three 基础库
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import FunctionNode from '../core/FunctionNode.js';
export const F_Schlick = new FunctionNode( `
vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotLH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );
return ( 1.0 - specularColor ) * fresnel + specularColor;
}` ); // validated
export const G_BlinnPhong_Implicit = new FunctionNode( `
float G_BlinnPhong_Implicit() {
// ( const in float dotNL, const in float dotNV )
// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)
return 0.25;
}` ); // validated
export const D_BlinnPhong = new FunctionNode( `
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
}` ); // validated
export const BRDF_Diffuse_Lambert = new FunctionNode( `
vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {
return RECIPROCAL_PI * diffuseColor;
}` ); // validated
export const BRDF_Specular_BlinnPhong = new FunctionNode( `
vec3 BRDF_Specular_BlinnPhong( vec3 lightDirection, vec3 specularColor, float shininess ) {
vec3 halfDir = normalize( lightDirection + PositionViewDirection );
//float dotNL = saturate( dot( NormalView, lightDirection ) );
//float dotNV = saturate( dot( NormalView, PositionViewDirection ) );
float dotNH = saturate( dot( NormalView, halfDir ) );
float dotLH = saturate( dot( lightDirection, halfDir ) );
vec3 F = F_Schlick( specularColor, dotLH );
float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );
float D = D_BlinnPhong( shininess, dotNH );
return F * ( G * D );
}` ).setIncludes( [ F_Schlick, G_BlinnPhong_Implicit, D_BlinnPhong ] ); // validated
export const punctualLightIntensityToIrradianceFactor = new FunctionNode( `
float punctualLightIntensityToIrradianceFactor( float lightDistance, float cutoffDistance, float decayExponent ) {
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
// based upon Frostbite 3 Moving to Physically-based Rendering
// page 32, equation 26: E[window1]
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
// this is intended to be used on spot and point lights who are represented as luminous intensity
// but who must be converted to luminous irradiance for surface lighting calculation
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
if( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
}
return distanceFalloff;
#else
if( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );
}
return 1.0;
#endif
}` );
export const RE_Direct_BlinnPhong = new FunctionNode( `
void RE_Direct_BlinnPhong( vec3 lightDirection, vec3 lightColor ) {
float dotNL = saturate( dot( NormalView, lightDirection ) );
vec3 irradiance = dotNL * lightColor;
#ifndef PHYSICALLY_CORRECT_LIGHTS
irradiance *= PI; // punctual light
#endif
ReflectedLightDirectDiffuse += irradiance * BRDF_Diffuse_Lambert( MaterialDiffuseColor.rgb );
ReflectedLightDirectSpecular += irradiance * BRDF_Specular_BlinnPhong( lightDirection, MaterialSpecularColor, MaterialSpecularShininess );
}` ).setIncludes( [ BRDF_Diffuse_Lambert, BRDF_Specular_BlinnPhong ] );
export const RE_IndirectDiffuse_BlinnPhong = new FunctionNode( `
void RE_IndirectDiffuse_BlinnPhong( ) {
ReflectedLightIndirectDiffuse += Irradiance * BRDF_Diffuse_Lambert( MaterialDiffuseColor.rgb );
}` ).setIncludes( [ BRDF_Diffuse_Lambert ] );