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- /**
- * @author sunag / http://www.sunag.com.br/
- */
- THREE.RoughnessToBlinnExponentNode = function () {
- THREE.TempNode.call( this, 'fv1' );
- };
- THREE.RoughnessToBlinnExponentNode.getSpecularMIPLevel = new THREE.FunctionNode( [
- // taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
- "float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {",
- // float envMapWidth = pow( 2.0, maxMIPLevelScalar );
- // float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
- " float maxMIPLevelScalar = float( maxMIPLevel );",
- " float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );",
- // clamp to allowable LOD ranges.
- " return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );",
- "}"
- ].join( "\n" ) );
- THREE.RoughnessToBlinnExponentNode.prototype = Object.create( THREE.TempNode.prototype );
- THREE.RoughnessToBlinnExponentNode.prototype.constructor = THREE.RoughnessToBlinnExponentNode;
- THREE.RoughnessToBlinnExponentNode.prototype.nodeType = "RoughnessToBlinnExponent";
- THREE.RoughnessToBlinnExponentNode.prototype.generate = function ( builder, output ) {
- var material = builder.material;
- if ( builder.isShader( 'fragment' ) ) {
- if ( material.isDefined( 'PHYSICAL' ) ) {
- builder.include( THREE.RoughnessToBlinnExponentNode.getSpecularMIPLevel );
- if ( builder.isCache( 'clearCoat' ) ) {
- return builder.format( 'getSpecularMIPLevel( Material_ClearCoat_BlinnShininessExponent( material ), 8 )', this.type, output );
- } else {
- return builder.format( 'getSpecularMIPLevel( Material_BlinnShininessExponent( material ), 8 )', this.type, output );
- }
- } else {
- console.warn( "THREE.RoughnessToBlinnExponentNode is only compatible with PhysicalMaterial." );
- return builder.format( '0.0', this.type, output );
- }
- } else {
- console.warn( "THREE.RoughnessToBlinnExponentNode is not compatible with " + builder.shader + " shader." );
- return builder.format( '0.0', this.type, output );
- }
- };
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