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| /** | |
| * @author Prashant Sharma / spidersharma03 | |
| * @author Ben Houston / bhouston, https://clara.io | |
| * | |
| * This class takes the cube lods(corresponding to different roughness values), and creates a single cubeUV | |
| * Texture. The format for a given roughness set of faces is simply:: | |
| * +X+Y+Z | |
| * -X-Y-Z | |
| * For every roughness a mip map chain is also saved, which is essential to remove the texture artifacts due to | |
| * minification. | |
| * Right now for every face a PlaneMesh is drawn, which leads to a lot of geometry draw calls, but can be replaced | |
| * later by drawing a single buffer and by sending the appropriate faceIndex via vertex attributes. | |
| * The arrangement of the faces is fixed, as assuming this arrangement, the sampling function has been written. | |
| */ | |
| import { | |
| BackSide, | |
| CubeUVReflectionMapping, | |
| LinearFilter, | |
| LinearToneMapping, | |
| Mesh, | |
| NoBlending, | |
| OrthographicCamera, | |
| PlaneBufferGeometry, | |
| RGBEEncoding, | |
| RGBM16Encoding, | |
| Scene, | |
| ShaderMaterial, | |
| Vector2, | |
| Vector3, | |
| WebGLRenderTarget | |
| } from "../../../build/three.module.js"; | |
| var PMREMCubeUVPacker = ( function () { | |
| var camera = new OrthographicCamera(); | |
| var scene = new Scene(); | |
| var shader = getShader(); | |
| var PMREMCubeUVPacker = function ( cubeTextureLods ) { | |
| this.cubeLods = cubeTextureLods; | |
| var size = cubeTextureLods[ 0 ].width * 4; | |
| var sourceTexture = cubeTextureLods[ 0 ].texture; | |
| var params = { | |
| format: sourceTexture.format, | |
| magFilter: sourceTexture.magFilter, | |
| minFilter: sourceTexture.minFilter, | |
| type: sourceTexture.type, | |
| generateMipmaps: sourceTexture.generateMipmaps, | |
| anisotropy: sourceTexture.anisotropy, | |
| encoding: ( sourceTexture.encoding === RGBEEncoding ) ? RGBM16Encoding : sourceTexture.encoding | |
| }; | |
| if ( params.encoding === RGBM16Encoding ) { | |
| params.magFilter = LinearFilter; | |
| params.minFilter = LinearFilter; | |
| } | |
| this.CubeUVRenderTarget = new WebGLRenderTarget( size, size, params ); | |
| this.CubeUVRenderTarget.texture.name = "PMREMCubeUVPacker.cubeUv"; | |
| this.CubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; | |
| this.objects = []; | |
| var geometry = new PlaneBufferGeometry( 1, 1 ); | |
| var faceOffsets = []; | |
| faceOffsets.push( new Vector2( 0, 0 ) ); | |
| faceOffsets.push( new Vector2( 1, 0 ) ); | |
| faceOffsets.push( new Vector2( 2, 0 ) ); | |
| faceOffsets.push( new Vector2( 0, 1 ) ); | |
| faceOffsets.push( new Vector2( 1, 1 ) ); | |
| faceOffsets.push( new Vector2( 2, 1 ) ); | |
| var textureResolution = size; | |
| size = cubeTextureLods[ 0 ].width; | |
| var offset2 = 0; | |
| var c = 4.0; | |
| this.numLods = Math.log( cubeTextureLods[ 0 ].width ) / Math.log( 2 ) - 2; // IE11 doesn't support Math.log2 | |
| for ( var i = 0; i < this.numLods; i ++ ) { | |
| var offset1 = ( textureResolution - textureResolution / c ) * 0.5; | |
| if ( size > 16 ) c *= 2; | |
| var nMips = size > 16 ? 6 : 1; | |
| var mipOffsetX = 0; | |
| var mipOffsetY = 0; | |
| var mipSize = size; | |
| for ( var j = 0; j < nMips; j ++ ) { | |
| // Mip Maps | |
| for ( var k = 0; k < 6; k ++ ) { | |
| // 6 Cube Faces | |
| var material = shader.clone(); | |
| material.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture; | |
| material.envMap = this.cubeLods[ i ].texture; | |
| material.uniforms[ 'faceIndex' ].value = k; | |
| material.uniforms[ 'mapSize' ].value = mipSize; | |
| var planeMesh = new Mesh( geometry, material ); | |
