196 lines
5.9 KiB
JavaScript
196 lines
5.9 KiB
JavaScript
/**
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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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