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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / js / pmrem / PMREMGenerator.js
1 /**
2  * @author Prashant Sharma / spidersharma03
3  * @author Ben Houston / bhouston, https://clara.io
4  *
5  * To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is
6  * sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border
7  *      of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
8  *      well where the 6 faces can be arranged in any manner whatsoever.
9  * Code in the beginning of fragment shader's main function does this job for a given resolution.
10  *      Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
11  *      by this class.
12  */
13
14 THREE.PMREMGenerator = function( sourceTexture, samplesPerLevel, resolution ) {
15
16         this.sourceTexture = sourceTexture;
17         this.resolution = ( resolution !== undefined ) ? resolution : 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
18         this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 16;
19
20         var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
21                 ( sourceTexture.encoding === THREE.GammaEncoding ) || ( sourceTexture.encoding === THREE.sRGBEncoding );
22
23         this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
24         this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
25         this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;
26
27         this.cubeLods = [];
28
29         var size = this.resolution;
30         var params = {
31                 format: this.sourceTexture.format,
32                 magFilter: this.sourceTexture.magFilter,
33                 minFilter: this.sourceTexture.minFilter,
34                 type: this.sourceTexture.type,
35                 generateMipmaps: this.sourceTexture.generateMipmaps,
36                 anisotropy: this.sourceTexture.anisotropy,
37                 encoding: this.sourceTexture.encoding
38          };
39
40         // how many LODs fit in the given CubeUV Texture.
41         this.numLods = Math.log( size ) / Math.log( 2 ) - 2;  // IE11 doesn't support Math.log2
42
43         for ( var i = 0; i < this.numLods; i ++ ) {
44
45                 var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params );
46                 renderTarget.texture.name = "PMREMGenerator.cube" + i;
47                 this.cubeLods.push( renderTarget );
48                 size = Math.max( 16, size / 2 );
49
50         }
51
52         this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );
53
54         this.shader = this.getShader();
55         this.shader.defines['SAMPLES_PER_LEVEL'] = this.samplesPerLevel;
56         this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
57         this.planeMesh.material.side = THREE.DoubleSide;
58         this.scene = new THREE.Scene();
59         this.scene.add( this.planeMesh );
60         this.scene.add( this.camera );
61
62         this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
63         this.shader.envMap = this.sourceTexture;
64
65 };
66
67 THREE.PMREMGenerator.prototype = {
68
69         constructor : THREE.PMREMGenerator,
70
71         /*
72          * Prashant Sharma / spidersharma03: More thought and work is needed here.
73          * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
74          * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
75          * even a high number of samples(1024) dosen't lead to satisfactory results.
76          * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
77          * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
78          * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
79          * the roughness by 0.9(totally empirical) to try to visually match the original result.
80          * The condition "if(i <5)" is also an attemt to make the result match the original result.
81          * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
82          * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
83          */
84         update: function( renderer ) {
85
86                 this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
87                 this.shader.envMap = this.sourceTexture;
88
89                 var gammaInput = renderer.gammaInput;
90                 var gammaOutput = renderer.gammaOutput;
91                 var toneMapping = renderer.toneMapping;
92                 var toneMappingExposure = renderer.toneMappingExposure;
93
94                 renderer.toneMapping = THREE.LinearToneMapping;
95                 renderer.toneMappingExposure = 1.0;
96                 renderer.gammaInput = false;
97                 renderer.gammaOutput = false;
98
99                 for ( var i = 0; i < this.numLods; i ++ ) {
100
101                         var r = i / ( this.numLods - 1 );
102                         this.shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
103                         this.shader.uniforms[ 'queryScale' ].value.x = ( i == 0 ) ? -1 : 1;
104                         var size = this.cubeLods[ i ].width;
105                         this.shader.uniforms[ 'mapSize' ].value = size;
106                         this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
107
108                         if ( i < 5 ) this.shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;
109
110                 }
111
112                 renderer.toneMapping = toneMapping;
113                 renderer.toneMappingExposure = toneMappingExposure;
114                 renderer.gammaInput = gammaInput;
115                 renderer.gammaOutput = gammaOutput;
116
117         },
118
119         renderToCubeMapTarget: function( renderer, renderTarget ) {
120
121                 for ( var i = 0; i < 6; i ++ ) {
122
123                         this.renderToCubeMapTargetFace( renderer, renderTarget, i )
124
125                 }
126
127         },
128
129         renderToCubeMapTargetFace: function( renderer, renderTarget, faceIndex ) {
130
131                 renderTarget.activeCubeFace = faceIndex;
132                 this.shader.uniforms[ 'faceIndex' ].value = faceIndex;
133                 renderer.render( this.scene, this.camera, renderTarget, true );
134
135         },
136
137         getShader: function() {
138
139                 return new THREE.ShaderMaterial( {
140
141                         defines: {
142                                 "SAMPLES_PER_LEVEL": 20,
143                         },
144
145                         uniforms: {
146                                 "faceIndex": { value: 0 },
147                                 "roughness": { value: 0.5 },
148                                 "mapSize": { value: 0.5 },
149                                 "envMap": { value: null },
150                                 "queryScale": { value: new THREE.Vector3( 1, 1, 1 ) },
151                                 "testColor": { value: new THREE.Vector3( 1, 1, 1 ) },
152                         },
153
154                         vertexShader:
155                                 "varying vec2 vUv;\n\
156                                 void main() {\n\
157                                         vUv = uv;\n\
158                                         gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
159                                 }",
160
161                         fragmentShader:
162                                 "#include <common>\n\
163                                 varying vec2 vUv;\n\
164                                 uniform int faceIndex;\n\
165                                 uniform float roughness;\n\
