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- #define DISABLE_CUBE_UV_MIPMAP_INTERPOLATION
- #ifdef ENVMAP_TYPE_CUBE_UV
- #define CUBE_UV_TEXTURE_SIZE 1024
- int getFaceFromDirection(vec3 direction) {
- vec3 absDirection = abs(direction);
- int face = -1;
- if( absDirection.x > absDirection.z ) {
- if(absDirection.x > absDirection.y )
- face = direction.x > 0.0 ? 0 : 3;
- else
- face = direction.y > 0.0 ? 1 : 4;
- }
- else {
- if(absDirection.z > absDirection.y )
- face = direction.z > 0.0 ? 2 : 5;
- else
- face = direction.y > 0.0 ? 1 : 4;
- }
- return face;
- }
- const float cubeUV_maxLods1 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 1.0;
- const float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
- vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
- float scale = exp2(cubeUV_maxLods1 - roughnessLevel);
- float dxRoughness = dFdx(roughness);
- float dyRoughness = dFdy(roughness);
- vec3 dx = dFdx( vec * scale * dxRoughness );
- vec3 dy = dFdy( vec * scale * dyRoughness );
- float d = max( dot( dx, dx ), dot( dy, dy ) );
- // Clamp the value to the max mip level counts. hard coded to 6 mips
- d = clamp(d, 1.0, cubeUV_rangeClamp);
- float mipLevel = 0.5 * log2(d);
- return vec2(floor(mipLevel), fract(mipLevel));
- }
- const float cubeUV_maxLods2 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 2.0;
- const float cubeUV_rcpTextureSize = 1.0 / float(CUBE_UV_TEXTURE_SIZE);
- vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
- mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;
- float a = 16.0 * cubeUV_rcpTextureSize;
- vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );
- vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;
- // float powScale = exp2(roughnessLevel + mipLevel);
- float powScale = exp2_packed.x * exp2_packed.y;
- // float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel);
- float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;
- // float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel);
- float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;
- bool bRes = mipLevel == 0.0;
- scale = bRes && (scale < a) ? a : scale;
- vec3 r;
- vec2 offset;
- int face = getFaceFromDirection(direction);
- float rcpPowScale = 1.0 / powScale;
- if( face == 0) {
- r = vec3(direction.x, -direction.z, direction.y);
- offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
- }
- else if( face == 1) {
- r = vec3(direction.y, direction.x, direction.z);
- offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
- }
- else if( face == 2) {
- r = vec3(direction.z, direction.x, direction.y);
- offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;
- }
- else if( face == 3) {
- r = vec3(direction.x, direction.z, direction.y);
- offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
- }
- else if( face == 4) {
- r = vec3(direction.y, direction.x, -direction.z);
- offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
- }
- else {
- r = vec3(direction.z, -direction.x, direction.y);
- offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);
- offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;
- }
- r = normalize(r);
- float texelOffset = 0.5 * cubeUV_rcpTextureSize;
- float s1 = (r.y/abs(r.x) + 1.0)*0.5;
- float s2 = (r.z/abs(r.x) + 1.0)*0.5;
- vec2 uv = offset + vec2(s1, s2) * scale;
- float min_x = offset.x + texelOffset;
- float max_x = offset.x + scale - texelOffset;
- float min_y = offset.y + texelOffset;
- float max_y = offset.y + scale - texelOffset;
- float delx = max_x - min_x;
- float dely = max_y - min_y;
- uv.x = min_x + s1*delx;
- uv.y = min_y + s2*dely;
- return uv;
- }
- const float cubeUV_maxLods3 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 3.0;
- vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
- float roughnessVal = roughness* cubeUV_maxLods3;
- float r1 = floor(roughnessVal);
- float r2 = r1 + 1.0;
- float t = fract(roughnessVal);
- vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);
- float s = mipInfo.y;
- float level0 = mipInfo.x;
- float level1 = level0 + 1.0;
- level1 = level1 > 5.0 ? 5.0 : level1;
- #if defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
- // round to nearest mipmap if we are not interpolating.
- level0 += min( floor( s + 0.5 ), 5.0 );
- #endif
- // Tri linear interpolation.
- vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);
- vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));
- vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);
- vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));
- vec4 result = mix(color10, color20, t);
- #if ! defined( DISABLE_CUBE_UV_MIPMAP_INTERPOLATION )
- vec2 uv_11 = getCubeUV(reflectedDirection, r1, level1);
- vec4 color11 = envMapTexelToLinear(texture2D(envMap, uv_11));
- vec2 uv_21 = getCubeUV(reflectedDirection, r2, level1);
- vec4 color21 = envMapTexelToLinear(texture2D(envMap, uv_21));
- vec4 c2 = mix(color11, color21, t);
- result = mix(result, c2, s);
- #endif
- return vec4(result.rgb, 1.0);
- }
- #endif
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