webvr js meetup initial commit
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195
node_modules/three/examples/js/pmrem/PMREMCubeUVPacker.js
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195
node_modules/three/examples/js/pmrem/PMREMCubeUVPacker.js
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/**
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* @author Prashant Sharma / spidersharma03
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* @author Ben Houston / bhouston, https://clara.io
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*
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* This class takes the cube lods(corresponding to different roughness values), and creates a single cubeUV
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* Texture. The format for a given roughness set of faces is simply::
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* +X+Y+Z
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* -X-Y-Z
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* For every roughness a mip map chain is also saved, which is essential to remove the texture artifacts due to
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* minification.
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* Right now for every face a PlaneMesh is drawn, which leads to a lot of geometry draw calls, but can be replaced
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* later by drawing a single buffer and by sending the appropriate faceIndex via vertex attributes.
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* The arrangement of the faces is fixed, as assuming this arrangement, the sampling function has been written.
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*/
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THREE.PMREMCubeUVPacker = function( cubeTextureLods, numLods ) {
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this.cubeLods = cubeTextureLods;
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this.numLods = numLods;
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var size = cubeTextureLods[ 0 ].width * 4;
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var sourceTexture = cubeTextureLods[ 0 ].texture;
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var params = {
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format: sourceTexture.format,
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magFilter: sourceTexture.magFilter,
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minFilter: sourceTexture.minFilter,
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type: sourceTexture.type,
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generateMipmaps: sourceTexture.generateMipmaps,
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anisotropy: sourceTexture.anisotropy,
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encoding: sourceTexture.encoding
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};
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if( sourceTexture.encoding === THREE.RGBM16Encoding ) {
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params.magFilter = THREE.LinearFilter;
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params.minFilter = THREE.LinearFilter;
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}
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this.CubeUVRenderTarget = new THREE.WebGLRenderTarget( size, size, params );
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this.CubeUVRenderTarget.texture.name = "PMREMCubeUVPacker.cubeUv";
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this.CubeUVRenderTarget.texture.mapping = THREE.CubeUVReflectionMapping;
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this.camera = new THREE.OrthographicCamera( - size * 0.5, size * 0.5, - size * 0.5, size * 0.5, 0.0, 1000 );
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this.scene = new THREE.Scene();
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this.scene.add( this.camera );
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this.objects = [];
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var xOffset = 0;
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var faceOffsets = [];
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faceOffsets.push( new THREE.Vector2( 0, 0 ) );
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faceOffsets.push( new THREE.Vector2( 1, 0 ) );
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faceOffsets.push( new THREE.Vector2( 2, 0 ) );
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faceOffsets.push( new THREE.Vector2( 0, 1 ) );
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faceOffsets.push( new THREE.Vector2( 1, 1 ) );
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faceOffsets.push( new THREE.Vector2( 2, 1 ) );
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var yOffset = 0;
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var textureResolution = size;
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size = cubeTextureLods[ 0 ].width;
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var offset2 = 0;
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var c = 4.0;
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this.numLods = Math.log( cubeTextureLods[ 0 ].width ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2
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for ( var i = 0; i < this.numLods; i ++ ) {
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var offset1 = ( textureResolution - textureResolution / c ) * 0.5;
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if ( size > 16 )
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c *= 2;
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var nMips = size > 16 ? 6 : 1;
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var mipOffsetX = 0;
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var mipOffsetY = 0;
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var mipSize = size;
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for ( var j = 0; j < nMips; j ++ ) {
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// Mip Maps
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for ( var k = 0; k < 6; k ++ ) {
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// 6 Cube Faces
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var material = this.getShader();
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material.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
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material.envMap = this.cubeLods[ i ].texture;
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material.uniforms[ 'faceIndex' ].value = k;
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material.uniforms[ 'mapSize' ].value = mipSize;
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var color = material.uniforms[ 'testColor' ].value;
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//color.copy(testColor[j]);
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var planeMesh = new THREE.Mesh(
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new THREE.PlaneGeometry( mipSize, mipSize, 0 ),
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material );
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planeMesh.position.x = faceOffsets[ k ].x * mipSize - offset1 + mipOffsetX;
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planeMesh.position.y = faceOffsets[ k ].y * mipSize - offset1 + offset2 + mipOffsetY;
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planeMesh.material.side = THREE.DoubleSide;
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this.scene.add( planeMesh );
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this.objects.push( planeMesh );
