webgl_materials_cubemap_render_to_mipmaps.html 7.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - cubemap mipmaps</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - rendering to cubemap mip levels demo.<br/>
  13. Left: original cubemap<br/>
  14. Right: generated cubemap<br/>
  15. </div>
  16. <!-- Import maps polyfill -->
  17. <!-- Remove this when import maps will be widely supported -->
  18. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.module.js",
  23. "three/addons/": "./jsm/"
  24. }
  25. }
  26. </script>
  27. <script type="module">
  28. import * as THREE from 'three';
  29. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  30. let container;
  31. let camera, scene, renderer;
  32. const CubemapFilterShader = {
  33. uniforms: {
  34. cubeTexture: { value: null },
  35. mipIndex: { value: 0 },
  36. },
  37. vertexShader: /* glsl */ `
  38. varying vec3 vWorldDirection;
  39. #include <common>
  40. void main() {
  41. vWorldDirection = transformDirection(position, modelMatrix);
  42. #include <begin_vertex>
  43. #include <project_vertex>
  44. gl_Position.z = gl_Position.w; // set z to camera.far
  45. }
  46. `,
  47. fragmentShader: /* glsl */ `
  48. uniform samplerCube cubeTexture;
  49. varying vec3 vWorldDirection;
  50. uniform float mipIndex;
  51. #include <common>
  52. void main() {
  53. vec3 cubeCoordinates = normalize(vWorldDirection);
  54. // Colorize mip levels
  55. vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
  56. if (mipIndex == 0.0) color.rgb = vec3(1.0, 1.0, 1.0);
  57. else if (mipIndex == 1.0) color.rgb = vec3(0.0, 0.0, 1.0);
  58. else if (mipIndex == 2.0) color.rgb = vec3(0.0, 1.0, 1.0);
  59. else if (mipIndex == 3.0) color.rgb = vec3(0.0, 1.0, 0.0);
  60. else if (mipIndex == 4.0) color.rgb = vec3(1.0, 1.0, 0.0);
  61. gl_FragColor = textureCube(cubeTexture, cubeCoordinates, 0.0) * color;
  62. }
  63. `,
  64. };
  65. init();
  66. animate();
  67. async function loadCubeTexture( urls ) {
  68. return new Promise( function ( resolve ) {
  69. new THREE.CubeTextureLoader().load( urls, function ( cubeTexture ) {
  70. resolve( cubeTexture );
  71. } );
  72. } );
  73. }
  74. function allocateCubemapRenderTarget( cubeMapSize ) {
  75. const params = {
  76. magFilter: THREE.LinearFilter,
  77. minFilter: THREE.LinearMipMapLinearFilter,
  78. generateMipmaps: false,
  79. type: THREE.HalfFloatType,
  80. format: THREE.RGBAFormat,
  81. colorSpace: THREE.LinearSRGBColorSpace,
  82. depthBuffer: false,
  83. };
  84. const rt = new THREE.WebGLCubeRenderTarget( cubeMapSize, params );
  85. const mipLevels = Math.log( cubeMapSize ) * Math.LOG2E + 1.0;
  86. for ( let i = 0; i < mipLevels; i ++ ) rt.texture.mipmaps.push( {} );
  87. rt.texture.mapping = THREE.CubeReflectionMapping;
  88. return rt;
  89. }
  90. function renderToCubeTexture( cubeMapRenderTarget, sourceCubeTexture ) {
  91. const cameras = [];
  92. for ( let i = 0; i < 6; i ++ ) {
  93. // negative fov is not an error
  94. cameras.push( new THREE.PerspectiveCamera( - 90, 1, 1, 10 ) );
  95. }
  96. cameras[ 0 ].up.set( 0, 1, 0 );
  97. cameras[ 0 ].lookAt( 1, 0, 0 );
  98. cameras[ 1 ].up.set( 0, 1, 0 );
  99. cameras[ 1 ].lookAt( - 1, 0, 0 );
  100. cameras[ 2 ].up.set( 0, 0, - 1 );
  101. cameras[ 2 ].lookAt( 0, 1, 0 );
  102. cameras[ 3 ].up.set( 0, 0, 1 );
  103. cameras[ 3 ].lookAt( 0, - 1, 0 );
  104. cameras[ 4 ].up.set( 0, 1, 0 );
  105. cameras[ 4 ].lookAt( 0, 0, 1 );
  106. cameras[ 5 ].up.set( 0, 1, 0 );
  107. cameras[ 5 ].lookAt( 0, 0, - 1 );
  108. for ( let i = 0; i < 6; i ++ ) cameras[ i ].updateMatrixWorld();
