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Open-source WebGL/WebGPU 3D engine for the web

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import { Vec4 } from "../../core/math/vec4.js"; import { Texture } from "../../platform/graphics/texture.js"; import { reprojectTexture } from "./reproject-texture.js"; import { TEXTURETYPE_DEFAULT, TEXTURETYPE_RGBP as RGBA8_TYPE, TEXTUREPROJECTION_EQUIRECT, ADDRESS_CLAMP_TO_EDGE, PIXELFORMAT_RGBA8, PIXELFORMAT_RGBA16F, PIXELFORMAT_RGBA32F } from "../../platform/graphics/constants.js"; import { DebugGraphics } from "../../platform/graphics/debug-graphics.js"; const calcLevels = (width, height = 0) => { return 1 + Math.floor(Math.log2(Math.max(width, height))); }; const supportsFloat16 = (device) => { return device.textureHalfFloatRenderable; }; const supportsFloat32 = (device) => { return device.textureFloatRenderable; }; const lightingSourcePixelFormat = (device) => { return supportsFloat16(device) ? PIXELFORMAT_RGBA16F : supportsFloat32(device) ? PIXELFORMAT_RGBA32F : PIXELFORMAT_RGBA8; }; const lightingPixelFormat = (device) => { return PIXELFORMAT_RGBA8; }; const createCubemap = (device, size, format, mipmaps) => { return new Texture(device, { name: `lighting-${size}`, cubemap: true, width: size, height: size, format, type: format === PIXELFORMAT_RGBA8 ? RGBA8_TYPE : TEXTURETYPE_DEFAULT, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, mipmaps: !!mipmaps }); }; class EnvLighting { /** * Generate a skybox cubemap in the correct pixel format from the source texture. * * @param {Texture} source - The source texture. This is either a 2d texture in equirect format * or a cubemap. * @param {number} [size] - Size of the resulting texture. Otherwise use automatic sizing. * @returns {Texture} The resulting cubemap. */ static generateSkyboxCubemap(source, size) { const device = source.device; DebugGraphics.pushGpuMarker(device, "genSkyboxCubemap"); const result = createCubemap(device, size || (source.cubemap ? source.width : source.width / 4), PIXELFORMAT_RGBA8, false); reprojectTexture(source, result, { numSamples: 1024 }); DebugGraphics.popGpuMarker(device); return result; } /** * Create a texture in the format needed to precalculate lighting data. * * @param {Texture} source - The source texture. This is either a 2d texture in equirect format * or a cubemap. * @param {object} [options] - Specify generation options. * @param {Texture} [options.target] - The target texture. If one is not provided then a * new texture will be created and returned. * @param {number} [options.size] - Size of the lighting source cubemap texture. Only used * if target isn't specified. Defaults to 128. * @returns {Texture} The resulting cubemap. */ static generateLightingSource(source, options) { const device = source.device; DebugGraphics.pushGpuMarker(device, "genLightingSource"); const format = lightingSourcePixelFormat(device); const result = options?.target || new Texture(device, { name: "lighting-source", cubemap: true, width: options?.size || 128, height: options?.size || 128, format, type: format === PIXELFORMAT_RGBA8 ? RGBA8_TYPE : TEXTURETYPE_DEFAULT, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, mipmaps: true }); reprojectTexture(source, result, { numSamples: source.mipmaps ? 1 : 1024 }); DebugGraphics.popGpuMarker(device); return result; } /** * Generate the environment lighting atlas containing prefiltered reflections and ambient. * * @param {Texture} source - The source lighting texture, generated by generateLightingSource. * @param {object} [options] - Specify prefilter options. * @param {Texture} [options.target] - The target texture. If one is not provided then a * new texture will be created and returned. * @param {number} [options.size] - Size of the target texture to create. Only used if * target isn't specified. Defaults to 512. * @param {number} [options.numReflectionSamples] - Number of samples to use when generating * rough reflections. Defaults to 1024. * @param {number} [options.numAmbientSamples] - Number of samples to use when generating ambient * lighting. Defaults to 2048. * @returns {Texture} The resulting atlas */ static generateAtlas(source, options) { const