three 基础库
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import { TempNode } from '../core/TempNode.js';
import { ConstNode } from '../core/ConstNode.js';
import { StructNode } from '../core/StructNode.js';
import { FunctionNode } from '../core/FunctionNode.js';
import { FunctionCallNode } from '../core/FunctionCallNode.js';
import { ExpressionNode } from '../core/ExpressionNode.js';
import { FloatNode } from '../inputs/FloatNode.js';
import { OperatorNode } from '../math/OperatorNode.js';
import { MathNode } from '../math/MathNode.js';
import { ColorSpaceNode } from '../utils/ColorSpaceNode.js';
class TextureCubeUVNode extends TempNode {
constructor( value, uv, bias ) {
super( 'v4' );
this.value = value,
this.uv = uv;
this.bias = bias;
}
bilinearCubeUV( builder, texture, uv, mipInt ) {
const bilinearCubeUV = new FunctionCallNode( TextureCubeUVNode.Nodes.bilinearCubeUV, [ texture, uv, mipInt ] );
this.colorSpaceTL = this.colorSpaceTL || new ColorSpaceNode( new ExpressionNode( '', 'v4' ) );
this.colorSpaceTL.fromDecoding( builder.getTextureEncodingFromMap( this.value.value ) );
this.colorSpaceTL.input.parse( bilinearCubeUV.build( builder ) + '.tl' );
this.colorSpaceTR = this.colorSpaceTR || new ColorSpaceNode( new ExpressionNode( '', 'v4' ) );
this.colorSpaceTR.fromDecoding( builder.getTextureEncodingFromMap( this.value.value ) );
this.colorSpaceTR.input.parse( bilinearCubeUV.build( builder ) + '.tr' );
this.colorSpaceBL = this.colorSpaceBL || new ColorSpaceNode( new ExpressionNode( '', 'v4' ) );
this.colorSpaceBL.fromDecoding( builder.getTextureEncodingFromMap( this.value.value ) );
this.colorSpaceBL.input.parse( bilinearCubeUV.build( builder ) + '.bl' );
this.colorSpaceBR = this.colorSpaceBR || new ColorSpaceNode( new ExpressionNode( '', 'v4' ) );
this.colorSpaceBR.fromDecoding( builder.getTextureEncodingFromMap( this.value.value ) );
this.colorSpaceBR.input.parse( bilinearCubeUV.build( builder ) + '.br' );
// add a custom context for fix incompatibility with the core
// include ColorSpace function only for vertex shader (in fragment shader color space functions is added automatically by core)
// this should be removed in the future
// context.include =: is used to include or not functions if used FunctionNode
// context.ignoreCache =: not create temp variables nodeT0..9 to optimize the code
const context = { include: builder.isShader( 'vertex' ), ignoreCache: true };
builder.addContext( context );
this.colorSpaceTLExp = new ExpressionNode( this.colorSpaceTL.build( builder, 'v4' ), 'v4' );
this.colorSpaceTRExp = new ExpressionNode( this.colorSpaceTR.build( builder, 'v4' ), 'v4' );
this.colorSpaceBLExp = new ExpressionNode( this.colorSpaceBL.build( builder, 'v4' ), 'v4' );
this.colorSpaceBRExp = new ExpressionNode( this.colorSpaceBR.build( builder, 'v4' ), 'v4' );
// end custom context
builder.removeContext();
// --
const output = new ExpressionNode( 'mix( mix( cubeUV_TL, cubeUV_TR, cubeUV.f.x ), mix( cubeUV_BL, cubeUV_BR, cubeUV.f.x ), cubeUV.f.y )', 'v4' );
output.keywords[ 'cubeUV_TL' ] = this.colorSpaceTLExp;
output.keywords[ 'cubeUV_TR' ] = this.colorSpaceTRExp;
output.keywords[ 'cubeUV_BL' ] = this.colorSpaceBLExp;
output.keywords[ 'cubeUV_BR' ] = this.colorSpaceBRExp;
output.keywords[ 'cubeUV' ] = bilinearCubeUV;
return output;
}
generate( builder, output ) {
if ( builder.isShader( 'fragment' ) ) {
const uv = this.uv;
const bias = this.bias || builder.context.roughness;
const mipV = new FunctionCallNode( TextureCubeUVNode.Nodes.roughnessToMip, [ bias ] );
const mip = new MathNode( mipV, TextureCubeUVNode.Nodes.m0, TextureCubeUVNode.Nodes.cubeUV_maxMipLevel, MathNode.CLAMP );
const mipInt = new MathNode( mip, MathNode.FLOOR );
const mipF = new MathNode( mip, MathNode.FRACT );
const color0 = this.bilinearCubeUV( builder, this.value, uv, mipInt );
const color1 = this.bilinearCubeUV( builder, this.value, uv, new OperatorNode(
mipInt,
new FloatNode( 1 ).setReadonly( true ),
OperatorNode.ADD
) );
const color1Mix = new MathNode( color0, color1, mipF, MathNode.MIX );
/*
// TODO: Optimize this in the future
let cond = new CondNode(
mipF,
new FloatNode( 0 ).setReadonly( true ),
CondNode.EQUAL,
color0, // if
color1Mix // else
);
*/
return builder.format( color1Mix.build( builder ), 'v4', output );
} else {
console.warn( 'THREE.TextureCubeUVNode is not compatible with ' + builder.shader + ' shader.' );
return builder.format( 'vec4( 0.0 )', this.getType( builder ), output );
}
}
toJSON( meta ) {
let data = this.getJSONNode( meta );
if ( ! data ) {
data = this.createJSONNode( meta );
data.value = this.value.toJSON( meta ).uuid;
data.uv = this.uv.toJSON( meta ).uuid;
data.bias = this.bias.toJSON( meta ).uuid;
}
return data;
}
}
TextureCubeUVNode.Nodes = ( function () {
const TextureCubeUVData = new StructNode(
`struct TextureCubeUVData {
vec4 tl;
vec4 tr;
vec4 br;
vec4 bl;
vec2 f;
}` );
const cubeUV_maxMipLevel = new ConstNode( 'float cubeUV_maxMipLevel 8.0', true );
const cubeUV_minMipLevel = new ConstNode( 'float cubeUV_minMipLevel 4.0', true );
const cubeUV_maxTileSize = new ConstNode( 'float cubeUV_maxTileSize 256.0', true );
const cubeUV_minTileSize = new ConstNode( 'float cubeUV_minTileSize 16.0', true );
// These shader functions convert between the UV coordinates of a single face of
// a cubemap, the 0-5 integer index of a cube face, and the direction vector for
// sampling a textureCube (not generally normalized).