  109. const geometry = new THREE.BoxGeometry( 5, 5, 5 );
  110. const material = new THREE.ShaderMaterial( {
  111. name: 'FilterCubemap',
  112. uniforms: THREE.UniformsUtils.clone( CubemapFilterShader.uniforms ),
  113. vertexShader: CubemapFilterShader.vertexShader,
  114. fragmentShader: CubemapFilterShader.fragmentShader,
  115. side: THREE.BackSide,
  116. blending: THREE.NoBlending,
  117. } );
  118. material.uniforms.cubeTexture.value = sourceCubeTexture;
  119. const mesh = new THREE.Mesh( geometry, material );
  120. const currentRenderTarget = renderer.getRenderTarget();
  121. const currentXrEnabled = renderer.xr.enabled;
  122. renderer.xr.enabled = false;
  123. for ( let faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
  124. let mipIndex = 0;
  125. let mipSize = cubeMapRenderTarget.width;
  126. // Render to each texture mip level
  127. while ( mipSize >= 1 ) {
  128. cubeMapRenderTarget.viewport.set( 0, 0, mipSize, mipSize );
  129. renderer.setRenderTarget( cubeMapRenderTarget, faceIndex, mipIndex );
  130. material.uniforms.mipIndex.value = mipIndex;
  131. material.needsUpdate = true;
  132. renderer.render( mesh, cameras[ faceIndex ] );
  133. mipSize >>= 1;
  134. mipIndex ++;
  135. }
  136. }
  137. renderer.setRenderTarget( currentRenderTarget );
  138. renderer.xr.enabled = currentXrEnabled;
  139. mesh.geometry.dispose();
  140. mesh.material.dispose();
  141. }
  142. function init() {
  143. container = document.createElement( 'div' );
  144. document.body.appendChild( container );
  145. // Create renderer
  146. renderer = new THREE.WebGLRenderer( { antialias: true } );
  147. renderer.setPixelRatio( window.devicePixelRatio );
  148. renderer.setSize( window.innerWidth, window.innerHeight );
  149. container.appendChild( renderer.domElement );
  150. scene = new THREE.Scene();
  151. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  152. camera.position.z = 500;
  153. // Create controls
  154. const controls = new OrbitControls( camera, renderer.domElement );
  155. controls.minPolarAngle = Math.PI / 4;
  156. controls.maxPolarAngle = Math.PI / 1.5;
  157. window.addEventListener( 'resize', onWindowResize );
  158. // Load a cube texture
  159. const r = 'textures/cube/Park3Med/';
  160. const urls = [
  161. r + 'px.jpg', r + 'nx.jpg',
  162. r + 'py.jpg', r + 'ny.jpg',
  163. r + 'pz.jpg', r + 'nz.jpg'
  164. ];
  165. loadCubeTexture( urls ).then( ( cubeTexture ) => {
  166. // Allocate a cube map render target
  167. const cubeMapRenderTarget = allocateCubemapRenderTarget( 512 );
  168. // Render to all the mip levels of cubeMapRenderTarget
  169. renderToCubeTexture( cubeMapRenderTarget, cubeTexture );
  170. // Create geometry
  171. const sphere = new THREE.SphereGeometry( 100, 128, 128 );
  172. let material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: cubeTexture } );
  173. let mesh = new THREE.Mesh( sphere, material );
  174. mesh.position.set( - 100, 0, 0 );
  175. scene.add( mesh );
  176. material = material.clone();
  177. material.envMap = cubeMapRenderTarget.texture;
  178. mesh = new THREE.Mesh( sphere, material );
  179. mesh.position.set( 100, 0, 0 );
  180. scene.add( mesh );
  181. } );
  182. }
  183. function onWindowResize() {
  184. camera.aspect = window.innerWidth / window.innerHeight;
  185. camera.updateProjectionMatrix();
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. }
  188. function animate() {
  189. requestAnimationFrame( animate );
  190. renderer.render( scene, camera );
  191. }
  192. </script>
  193. </body>
  194. </html>