height );
- target.scissor.set( x, y, width, height );
- }
- function _getBlurShader( maxSamples ) {
- const weights = new Float32Array( maxSamples );
- const poleAxis = new Vector3( 0, 1, 0 );
- const shaderMaterial = new RawShaderMaterial( {
- name: 'SphericalGaussianBlur',
- defines: { 'n': maxSamples },
- uniforms: {
- 'envMap': { value: null },
- 'samples': { value: 1 },
- 'weights': { value: weights },
- 'latitudinal': { value: false },
- 'dTheta': { value: 0 },
- 'mipInt': { value: 0 },
- 'poleAxis': { value: poleAxis },
- 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
- 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
- },
- vertexShader: _getCommonVertexShader(),
- fragmentShader: /* glsl */`
- precision mediump float;
- precision mediump int;
- varying vec3 vOutputDirection;
- uniform sampler2D envMap;
- uniform int samples;
- uniform float weights[ n ];
- uniform bool latitudinal;
- uniform float dTheta;
- uniform float mipInt;
- uniform vec3 poleAxis;
- ${ _getEncodings() }
- #define ENVMAP_TYPE_CUBE_UV
- #include <cube_uv_reflection_fragment>
- vec3 getSample( float theta, vec3 axis ) {
- float cosTheta = cos( theta );
- // Rodrigues' axis-angle rotation
- vec3 sampleDirection = vOutputDirection * cosTheta
- + cross( axis, vOutputDirection ) * sin( theta )
- + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
- return bilinearCubeUV( envMap, sampleDirection, mipInt );
- }
- void main() {
- vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
- if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
- axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
- }
- axis = normalize( axis );
- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
- gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
- for ( int i = 1; i < n; i++ ) {
- if ( i >= samples ) {
- break;
- }
- float theta = dTheta * float( i );
- gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
- gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
- }
- gl_FragColor = linearToOutputTexel( gl_FragColor );
- }
- `,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false
- } );
- return shaderMaterial;
- }
- function _getEquirectShader() {
- const texelSize = new Vector2( 1, 1 );
- const shaderMaterial = new RawShaderMaterial( {
- name: 'EquirectangularToCubeUV',
- uniforms: {
- 'envMap': { value: null },
- 'texelSize': { value: texelSize },
- 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
- 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
- },
- vertexShader: _getCommonVertexShader(),
- fragmentShader: /* glsl */`
- precision mediump float;
- precision mediump int;
- varying vec3 vOutputDirection;
- uniform sampler2D envMap;
- uniform vec2 texelSize;
- ${ _getEncodings() }
- #include <common>
- void main() {
- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
- vec3 outputDirection = normalize( vOutputDirection );
- vec2 uv = equirectUv( outputDirection );
- vec2 f = fract( uv / texelSize - 0.5 );
- uv -= f * texelSize;
- vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
- uv.x += texelSize.x;
- vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
- uv.y += texelSize.y;
- vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
- uv.x -= texelSize.x;
- vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
- vec3 tm = mix( tl, tr, f.x );
- vec3 bm = mix( bl, br, f.x );
- gl_FragColor.rgb = mix( tm, bm, f.y );
- gl_FragColor = linearToOutputTexel( gl_FragColor );
- }
- `,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false
- } );
- return shaderMaterial;
- }
- function _getCubemapShader() {
- const shaderMaterial = new RawShaderMaterial( {
- name: 'CubemapToCubeUV',
- uniforms: {
- 'envMap': { value: null },
- 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
- 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
- },
- vertexShader: _getCommonVertexShader(),
- fragmentShader: /* glsl */`
- precision mediump float;
- precision mediump int;
- varying vec3 vOutputDirection;
- uniform samplerCube envMap;
- ${ _getEncodings() }
- void main() {
- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
- gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
- gl_FragColor = linearToOutputTexel( gl_FragColor );
- }
- `,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false
- } );
- return shaderMaterial;
- }
- function _getCommonVertexShader() {
- return /* glsl */`
- precision mediump float;
- precision mediump int;
- attribute vec3 position;
- attribute vec2 uv;
- attribute float faceIndex;
- varying vec3 vOutputDirection;
- // RH coordinate system; PMREM face-indexing convention
- vec3 getDirection( vec2 uv, float face ) {
- uv = 2.0 * uv - 1.0;
- vec3 direction = vec3( uv, 1.0 );
- if ( face == 0.0 ) {
- direction = direction.zyx; // ( 1, v, u ) pos x
- } else if ( face == 1.0 ) {
- direction = direction.xzy;
- direction.xz *= -1.0; // ( -u, 1, -v ) pos y
- } else if ( face == 2.0 ) {
- direction.x *= -1.0; // ( -u, v, 1 ) pos z
- } else if ( face == 3.0 ) {
- direction = direction.zyx;
- direction.xz *= -1.0; // ( -1, v, -u ) neg x
- } else if ( face == 4.0 ) {
- direction = direction.xzy;
- direction.xy *= -1.0; // ( -u, -1, v ) neg y
- } else if ( face == 5.0 ) {
- direction.z *= -1.0; // ( u, v, -1 ) neg z
- }
- return direction;
- }
- void main() {
- vOutputDirection = getDirection( uv, faceIndex );
- gl_Position = vec4( position, 1.0 );
- }
- `;
- }
- function _getEncodings() {
- return /* glsl */`
- uniform int inputEncoding;
- uniform int outputEncoding;
- #include <encodings_pars_fragment>
- vec4 inputTexelToLinear( vec4 value ) {
- if ( inputEncoding == 0 ) {
- return value;
- } else if ( inputEncoding == 1 ) {
- return sRGBToLinear( value );
- } else if ( inputEncoding == 2 ) {
- return RGBEToLinear( value );
- } else if ( inputEncoding == 3 ) {
- return RGBMToLinear( value, 7.0 );
- } else if ( inputEncoding == 4 ) {
- return RGBMToLinear( value, 16.0 );
- } else if ( inputEncoding == 5 ) {
- return RGBDToLinear( value, 256.0 );
- } else {
- return GammaToLinear( value, 2.2 );
- }
- }
- vec4 linearToOutputTexel( vec4 value ) {
- if ( outputEncoding == 0 ) {
- return value;
- } else if ( outputEncoding == 1 ) {
- return LinearTosRGB( value );
- } else if ( outputEncoding == 2 ) {
- return LinearToRGBE( value );
- } else if ( outputEncoding == 3 ) {
- return LinearToRGBM( value, 7.0 );
- } else if ( outputEncoding == 4 ) {
- return LinearToRGBM( value, 16.0 );
- } else if ( outputEncoding == 5 ) {
- return LinearToRGBD( value, 256.0 );
- } else {
- return LinearToGamma( value, 2.2 );
- }
- }
- vec4 envMapTexelToLinear( vec4 color ) {
- return inputTexelToLinear( color );
- }
- `;
- }
- export { PMREMGenerator };
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