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}
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mipOffsetY += 1.75 * mipSize;
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mipOffsetX += 1.25 * mipSize;
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mipSize /= 2;
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}
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offset2 += 2 * size;
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if ( size > 16 )
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size /= 2;
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}
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};
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THREE.PMREMCubeUVPacker.prototype = {
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constructor : THREE.PMREMCubeUVPacker,
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update: function( renderer ) {
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var gammaInput = renderer.gammaInput;
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var gammaOutput = renderer.gammaOutput;
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var toneMapping = renderer.toneMapping;
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var toneMappingExposure = renderer.toneMappingExposure;
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renderer.gammaInput = false;
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renderer.gammaOutput = false;
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renderer.toneMapping = THREE.LinearToneMapping;
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renderer.toneMappingExposure = 1.0;
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renderer.render( this.scene, this.camera, this.CubeUVRenderTarget, false );
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renderer.toneMapping = toneMapping;
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renderer.toneMappingExposure = toneMappingExposure;
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renderer.gammaInput = gammaInput;
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renderer.gammaOutput = gammaOutput;
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},
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getShader: function() {
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: {
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"faceIndex": { value: 0 },
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"mapSize": { value: 0 },
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"envMap": { value: null },
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"testColor": { value: new THREE.Vector3( 1, 1, 1 ) }
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},
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vertexShader:
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"precision highp float;\
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varying vec2 vUv;\
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void main() {\
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vUv = uv;\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
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}",
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fragmentShader:
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"precision highp float;\
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varying vec2 vUv;\
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uniform samplerCube envMap;\
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uniform float mapSize;\
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uniform vec3 testColor;\
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uniform int faceIndex;\
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\
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void main() {\
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vec3 sampleDirection;\
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vec2 uv = vUv;\
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uv = uv * 2.0 - 1.0;\
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uv.y *= -1.0;\
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if(faceIndex == 0) {\
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sampleDirection = normalize(vec3(1.0, uv.y, -uv.x));\
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} else if(faceIndex == 1) {\
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sampleDirection = normalize(vec3(uv.x, 1.0, uv.y));\
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} else if(faceIndex == 2) {\
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sampleDirection = normalize(vec3(uv.x, uv.y, 1.0));\
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} else if(faceIndex == 3) {\
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sampleDirection = normalize(vec3(-1.0, uv.y, uv.x));\
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} else if(faceIndex == 4) {\
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sampleDirection = normalize(vec3(uv.x, -1.0, -uv.y));\
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} else {\
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sampleDirection = normalize(vec3(-uv.x, uv.y, -1.0));\
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}\
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vec4 color = envMapTexelToLinear( textureCube( envMap, sampleDirection ) );\
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gl_FragColor = linearToOutputTexel( color );\
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}",
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blending: THREE.CustomBlending,
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premultipliedAlpha: false,
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blendSrc: THREE.OneFactor,
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blendDst: THREE.ZeroFactor,
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blendSrcAlpha: THREE.OneFactor,
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blendDstAlpha: THREE.ZeroFactor,
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blendEquation: THREE.AddEquation
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} );
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return shaderMaterial;
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}
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};
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269
node_modules/three/examples/js/pmrem/PMREMGenerator.js
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269
node_modules/three/examples/js/pmrem/PMREMGenerator.js
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@@ -0,0 +1,269 @@
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/**
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* @author Prashant Sharma / spidersharma03
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* @author Ben Houston / bhouston, https://clara.io
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*
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* To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is
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* sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border
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* of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
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* well where the 6 faces can be arranged in any manner whatsoever.
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* Code in the beginning of fragment shader's main function does this job for a given resolution.
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* Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
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* by this class.
