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| THREE.PMREMGenerator = ( function () { |
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| var shader = getShader(); |
| var camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 ); |
| var scene = new THREE.Scene(); |
| var planeMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2, 0 ), shader ); |
| planeMesh.material.side = THREE.DoubleSide; |
| scene.add( planeMesh ); |
| scene.add( camera ); |
|
|
| var PMREMGenerator = function ( sourceTexture, samplesPerLevel, resolution ) { |
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| this.sourceTexture = sourceTexture; |
| this.resolution = ( resolution !== undefined ) ? resolution : 256; |
| this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 32; |
|
|
| var monotonicEncoding = ( this.sourceTexture.encoding === THREE.LinearEncoding ) || |
| ( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding ); |
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| this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter; |
| this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter; |
| this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding; |
|
|
| this.cubeLods = []; |
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| var size = this.resolution; |
| var params = { |
| format: this.sourceTexture.format, |
| magFilter: this.sourceTexture.magFilter, |
| minFilter: this.sourceTexture.minFilter, |
| type: this.sourceTexture.type, |
| generateMipmaps: this.sourceTexture.generateMipmaps, |
| anisotropy: this.sourceTexture.anisotropy, |
| encoding: this.sourceTexture.encoding |
| }; |
|
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| |
| this.numLods = Math.log( size ) / Math.log( 2 ) - 2; |
|
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| for ( var i = 0; i < this.numLods; i ++ ) { |
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| var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params ); |
| renderTarget.texture.name = "PMREMGenerator.cube" + i; |
| this.cubeLods.push( renderTarget ); |
| size = Math.max( 16, size / 2 ); |
|
|
| } |
|
|
| }; |
|
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| PMREMGenerator.prototype = { |
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| constructor: PMREMGenerator, |
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| update: function ( renderer ) { |
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| var tFlip = ( this.sourceTexture.isCubeTexture ) ? - 1 : 1; |
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| shader.defines[ 'SAMPLES_PER_LEVEL' ] = this.samplesPerLevel; |
| shader.uniforms[ 'faceIndex' ].value = 0; |
| shader.uniforms[ 'envMap' ].value = this.sourceTexture; |
| shader.envMap = this.sourceTexture; |
| shader.needsUpdate = true; |
|
|
| var gammaInput = renderer.gammaInput; |
| var gammaOutput = renderer.gammaOutput; |
| var toneMapping = renderer.toneMapping; |
| var toneMappingExposure = renderer.toneMappingExposure; |
| var currentRenderTarget = renderer.getRenderTarget(); |
|
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| renderer.toneMapping = THREE.LinearToneMapping; |
| renderer.toneMappingExposure = 1.0; |
| renderer.gammaInput = false; |
| renderer.gammaOutput = false; |
|
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| for ( var i = 0; i < this.numLods; i ++ ) { |
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| var r = i / ( this.numLods - 1 ); |
| shader.uniforms[ 'roughness' ].value = r * 0.9; |
| |
| shader.uniforms[ 'tFlip' ].value = ( i == 0 ) ? tFlip : 1; |
| var size = this.cubeLods[ i ].width; |
| shader.uniforms[ 'mapSize' ].value = size; |
| this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] ); |
|
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| if ( i < 5 ) shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture; |
|
|
| } |
|
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| renderer.setRenderTarget( currentRenderTarget ); |
| renderer.toneMapping = toneMapping; |
| renderer.toneMappingExposure = toneMappingExposure; |
| renderer.gammaInput = gammaInput; |
| renderer.gammaOutput = gammaOutput; |
|
|
| }, |
|
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| renderToCubeMapTarget: function ( renderer, renderTarget ) { |
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| for ( var i = 0; i < 6; i ++ ) { |
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| this.renderToCubeMapTargetFace( renderer, renderTarget, i ); |
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| } |
|
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| }, |
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| renderToCubeMapTargetFace: function ( renderer, renderTarget, faceIndex ) { |
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| shader.uniforms[ 'faceIndex' ].value = faceIndex; |
| renderer.setRenderTarget( renderTarget, faceIndex ); |
| renderer.clear(); |
