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