@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
323 lines (317 loc) • 12 kB
JavaScript
import { random } from '../../core/math/random.js';
import { Vec3 } from '../../core/math/vec3.js';
import { TEXTUREPROJECTION_OCTAHEDRAL, TEXTUREPROJECTION_CUBE, FILTER_NEAREST } from '../../platform/graphics/constants.js';
import { DeviceCache } from '../../platform/graphics/device-cache.js';
import { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import { RenderTarget } from '../../platform/graphics/render-target.js';
import { drawQuadWithShader } from './quad-render-utils.js';
import { Texture } from '../../platform/graphics/texture.js';
import { ChunkUtils } from '../shader-lib/chunk-utils.js';
import { shaderChunks } from '../shader-lib/chunks/chunks.js';
import { getProgramLibrary } from '../shader-lib/get-program-library.js';
import { createShaderFromCode } from '../shader-lib/utils.js';
import { BlendState } from '../../platform/graphics/blend-state.js';
const getProjectionName = projection => {
switch (projection) {
case TEXTUREPROJECTION_CUBE:
return 'Cubemap';
case TEXTUREPROJECTION_OCTAHEDRAL:
return 'Octahedral';
default:
return 'Equirect';
}
};
const packFloat32ToRGBA8 = (value, array, offset) => {
if (value <= 0) {
array[offset + 0] = 0;
array[offset + 1] = 0;
array[offset + 2] = 0;
array[offset + 3] = 0;
} else if (value >= 1.0) {
array[offset + 0] = 255;
array[offset + 1] = 0;
array[offset + 2] = 0;
array[offset + 3] = 0;
} else {
let encX = 1 * value % 1;
let encY = 255 * value % 1;
let encZ = 65025 * value % 1;
const encW = 16581375.0 * value % 1;
encX -= encY / 255;
encY -= encZ / 255;
encZ -= encW / 255;
array[offset + 0] = Math.min(255, Math.floor(encX * 256));
array[offset + 1] = Math.min(255, Math.floor(encY * 256));
array[offset + 2] = Math.min(255, Math.floor(encZ * 256));
array[offset + 3] = Math.min(255, Math.floor(encW * 256));
}
};
const packSamples = samples => {
const numSamples = samples.length;
const w = Math.min(numSamples, 512);
const h = Math.ceil(numSamples / w);
const data = new Uint8Array(w * h * 4);
let off = 0;
for (let i = 0; i < numSamples; i += 4) {
packFloat32ToRGBA8(samples[i + 0] * 0.5 + 0.5, data, off + 0);
packFloat32ToRGBA8(samples[i + 1] * 0.5 + 0.5, data, off + 4);
packFloat32ToRGBA8(samples[i + 2] * 0.5 + 0.5, data, off + 8);
packFloat32ToRGBA8(samples[i + 3] / 8, data, off + 12);
off += 16;
}
return {
width: w,
height: h,
data: data
};
};
const hemisphereSamplePhong = (dstVec, x, y, specularPower) => {
const phi = y * 2 * Math.PI;
const cosTheta = Math.pow(1 - x, 1 / (specularPower + 1));
const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);
dstVec.set(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta).normalize();
};
const hemisphereSampleLambert = (dstVec, x, y) => {
const phi = y * 2 * Math.PI;
const cosTheta = Math.sqrt(1 - x);
const sinTheta = Math.sqrt(x);
dstVec.set(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta).normalize();
};
const hemisphereSampleGGX = (dstVec, x, y, a) => {
const phi = y * 2 * Math.PI;
const cosTheta = Math.sqrt((1 - x) / (1 + (a * a - 1) * x));
const sinTheta = Math.sqrt(1 - cosTheta * cosTheta);
dstVec.set(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta).normalize();
};
const D_GGX = (NoH, linearRoughness) => {
const a = NoH * linearRoughness;
const k = linearRoughness / (1.0 - NoH * NoH + a * a);
return k * k * (1 / Math.PI);
};
const generatePhongSamples = (numSamples, specularPower) => {
const H = new Vec3();
const result = [];
for (let i = 0; i < numSamples; ++i) {
hemisphereSamplePhong(H, i / numSamples, random.radicalInverse(i), specularPower);
result.push(H.x, H.y, H.z, 0);
}
return result;
};
const generateLambertSamples = (numSamples, sourceTotalPixels) => {
const pixelsPerSample = sourceTotalPixels / numSamples;
const H = new Vec3();
const result = [];
for (let i = 0; i < numSamples; ++i) {