| planeMesh.position.x = faceOffsets[ k ].x * mipSize - offset1 + mipOffsetX; | |
| planeMesh.position.y = faceOffsets[ k ].y * mipSize - offset1 + offset2 + mipOffsetY; | |
| planeMesh.material.side = BackSide; | |
| planeMesh.scale.setScalar( mipSize ); | |
| this.objects.push( planeMesh ); | |
| } | |
| mipOffsetY += 1.75 * mipSize; | |
| mipOffsetX += 1.25 * mipSize; | |
| mipSize /= 2; | |
| } | |
| offset2 += 2 * size; | |
| if ( size > 16 ) size /= 2; | |
| } | |
| }; | |
| PMREMCubeUVPacker.prototype = { | |
| constructor: PMREMCubeUVPacker, | |
| update: function ( renderer ) { | |
| var size = this.cubeLods[ 0 ].width * 4; | |
| // top and bottom are swapped for some reason? | |
| camera.left = - size * 0.5; | |
| camera.right = size * 0.5; | |
| camera.top = - size * 0.5; | |
| camera.bottom = size * 0.5; | |
| camera.near = 0; | |
| camera.far = 1; | |
| camera.updateProjectionMatrix(); | |
| for ( var i = 0; i < this.objects.length; i ++ ) { | |
| scene.add( this.objects[ i ] ); | |
| } | |
| var gammaInput = renderer.gammaInput; | |
| var gammaOutput = renderer.gammaOutput; | |
| var toneMapping = renderer.toneMapping; | |
| var toneMappingExposure = renderer.toneMappingExposure; | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| renderer.gammaInput = false; | |
| renderer.gammaOutput = false; | |
| renderer.toneMapping = LinearToneMapping; | |
| renderer.toneMappingExposure = 1.0; | |
| renderer.setRenderTarget( this.CubeUVRenderTarget ); | |
| renderer.render( scene, camera ); | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| renderer.toneMapping = toneMapping; | |
| renderer.toneMappingExposure = toneMappingExposure; | |
| renderer.gammaInput = gammaInput; | |
| renderer.gammaOutput = gammaOutput; | |
| for ( var i = 0; i < this.objects.length; i ++ ) { | |
| scene.remove( this.objects[ i ] ); | |
| } | |
| }, | |
| dispose: function () { | |
| for ( var i = 0, l = this.objects.length; i < l; i ++ ) { | |
| this.objects[ i ].material.dispose(); | |
| } | |
| this.objects[ 0 ].geometry.dispose(); | |
| } | |
| }; | |
| function getShader() { | |
| var shaderMaterial = new ShaderMaterial( { | |
| uniforms: { | |
| "faceIndex": { value: 0 }, | |
| "mapSize": { value: 0 }, | |
| "envMap": { value: null }, | |
| "testColor": { value: new Vector3( 1, 1, 1 ) } | |
| }, | |
| vertexShader: | |
| "precision highp float;\ | |
| varying vec2 vUv;\ | |
| void main() {\ | |
| vUv = uv;\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\ | |
| }", | |
| fragmentShader: | |
| "precision highp float;\ | |
| varying vec2 vUv;\ | |
| uniform samplerCube envMap;\ | |
| uniform float mapSize;\ | |
| uniform vec3 testColor;\ | |
| uniform int faceIndex;\ | |
| \ | |
| void main() {\ | |
| vec3 sampleDirection;\ | |
| vec2 uv = vUv;\ | |
| uv = uv * 2.0 - 1.0;\ | |
| uv.y *= -1.0;\ | |
| if(faceIndex == 0) {\ | |
| sampleDirection = normalize(vec3(1.0, uv.y, -uv.x));\ | |
| } else if(faceIndex == 1) {\ | |
| sampleDirection = normalize(vec3(uv.x, 1.0, uv.y));\ | |
| } else if(faceIndex == 2) {\ | |
| sampleDirection = normalize(vec3(uv.x, uv.y, 1.0));\ | |
| } else if(faceIndex == 3) {\ | |
| sampleDirection = normalize(vec3(-1.0, uv.y, uv.x));\ | |
| } else if(faceIndex == 4) {\ | |
| sampleDirection = normalize(vec3(uv.x, -1.0, -uv.y));\ | |
| } else {\ | |
| sampleDirection = normalize(vec3(-uv.x, uv.y, -1.0));\ | |
| }\ | |
| vec4 color = envMapTexelToLinear( textureCube( envMap, sampleDirection ) );\ | |
| gl_FragColor = linearToOutputTexel( color );\ | |
| }", | |
| blending: NoBlending | |
| } ); | |
| shaderMaterial.type = 'PMREMCubeUVPacker'; | |
| return shaderMaterial; | |
| } | |
| return PMREMCubeUVPacker; | |
| } )(); | |
| export { PMREMCubeUVPacker }; | |