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301 lines
6.8 KiB
301 lines
6.8 KiB
2 years ago
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/**
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* This class generates custom mipmaps for a roughness map by encoding the lost variation in the
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* normal map mip levels as increased roughness in the corresponding roughness mip levels. This
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* helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when
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* using PMREM. If the normal map is larger than the roughness map, the roughness map will be
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* enlarged to match the dimensions of the normal map.
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*/
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import {
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MathUtils,
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Mesh,
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NoBlending,
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OrthographicCamera,
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PlaneGeometry,
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RawShaderMaterial,
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Vector2,
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WebGLRenderTarget
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} from '../../../build/three.module.js';
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const _mipmapMaterial = _getMipmapMaterial();
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const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _mipmapMaterial );
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const _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 );
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let _tempTarget = null;
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let _renderer = null;
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class RoughnessMipmapper {
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constructor( renderer ) {
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_renderer = renderer;
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_renderer.compile( _mesh, _flatCamera );
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}
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generateMipmaps( material ) {
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if ( 'roughnessMap' in material === false ) return;
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const { roughnessMap, normalMap } = material;
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if ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return;
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material.userData.roughnessUpdated = true;
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let width = Math.max( roughnessMap.image.width, normalMap.image.width );
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let height = Math.max( roughnessMap.image.height, normalMap.image.height );
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if ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return;
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const oldTarget = _renderer.getRenderTarget();
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const autoClear = _renderer.autoClear;
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_renderer.autoClear = false;
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if ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) {
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if ( _tempTarget !== null ) _tempTarget.dispose();
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_tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } );
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_tempTarget.scissorTest = true;
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}
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if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {
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const params = {
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wrapS: roughnessMap.wrapS,
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wrapT: roughnessMap.wrapT,
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magFilter: roughnessMap.magFilter,
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minFilter: roughnessMap.minFilter,
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depthBuffer: false
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};
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const newRoughnessTarget = new WebGLRenderTarget( width, height, params );
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newRoughnessTarget.texture.generateMipmaps = true;
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// Setting the render target causes the memory to be allocated.
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_renderer.setRenderTarget( newRoughnessTarget );
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material.roughnessMap = newRoughnessTarget.texture;
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if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;
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if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;
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// Copy UV transform parameters
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material.roughnessMap.offset.copy( roughnessMap.offset );
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material.roughnessMap.repeat.copy( roughnessMap.repeat );
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material.roughnessMap.center.copy( roughnessMap.center );
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material.roughnessMap.rotation = roughnessMap.rotation;
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material.roughnessMap.matrixAutoUpdate = roughnessMap.matrixAutoUpdate;
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material.roughnessMap.matrix.copy( roughnessMap.matrix );
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}
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_mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;
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_mipmapMaterial.uniforms.normalMap.value = normalMap;
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const position = new Vector2( 0, 0 );
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const texelSize = _mipmapMaterial.uniforms.texelSize.value;
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for ( let mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) {
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// Rendering to a mip level is not allowed in webGL1. Instead we must set
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// up a secondary texture to write the result to, then copy it back to the
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// proper mipmap level.
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texelSize.set( 1.0 / width, 1.0 / height );
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if ( mip == 0 ) texelSize.set( 0.0, 0.0 );
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_tempTarget.viewport.set( position.x, position.y, width, height );
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_tempTarget.scissor.set( position.x, position.y, width, height );
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_renderer.setRenderTarget( _tempTarget );
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_renderer.render( _mesh, _flatCamera );
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_renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );
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_mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;
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}
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if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();
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_renderer.setRenderTarget( oldTarget );
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_renderer.autoClear = autoClear;
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}
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dispose() {
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_mipmapMaterial.dispose();
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_mesh.geometry.dispose();
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if ( _tempTarget != null ) _tempTarget.dispose();
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}
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}
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function _getMipmapMaterial() {
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const shaderMaterial = new RawShaderMaterial( {
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uniforms: {
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roughnessMap: { value: null },
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normalMap: { value: null },
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texelSize: { value: new Vector2( 1, 1 ) }
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},
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vertexShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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attribute vec3 position;
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attribute vec2 uv;
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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 = vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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varying vec2 vUv;
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uniform sampler2D roughnessMap;
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uniform sampler2D normalMap;
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uniform vec2 texelSize;
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#define ENVMAP_TYPE_CUBE_UV
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vec4 envMapTexelToLinear( vec4 a ) { return a; }
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#include <cube_uv_reflection_fragment>
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float roughnessToVariance( float roughness ) {
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float variance = 0.0;
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if ( roughness >= r1 ) {
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variance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;
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} else if ( roughness >= r4 ) {
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variance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;
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} else if ( roughness >= r5 ) {
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variance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;
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} else {
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float roughness2 = roughness * roughness;
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variance = 1.79 * roughness2 * roughness2;
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}
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return variance;
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}
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float varianceToRoughness( float variance ) {
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float roughness = 0.0;
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if ( variance >= v1 ) {
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roughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;
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} else if ( variance >= v4 ) {
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roughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;
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} else if ( variance >= v5 ) {
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roughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;
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} else {
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roughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79
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}
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return roughness;
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}
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void main() {
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gl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );
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if ( texelSize.x == 0.0 ) return;
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float roughness = gl_FragColor.g;
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float variance = roughnessToVariance( roughness );
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vec3 avgNormal;
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for ( float x = - 1.0; x < 2.0; x += 2.0 ) {
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for ( float y = - 1.0; y < 2.0; y += 2.0 ) {
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vec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;
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avgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );
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}
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}
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variance += 1.0 - 0.25 * length( avgNormal );
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gl_FragColor.g = varianceToRoughness( variance );
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}
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`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false
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} );
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shaderMaterial.type = 'RoughnessMipmapper';
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return shaderMaterial;
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}
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export { RoughnessMipmapper };
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