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EnvironmentNode.js 2.9 KB

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  1. import LightingNode from './LightingNode.js';
  2. import { cache } from '../core/CacheNode.js';
  3. import { context } from '../core/ContextNode.js';
  4. import { roughness, clearcoatRoughness } from '../core/PropertyNode.js';
  5. import { cameraViewMatrix } from '../accessors/CameraNode.js';
  6. import { transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld } from '../accessors/NormalNode.js';
  7. import { positionViewDirection } from '../accessors/PositionNode.js';
  8. import { addNodeClass } from '../core/Node.js';
  9. import { float } from '../shadernode/ShaderNode.js';
  10. import { reference } from '../accessors/ReferenceNode.js';
  11. import { pmremTexture } from '../pmrem/PMREMNode.js';
  12. const envNodeCache = new WeakMap();
  13. class EnvironmentNode extends LightingNode {
  14. constructor( envNode = null ) {
  15. super();
  16. this.envNode = envNode;
  17. }
  18. setup( builder ) {
  19. let envNode = this.envNode;
  20. if ( envNode.isTextureNode ) {
  21. let cacheEnvNode = envNodeCache.get( envNode.value );
  22. if ( cacheEnvNode === undefined ) {
  23. cacheEnvNode = pmremTexture( envNode.value );
  24. envNodeCache.set( envNode.value, cacheEnvNode );
  25. }
  26. envNode = cacheEnvNode;
  27. }
  28. //
  29. const envMap = builder.material.envMap;
  30. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  31. const radiance = context( envNode, createRadianceContext( roughness, transformedNormalView ) ).mul( intensity );
  32. const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  33. const isolateRadiance = cache( radiance );
  34. //
  35. builder.context.radiance.addAssign( isolateRadiance );
  36. builder.context.iblIrradiance.addAssign( irradiance );
  37. //
  38. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  39. if ( clearcoatRadiance ) {
  40. const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  41. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  42. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  43. }
  44. }
  45. }
  46. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  47. let reflectVec = null;
  48. return {
  49. getUV: () => {
  50. if ( reflectVec === null ) {
  51. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  52. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  53. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  54. }
  55. return reflectVec;
  56. },
  57. getTextureLevel: () => {
  58. return roughnessNode;
  59. }
  60. };
  61. };
  62. const createIrradianceContext = ( normalWorldNode ) => {
  63. return {
  64. getUV: () => {
  65. return normalWorldNode;
  66. },
  67. getTextureLevel: () => {
  68. return float( 1.0 );
  69. }
  70. };
  71. };
  72. export default EnvironmentNode;
  73. addNodeClass( 'EnvironmentNode', EnvironmentNode );