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*/
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THREE.PMREMGenerator = function( sourceTexture, samplesPerLevel, resolution ) {
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this.sourceTexture = sourceTexture;
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this.resolution = ( resolution !== undefined ) ? resolution : 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
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this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 16;
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var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
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( sourceTexture.encoding === THREE.GammaEncoding ) || ( sourceTexture.encoding === THREE.sRGBEncoding );
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this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;
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this.cubeLods = [];
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var size = this.resolution;
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var params = {
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format: this.sourceTexture.format,
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magFilter: this.sourceTexture.magFilter,
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minFilter: this.sourceTexture.minFilter,
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type: this.sourceTexture.type,
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generateMipmaps: this.sourceTexture.generateMipmaps,
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anisotropy: this.sourceTexture.anisotropy,
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encoding: this.sourceTexture.encoding
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};
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// how many LODs fit in the given CubeUV Texture.
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this.numLods = Math.log( size ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2
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for ( var i = 0; i < this.numLods; i ++ ) {
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var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params );
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renderTarget.texture.name = "PMREMGenerator.cube" + i;
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this.cubeLods.push( renderTarget );
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size = Math.max( 16, size / 2 );
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}
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this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
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this.shader = this.getShader();
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this.shader.defines['SAMPLES_PER_LEVEL'] = this.samplesPerLevel;
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this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
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this.planeMesh.material.side = THREE.DoubleSide;
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this.scene = new THREE.Scene();
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this.scene.add( this.planeMesh );
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this.scene.add( this.camera );
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this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
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this.shader.envMap = this.sourceTexture;
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};
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THREE.PMREMGenerator.prototype = {
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constructor : THREE.PMREMGenerator,
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/*
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* Prashant Sharma / spidersharma03: More thought and work is needed here.
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* Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
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* I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
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* even a high number of samples(1024) dosen't lead to satisfactory results.
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* By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
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* gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
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* goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
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* the roughness by 0.9(totally empirical) to try to visually match the original result.
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* The condition "if(i <5)" is also an attemt to make the result match the original result.
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* This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
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* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
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*/
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update: function( renderer ) {
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this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
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this.shader.envMap = this.sourceTexture;
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var gammaInput = renderer.gammaInput;
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var gammaOutput = renderer.gammaOutput;
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var toneMapping = renderer.toneMapping;
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var toneMappingExposure = renderer.toneMappingExposure;
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renderer.toneMapping = THREE.LinearToneMapping;
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renderer.toneMappingExposure = 1.0;
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renderer.gammaInput = false;
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renderer.gammaOutput = false;
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for ( var i = 0; i < this.numLods; i ++ ) {
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var r = i / ( this.numLods - 1 );
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this.shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
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this.shader.uniforms[ 'queryScale' ].value.x = ( i == 0 ) ? -1 : 1;
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var size = this.cubeLods[ i ].width;
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this.shader.uniforms[ 'mapSize' ].value = size;
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this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
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if ( i < 5 ) this.shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
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}
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renderer.toneMapping = toneMapping;
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renderer.toneMappingExposure = toneMappingExposure;
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renderer.gammaInput = gammaInput;
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renderer.gammaOutput = gammaOutput;
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},
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renderToCubeMapTarget: function( renderer, renderTarget ) {
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for ( var i = 0; i < 6; i ++ ) {
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this.renderToCubeMapTargetFace( renderer, renderTarget, i )
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}
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},
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renderToCubeMapTargetFace: function( renderer, renderTarget, faceIndex ) {
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renderTarget.activeCubeFace = faceIndex;
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this.shader.uniforms[ 'faceIndex' ].value = faceIndex;