device = source.device; const format = lightingPixelFormat(device); DebugGraphics.pushGpuMarker(device, "genAtlas"); const result = options?.target || new Texture(device, { name: "envAtlas", width: options?.size || 512, height: options?.size || 512, format, type: format === PIXELFORMAT_RGBA8 ? RGBA8_TYPE : TEXTURETYPE_DEFAULT, projection: TEXTUREPROJECTION_EQUIRECT, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, mipmaps: false }); DebugGraphics.pushGpuMarker(device, "mipmaps"); const s = result.width / 512; const rect = new Vec4(0, 0, 512 * s, 256 * s); const levels = calcLevels(256) - calcLevels(4); for (let i = 0; i < levels; ++i) { reprojectTexture(source, result, { numSamples: 1, rect, seamPixels: s }); rect.x += rect.w; rect.y += rect.w; rect.z = Math.max(1, Math.floor(rect.z * 0.5)); rect.w = Math.max(1, Math.floor(rect.w * 0.5)); } DebugGraphics.popGpuMarker(device); DebugGraphics.pushGpuMarker(device, "reflections"); rect.set(0, 256 * s, 256 * s, 128 * s); for (let i = 1; i < 7; ++i) { reprojectTexture(source, result, { numSamples: options?.numReflectionSamples || 1024, distribution: options?.distribution || "ggx", specularPower: Math.max(1, 2048 >> i * 2), rect, seamPixels: s }); rect.y += rect.w; rect.z = Math.max(1, Math.floor(rect.z * 0.5)); rect.w = Math.max(1, Math.floor(rect.w * 0.5)); } DebugGraphics.popGpuMarker(device); DebugGraphics.pushGpuMarker(device, "ambient"); rect.set(128 * s, (256 + 128) * s, 64 * s, 32 * s); reprojectTexture(source, result, { numSamples: options?.numAmbientSamples || 2048, distribution: "lambert", rect, seamPixels: s }); DebugGraphics.popGpuMarker(device); DebugGraphics.popGpuMarker(device); return result; } /** * Generate the environment lighting atlas from prefiltered cubemap data. * * @param {Texture[]} sources - Array of 6 prefiltered textures. * @param {object} [options] - The options object * @param {Texture} [options.target] - The target texture. If one is not provided then a * new texture will be created and returned. * @param {number} [options.size] - Size of the target texture to create. Only used if * target isn't specified. Defaults to 512. * @param {boolean} [options.legacyAmbient] - Enable generating legacy ambient lighting. * Default is false. * @param {number} [options.numSamples] - Number of samples to use when generating ambient * lighting. Default is 2048. * @returns {Texture} The resulting atlas texture. */ static generatePrefilteredAtlas(sources, options) { const device = sources[0].device; const format = sources[0].format; const type = sources[0].type; DebugGraphics.pushGpuMarker(device, "genPrefilteredAtlas"); const result = options?.target || new Texture(device, { name: "envPrefilteredAtlas", width: options?.size || 512, height: options?.size || 512, format, type, projection: TEXTUREPROJECTION_EQUIRECT, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, mipmaps: false }); DebugGraphics.pushGpuMarker(device, "mipmaps"); const s = result.width / 512; const rect = new Vec4(0, 0, 512 * s, 256 * s); const levels = calcLevels(512); for (let i = 0; i < levels; ++i) { reprojectTexture(sources[0], result, { numSamples: 1, rect, seamPixels: s }); rect.x += rect.w; rect.y += rect.w; rect.z = Math.max(1, Math.floor(rect.z * 0.5)); rect.w = Math.max(1, Math.floor(rect.w * 0.5)); } DebugGraphics.popGpuMarker(device); DebugGraphics.pushGpuMarker(device, "reflections"); rect.set(0, 256 * s, 256 * s, 128 * s); for (let i = 1; i < sources.length; ++i) { reprojectTexture(sources[i], result, { numSamples: 1, rect, seamPixels: s }); rect.y += rect.w; rect.z = Math.max(1, Math.floor(rect.z * 0.5)); rect.w = Math.max(1, Math.floor(rect.w * 0.5)); } DebugGraphics.popGpuMarker(device); DebugGraphics.pushGpuMarker(device, "ambient"); rect.set(128 * s, (256 + 128) * s, 64 * s, 32 * s); if (options?.legacyAmbient) { reprojectTexture(sources[5], result, { numSamples: 1, rect, seamPixels: s }); } else { reprojectTexture(sources[0], result, { numSamples: options?.numSamples || 2048, distribution: "lambert", rect, seamPixels: s }); } DebugGraphics.popGpuMarker(device); DebugGraphics.popGpuMarker(device); return result; } } export { EnvLighting };