hemisphereSampleLambert(H, i / numSamples, random.radicalInverse(i));
const pdf = H.z / Math.PI;
const mipLevel = 0.5 * Math.log2(pixelsPerSample / pdf);
result.push(H.x, H.y, H.z, mipLevel);
}
return result;
};
const requiredSamplesGGX = {
'16': {
'2': 26,
'8': 20,
'32': 17,
'128': 16,
'512': 16
},
'32': {
'2': 53,
'8': 40,
'32': 34,
'128': 32,
'512': 32
},
'128': {
'2': 214,
'8': 163,
'32': 139,
'128': 130,
'512': 128
},
'1024': {
'2': 1722,
'8': 1310,
'32': 1114,
'128': 1041,
'512': 1025
}
};
const getRequiredSamplesGGX = (numSamples, specularPower) => {
const table = requiredSamplesGGX[numSamples];
return table && table[specularPower] || numSamples;
};
const generateGGXSamples = (numSamples, specularPower, sourceTotalPixels) => {
const pixelsPerSample = sourceTotalPixels / numSamples;
const roughness = 1 - Math.log2(specularPower) / 11.0;
const a = roughness * roughness;
const H = new Vec3();
const L = new Vec3();
const N = new Vec3(0, 0, 1);
const result = [];
const requiredSamples = getRequiredSamplesGGX(numSamples, specularPower);
for (let i = 0; i < requiredSamples; ++i) {
hemisphereSampleGGX(H, i / requiredSamples, random.radicalInverse(i), a);
const NoH = H.z;
L.set(H.x, H.y, H.z).mulScalar(2 * NoH).sub(N);
if (L.z > 0) {
const pdf = D_GGX(Math.min(1, NoH), a) / 4 + 0.001;
const mipLevel = 0.5 * Math.log2(pixelsPerSample / pdf);
result.push(L.x, L.y, L.z, mipLevel);
}
}
while (result.length < numSamples * 4) {
result.push(0, 0, 0, 0);
}
return result;
};
const createSamplesTex = (device, name, samples) => {
const packedSamples = packSamples(samples);
return new Texture(device, {
name: name,
width: packedSamples.width,
height: packedSamples.height,
mipmaps: false,
minFilter: FILTER_NEAREST,
magFilter: FILTER_NEAREST,
levels: [packedSamples.data]
});
};
class SimpleCache {
constructor(destroyContent = true) {
this.map = new Map();
this.destroyContent = destroyContent;
}
destroy() {
if (this.destroyContent) {
this.map.forEach((value, key) => {
value.destroy();
});
}
}
get(key, missFunc) {
if (!this.map.has(key)) {
const result = missFunc();
this.map.set(key, result);
return result;
}
return this.map.get(key);
}
}
const samplesCache = new SimpleCache(false);
const deviceCache = new DeviceCache();
const getCachedTexture = (device, key, getSamplesFnc) => {
const cache = deviceCache.get(device, () => {
return new SimpleCache();
});
return cache.get(key, () => {
return createSamplesTex(device, key, samplesCache.get(key, getSamplesFnc));
});
};
const generateLambertSamplesTex = (device, numSamples, sourceTotalPixels) => {
const key = `lambert-samples-${numSamples}-${sourceTotalPixels}`;
return getCachedTexture(device, key, () => {
return generateLambertSamples(numSamples, sourceTotalPixels);
});
};
const generatePhongSamplesTex = (device, numSamples, specularPower) => {
const key = `phong-samples-${numSamples}-${specularPower}`;
return getCachedTexture(device, key, () => {
return generatePhongSamples(numSamples, specularPower);
});
};
const generateGGXSamplesTex = (device, numSamples, specularPower, sourceTotalPixels) => {
const key = `ggx-samples-${numSamples}-${specularPower}-${sourceTotalPixels}`;
return getCachedTexture(device, key, () => {
return generateGGXSamples(numSamples, specularPower, sourceTotalPixels);
});
};
const vsCode = `
attribute vec2 vertex_position;
uniform vec4 uvMod;
varying vec2 vUv0;
void main(void) {
gl_Position = vec4(vertex_position, 0.5, 1.0);
vUv0 = getImageEffectUV((vertex_position.xy * 0.5 + 0.5) * uvMod.xy + uvMod.zw);
}
`;
function reprojectTexture(source, target, options = {}) {
var _options$seamPixels, _options$rect$z, _options$rect, _options$rect$w, _options$rect2;
if (source instanceof GraphicsDevice) {
source = arguments[1];
target = arguments[2];
options = {};
if (arguments[3] !== undefined) {
options.specularPower = arguments[3];
}