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renderer.render( this.scene, this.camera, renderTarget, true );
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},
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getShader: function() {
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return new THREE.ShaderMaterial( {
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defines: {
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"SAMPLES_PER_LEVEL": 20,
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},
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uniforms: {
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"faceIndex": { value: 0 },
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"roughness": { value: 0.5 },
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"mapSize": { value: 0.5 },
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"envMap": { value: null },
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"queryScale": { value: new THREE.Vector3( 1, 1, 1 ) },
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"testColor": { value: new THREE.Vector3( 1, 1, 1 ) },
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},
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vertexShader:
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"varying vec2 vUv;\n\
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void main() {\n\
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vUv = uv;\n\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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}",
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fragmentShader:
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"#include <common>\n\
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varying vec2 vUv;\n\
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uniform int faceIndex;\n\
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uniform float roughness;\n\
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uniform samplerCube envMap;\n\
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uniform float mapSize;\n\
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uniform vec3 testColor;\n\
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uniform vec3 queryScale;\n\
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\n\
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float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
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float a = ggxRoughness + 0.0001;\n\
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a *= a;\n\
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return ( 2.0 / a - 2.0 );\n\
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}\n\
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vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
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float phi = uv.y * 2.0 * PI;\n\
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float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
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vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
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return vecSpace * sampleDir;\n\
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}\n\
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vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
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{\n\
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float a = Roughness * Roughness;\n\
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float Phi = 2.0 * PI * uv.x;\n\
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float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
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float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
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return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
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}\n\
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mat3 matrixFromVector(vec3 n) {\n\
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float a = 1.0 / (1.0 + n.z);\n\
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float b = -n.x * n.y * a;\n\
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vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
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vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
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return mat3(b1, b2, n);\n\
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}\n\
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\n\
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vec4 testColorMap(float Roughness) {\n\
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vec4 color;\n\
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if(faceIndex == 0)\n\
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color = vec4(1.0,0.0,0.0,1.0);\n\
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else if(faceIndex == 1)\n\
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color = vec4(0.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 2)\n\
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color = vec4(0.0,0.0,1.0,1.0);\n\
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else if(faceIndex == 3)\n\
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color = vec4(1.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 4)\n\
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color = vec4(0.0,1.0,1.0,1.0);\n\
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else\n\
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color = vec4(1.0,0.0,1.0,1.0);\n\
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color *= ( 1.0 - Roughness );\n\
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return color;\n\
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}\n\
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void main() {\n\
|
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vec3 sampleDirection;\n\
|
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vec2 uv = vUv*2.0 - 1.0;\n\
|
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float offset = -1.0/mapSize;\n\
|
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const float a = -1.0;\n\
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const float b = 1.0;\n\
|
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float c = -1.0 + offset;\n\
|
||||
float d = 1.0 - offset;\n\
|
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float bminusa = b - a;\n\
|
||||
uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
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uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
|
||||
if (faceIndex==0) {\n\
|
||||
sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
|
||||
} else if (faceIndex==1) {\n\
|
||||
sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
|
||||
} else if (faceIndex==2) {\n\
|
||||
sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
|
||||
} else if (faceIndex==3) {\n\
|
||||
sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
|
||||
} else if (faceIndex==4) {\n\
|
||||
sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
|
||||
} else {\n\
|
||||
sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
|
||||
}\n\
|
||||
mat3 vecSpace = matrixFromVector(normalize(sampleDirection * queryScale));\n\
|
||||
vec3 rgbColor = vec3(0.0);\n\
|
||||
const int NumSamples = SAMPLES_PER_LEVEL;\n\
|
||||
vec3 vect;\n\
|
||||
float weight = 0.0;\n\
|
||||
for( int i = 0; i < NumSamples; i ++ ) {\n\
|
||||
float sini = sin(float(i));\n\
|
||||
float cosi = cos(float(i));\n\
|
||||
float r = rand(vec2(sini, cosi));\n\
|
||||
vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
|
||||
float dotProd = dot(vect, normalize(sampleDirection));\n\
|
||||
weight += dotProd;\n\
|
||||
vec3 color = envMapTexelToLinear(textureCube(envMap,vect)).rgb;\n\
|
||||
rgbColor.rgb += color;\n\
|
||||
}\n\
|
||||
rgbColor /= float(NumSamples);\n\
|
||||
//rgbColor = testColorMap( roughness ).rgb;\n\
|
||||
gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
|
||||
}",
|
||||
blending: THREE.CustomBlending,
|
||||
blendSrc: THREE.OneFactor,
|
||||
blendDst: THREE.ZeroFactor,
|
||||
blendSrcAlpha: THREE.OneFactor,
|
||||
blendDstAlpha: THREE.ZeroFactor,
|
||||
blendEquation: THREE.AddEquation
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user