| renderer.render( scene, camera ); |
|
|
| }, |
|
|
| dispose: function () { |
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| for ( var i = 0, l = this.cubeLods.length; i < l; i ++ ) { |
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| this.cubeLods[ i ].dispose(); |
|
|
| } |
|
|
| }, |
|
|
| }; |
|
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| function getShader() { |
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| var shaderMaterial = new THREE.ShaderMaterial( { |
|
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| defines: { |
| "SAMPLES_PER_LEVEL": 20, |
| }, |
|
|
| uniforms: { |
| "faceIndex": { value: 0 }, |
| "roughness": { value: 0.5 }, |
| "mapSize": { value: 0.5 }, |
| "envMap": { value: null }, |
| "tFlip": { value: - 1 }, |
| }, |
|
|
| vertexShader: |
| "varying vec2 vUv;\n\ |
| void main() {\n\ |
| vUv = uv;\n\ |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ |
| }", |
|
|
| fragmentShader: |
| "#include <common>\n\ |
| varying vec2 vUv;\n\ |
| uniform int faceIndex;\n\ |
| uniform float roughness;\n\ |
| uniform samplerCube envMap;\n\ |
| uniform float mapSize;\n\ |
| uniform float tFlip;\n\ |
| \n\ |
| float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\ |
| float a = ggxRoughness + 0.0001;\n\ |
| a *= a;\n\ |
| return ( 2.0 / a - 2.0 );\n\ |
| }\n\ |
| vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\ |
| float phi = uv.y * 2.0 * PI;\n\ |
| float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\ |
| float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\ |
| vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\ |
| return vecSpace * sampleDir;\n\ |
| }\n\ |
| vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\ |
| {\n\ |
| float a = Roughness * Roughness;\n\ |
| float Phi = 2.0 * PI * uv.x;\n\ |
| float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\ |
| float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\ |
| return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\ |
| }\n\ |
| mat3 matrixFromVector(vec3 n) {\n\ |
| float a = 1.0 / (1.0 + n.z);\n\ |
| float b = -n.x * n.y * a;\n\ |
| vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\ |
| vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\ |
| return mat3(b1, b2, n);\n\ |
| }\n\ |
| \n\ |
| vec4 testColorMap(float Roughness) {\n\ |
| vec4 color;\n\ |
| if(faceIndex == 0)\n\ |
| color = vec4(1.0,0.0,0.0,1.0);\n\ |
| else if(faceIndex == 1)\n\ |
| color = vec4(0.0,1.0,0.0,1.0);\n\ |
| else if(faceIndex == 2)\n\ |
| color = vec4(0.0,0.0,1.0,1.0);\n\ |
| else if(faceIndex == 3)\n\ |
| color = vec4(1.0,1.0,0.0,1.0);\n\ |
| else if(faceIndex == 4)\n\ |
| color = vec4(0.0,1.0,1.0,1.0);\n\ |
| else\n\ |
| color = vec4(1.0,0.0,1.0,1.0);\n\ |
| color *= ( 1.0 - Roughness );\n\ |
| return color;\n\ |
| }\n\ |
| void main() {\n\ |
| vec3 sampleDirection;\n\ |
| vec2 uv = vUv*2.0 - 1.0;\n\ |
| float offset = -1.0/mapSize;\n\ |
| const float a = -1.0;\n\ |
| const float b = 1.0;\n\ |
| float c = -1.0 + offset;\n\ |
| float d = 1.0 - offset;\n\ |
| float bminusa = b - a;\n\ |
| uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\ |
| uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\ |
| if (faceIndex==0) {\n\ |
| sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\ |
| } else if (faceIndex==1) {\n\ |
| sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\ |
| } else if (faceIndex==2) {\n\ |
| sampleDirection = vec3(uv.x, 1.0, uv.y);\n\ |
| } else if (faceIndex==3) {\n\ |
| sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\ |
| } else if (faceIndex==4) {\n\ |
| sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\ |
| } else {\n\ |
| sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\ |
| }\n\ |
| vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\ |
| mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\ |
| vec3 rgbColor = vec3(0.0);\n\ |
| const int NumSamples = SAMPLES_PER_LEVEL;\n\ |
| vec3 vect;\n\ |
| float weight = 0.0;\n\ |
| for( int i = 0; i < NumSamples; i ++ ) {\n\ |
| float sini = sin(float(i));\n\ |
| float cosi = cos(float(i));\n\ |
| float r = rand(vec2(sini, cosi));\n\ |
| vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\ |
| float dotProd = dot(vect, normalize(sampleDirection));\n\ |
| weight += dotProd;\n\ |
| vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\ |
| rgbColor.rgb += color;\n\ |
| }\n\ |
| rgbColor /= float(NumSamples);\n\ |
| //rgbColor = testColorMap( roughness ).rgb;\n\ |
| gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\ |
| }", |
|
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| blending: THREE.NoBlending |
|
|
| } ); |
|
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| shaderMaterial.type = 'PMREMGenerator'; |
|
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| return shaderMaterial; |
|
|
| } |
|
|
| return PMREMGenerator; |
|
|
| } )(); |
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