if (arguments[4] !== undefined) {
options.numSamples = arguments[4];
}
}
const seamPixels = (_options$seamPixels = options.seamPixels) != null ? _options$seamPixels : 0;
const innerWidth = ((_options$rect$z = (_options$rect = options.rect) == null ? void 0 : _options$rect.z) != null ? _options$rect$z : target.width) - seamPixels * 2;
const innerHeight = ((_options$rect$w = (_options$rect2 = options.rect) == null ? void 0 : _options$rect2.w) != null ? _options$rect$w : target.height) - seamPixels * 2;
if (innerWidth < 1 || innerHeight < 1) {
return false;
}
const funcNames = {
'none': 'reproject',
'lambert': 'prefilterSamplesUnweighted',
'phong': 'prefilterSamplesUnweighted',
'ggx': 'prefilterSamples'
};
const specularPower = options.hasOwnProperty('specularPower') ? options.specularPower : 1;
const face = options.hasOwnProperty('face') ? options.face : null;
const distribution = options.hasOwnProperty('distribution') ? options.distribution : specularPower === 1 ? 'none' : 'phong';
const processFunc = funcNames[distribution] || 'reproject';
const prefilterSamples = processFunc.startsWith('prefilterSamples');
const decodeFunc = ChunkUtils.decodeFunc(source.encoding);
const encodeFunc = ChunkUtils.encodeFunc(target.encoding);
const sourceFunc = `sample${getProjectionName(source.projection)}`;
const targetFunc = `getDirection${getProjectionName(target.projection)}`;
const numSamples = options.hasOwnProperty('numSamples') ? options.numSamples : 1024;
const shaderKey = `${processFunc}_${decodeFunc}_${encodeFunc}_${sourceFunc}_${targetFunc}_${numSamples}`;
const device = source.device;
let shader = getProgramLibrary(device).getCachedShader(shaderKey);
if (!shader) {
const defines = `#define PROCESS_FUNC ${processFunc}\n${prefilterSamples ? '#define USE_SAMPLES_TEX\n' : ''}${source.cubemap ? '#define CUBEMAP_SOURCE\n' : ''}#define DECODE_FUNC ${decodeFunc}\n` + `#define ENCODE_FUNC ${encodeFunc}\n` + `#define SOURCE_FUNC ${sourceFunc}\n` + `#define TARGET_FUNC ${targetFunc}\n` + `#define NUM_SAMPLES ${numSamples}\n` + `#define NUM_SAMPLES_SQRT ${Math.round(Math.sqrt(numSamples)).toFixed(1)}\n`;
shader = createShaderFromCode(device, vsCode, `${defines}\n${shaderChunks.reprojectPS}`, shaderKey);
}
device.setBlendState(BlendState.NOBLEND);
const constantSource = device.scope.resolve(source.cubemap ? 'sourceCube' : 'sourceTex');
constantSource.setValue(source);
const constantParams = device.scope.resolve('params');
device.scope.resolve('params2');
const uvModParam = device.scope.resolve('uvMod');
if (seamPixels > 0) {
uvModParam.setValue([(innerWidth + seamPixels * 2) / innerWidth, (innerHeight + seamPixels * 2) / innerHeight, -seamPixels / innerWidth, -seamPixels / innerHeight]);
} else {
uvModParam.setValue([1, 1, 0, 0]);
}
const params = [0, source.fixCubemapSeams ? 1.0 / source.width : 0.0, target.fixCubemapSeams ? 1.0 / target.width : 0.0];
if (prefilterSamples) {
const sourceTotalPixels = source.width * source.height * (source.cubemap ? 6 : 1);
const samplesTex = distribution === 'ggx' ? generateGGXSamplesTex(device, numSamples, specularPower, sourceTotalPixels) : distribution === 'lambert' ? generateLambertSamplesTex(device, numSamples, sourceTotalPixels) : generatePhongSamplesTex(device, numSamples, specularPower);
device.scope.resolve('samplesTex').setValue(samplesTex);
device.scope.resolve('samplesTexInverseSize').setValue([1.0 / samplesTex.width, 1.0 / samplesTex.height]);
}
for (let f = 0; f < (target.cubemap ? 6 : 1); f++) {
if (face === null || f === face) {
var _options;
const renderTarget = new RenderTarget({
colorBuffer: target,
face: f,
depth: false,
flipY: device.isWebGPU
});
params[0] = f;
constantParams.setValue(params);
drawQuadWithShader(device, renderTarget, shader, (_options = options) == null ? void 0 : _options.rect);
renderTarget.destroy();
}
}
return true;
}
export { reprojectTexture };