const getFace = new FunctionNode(
`float getFace(vec3 direction) {
vec3 absDirection = abs(direction);
float face = -1.0;
if (absDirection.x > absDirection.z) {
if (absDirection.x > absDirection.y)
face = direction.x > 0.0 ? 0.0 : 3.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
} else {
if (absDirection.z > absDirection.y)
face = direction.z > 0.0 ? 2.0 : 5.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
}
return face;
}` );
getFace.useKeywords = false;
const getUV = new FunctionNode(
`vec2 getUV(vec3 direction, float face) {
vec2 uv;
if (face == 0.0) {
uv = vec2(direction.z, direction.y) / abs(direction.x); // pos x
} else if (face == 1.0) {
uv = vec2(-direction.x, -direction.z) / abs(direction.y); // pos y
} else if (face == 2.0) {
uv = vec2(-direction.x, direction.y) / abs(direction.z); // pos z
} else if (face == 3.0) {
uv = vec2(-direction.z, direction.y) / abs(direction.x); // neg x
} else if (face == 4.0) {
uv = vec2(-direction.x, direction.z) / abs(direction.y); // neg y
} else {
uv = vec2(direction.x, direction.y) / abs(direction.z); // neg z
}
return 0.5 * (uv + 1.0);
}` );
getUV.useKeywords = false;
const bilinearCubeUV = new FunctionNode(
`TextureCubeUVData bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {
float face = getFace(direction);
float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);
mipInt = max(mipInt, cubeUV_minMipLevel);
float faceSize = exp2(mipInt);
float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);
vec2 uv = getUV(direction, face) * (faceSize - 1.0);
vec2 f = fract(uv);
uv += 0.5 - f;
if (face > 2.0) {
uv.y += faceSize;
face -= 3.0;
}
uv.x += face * faceSize;
if(mipInt < cubeUV_maxMipLevel){
uv.y += 2.0 * cubeUV_maxTileSize;
}
uv.y += filterInt * 2.0 * cubeUV_minTileSize;
uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);
uv *= texelSize;
vec4 tl = texture2D(envMap, uv);
uv.x += texelSize;
vec4 tr = texture2D(envMap, uv);
uv.y += texelSize;
vec4 br = texture2D(envMap, uv);
uv.x -= texelSize;
vec4 bl = texture2D(envMap, uv);
return TextureCubeUVData( tl, tr, br, bl, f );
}`, [ TextureCubeUVData, getFace, getUV, cubeUV_maxMipLevel, cubeUV_minMipLevel, cubeUV_maxTileSize, cubeUV_minTileSize ] );
bilinearCubeUV.useKeywords = false;
// These defines must match with PMREMGenerator
const r0 = new ConstNode( 'float r0 1.0', true );
const v0 = new ConstNode( 'float v0 0.339', true );
const m0 = new ConstNode( 'float m0 -2.0', true );
const r1 = new ConstNode( 'float r1 0.8', true );
const v1 = new ConstNode( 'float v1 0.276', true );
const m1 = new ConstNode( 'float m1 -1.0', true );
const r4 = new ConstNode( 'float r4 0.4', true );
const v4 = new ConstNode( 'float v4 0.046', true );
const m4 = new ConstNode( 'float m4 2.0', true );
const r5 = new ConstNode( 'float r5 0.305', true );
const v5 = new ConstNode( 'float v5 0.016', true );
const m5 = new ConstNode( 'float m5 3.0', true );
const r6 = new ConstNode( 'float r6 0.21', true );
const v6 = new ConstNode( 'float v6 0.0038', true );
const m6 = new ConstNode( 'float m6 4.0', true );
const defines = [ r0, v0, m0, r1, v1, m1, r4, v4, m4, r5, v5, m5, r6, v6, m6 ];
const roughnessToMip = new FunctionNode(
`float roughnessToMip(float roughness) {
float mip = 0.0;
if (roughness >= r1) {
mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;
} else if (roughness >= r4) {
mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;
} else if (roughness >= r5) {
mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;
} else if (roughness >= r6) {
mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;
} else {
mip = -2.0 * log2(1.16 * roughness);// 1.16 = 1.79^0.25
}
return mip;
}`, defines );
return {
bilinearCubeUV: bilinearCubeUV,
roughnessToMip: roughnessToMip,
m0: m0,
cubeUV_maxMipLevel: cubeUV_maxMipLevel
};
} )();
TextureCubeUVNode.prototype.nodeType = 'TextureCubeUV';
export { TextureCubeUVNode };