166                                 uniform samplerCube envMap;\n\
167                                 uniform float mapSize;\n\
168                                 uniform vec3 testColor;\n\
169                                 uniform vec3 queryScale;\n\
170                                 \n\
171                                 float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
172                                         float a = ggxRoughness + 0.0001;\n\
173                                         a *= a;\n\
174                                         return ( 2.0 / a - 2.0 );\n\
175                                 }\n\
176                                 vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
177                                         float phi = uv.y * 2.0 * PI;\n\
178                                         float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
179                                         float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
180                                         vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
181                                         return vecSpace * sampleDir;\n\
182                                 }\n\
183                                 vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
184                                 {\n\
185                                         float a = Roughness * Roughness;\n\
186                                         float Phi = 2.0 * PI * uv.x;\n\
187                                         float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
188                                         float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
189                                         return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
190                                 }\n\
191                                 mat3 matrixFromVector(vec3 n) {\n\
192                                         float a = 1.0 / (1.0 + n.z);\n\
193                                         float b = -n.x * n.y * a;\n\
194                                         vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
195                                         vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
196                                         return mat3(b1, b2, n);\n\
197                                 }\n\
198                                 \n\
199                                 vec4 testColorMap(float Roughness) {\n\
200                                         vec4 color;\n\
201                                         if(faceIndex == 0)\n\
202                                                 color = vec4(1.0,0.0,0.0,1.0);\n\
203                                         else if(faceIndex == 1)\n\
204                                                 color = vec4(0.0,1.0,0.0,1.0);\n\
205                                         else if(faceIndex == 2)\n\
206                                                 color = vec4(0.0,0.0,1.0,1.0);\n\
207                                         else if(faceIndex == 3)\n\
208                                                 color = vec4(1.0,1.0,0.0,1.0);\n\
209                                         else if(faceIndex == 4)\n\
210                                                 color = vec4(0.0,1.0,1.0,1.0);\n\
211                                         else\n\
212                                                 color = vec4(1.0,0.0,1.0,1.0);\n\
213                                         color *= ( 1.0 - Roughness );\n\
214                                         return color;\n\
215                                 }\n\
216                                 void main() {\n\
217                                         vec3 sampleDirection;\n\
218                                         vec2 uv = vUv*2.0 - 1.0;\n\
219                                         float offset = -1.0/mapSize;\n\
220                                         const float a = -1.0;\n\
221                                         const float b = 1.0;\n\
222                                         float c = -1.0 + offset;\n\
223                                         float d = 1.0 - offset;\n\
224                                         float bminusa = b - a;\n\
225                                         uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
226                                         uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
227                                         if (faceIndex==0) {\n\
228                                                 sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
229                                         } else if (faceIndex==1) {\n\
230                                                 sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
231                                         } else if (faceIndex==2) {\n\
232                                                 sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
233                                         } else if (faceIndex==3) {\n\
234                                                 sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
235                                         } else if (faceIndex==4) {\n\
236                                                 sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
237                                         } else {\n\
238                                                 sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
239                                         }\n\
240                                         mat3 vecSpace = matrixFromVector(normalize(sampleDirection * queryScale));\n\
241                                         vec3 rgbColor = vec3(0.0);\n\
242                                         const int NumSamples = SAMPLES_PER_LEVEL;\n\
243                                         vec3 vect;\n\
244                                         float weight = 0.0;\n\
245                                         for( int i = 0; i < NumSamples; i ++ ) {\n\
246                                                 float sini = sin(float(i));\n\
247                                                 float cosi = cos(float(i));\n\
248                                                 float r = rand(vec2(sini, cosi));\n\
249                                                 vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
250                                                 float dotProd = dot(vect, normalize(sampleDirection));\n\
251                                                 weight += dotProd;\n\
252                                                 vec3 color = envMapTexelToLinear(textureCube(envMap,vect)).rgb;\n\
253                                                 rgbColor.rgb += color;\n\
254                                         }\n\
255                                         rgbColor /= float(NumSamples);\n\
256                                         //rgbColor = testColorMap( roughness ).rgb;\n\
257                                         gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
258                                 }",
259                         blending: THREE.CustomBlending,
260                         blendSrc: THREE.OneFactor,
261                         blendDst: THREE.ZeroFactor,
262                         blendSrcAlpha: THREE.OneFactor,
263                         blendDstAlpha: THREE.ZeroFactor,
264                         blendEquation: THREE.AddEquation
265                 } );
266
267         }
268
269 };