UNPKG

three

Version:

JavaScript 3D library

404 lines (257 loc) 13.7 kB
import { Fn, int, uint, float, vec2, vec3, vec4, If } from '../tsl/TSLBase.js'; import { cos, sin, abs, max, exp2, log2, clamp, fract, mix, floor, normalize, cross, dot, sqrt } from '../math/MathNode.js'; import { mul } from '../math/OperatorNode.js'; import { select } from '../math/ConditionalNode.js'; import { Loop, Break } from '../utils/LoopNode.js'; // These defines must match with PMREMGenerator const cubeUV_r0 = /*@__PURE__*/ float( 1.0 ); const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 ); const cubeUV_r1 = /*@__PURE__*/ float( 0.8 ); const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 ); const cubeUV_r4 = /*@__PURE__*/ float( 0.4 ); const cubeUV_m4 = /*@__PURE__*/ float( 2.0 ); const cubeUV_r5 = /*@__PURE__*/ float( 0.305 ); const cubeUV_m5 = /*@__PURE__*/ float( 3.0 ); const cubeUV_r6 = /*@__PURE__*/ float( 0.21 ); const cubeUV_m6 = /*@__PURE__*/ float( 4.0 ); const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 ); const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 ); // These shader functions convert between the UV coordinates of a single face of // a cubemap, the 0-5 integer index of a cube face, and the direction vector for // sampling a textureCube (not generally normalized ). const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => { const absDirection = vec3( abs( direction ) ).toVar(); const face = float( - 1.0 ).toVar(); If( absDirection.x.greaterThan( absDirection.z ), () => { If( absDirection.x.greaterThan( absDirection.y ), () => { face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) ); } ).Else( () => { face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) ); } ); } ).Else( () => { If( absDirection.z.greaterThan( absDirection.y ), () => { face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) ); } ).Else( () => { face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) ); } ); } ); return face; } ).setLayout( { name: 'getFace', type: 'float', inputs: [ { name: 'direction', type: 'vec3' } ] } ); // RH coordinate system; PMREM face-indexing convention const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => { const uv = vec2().toVar(); If( face.equal( 0.0 ), () => { uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x } ).ElseIf( face.equal( 1.0 ), () => { uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y } ).ElseIf( face.equal( 2.0 ), () => { uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z } ).ElseIf( face.equal( 3.0 ), () => { uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x } ).ElseIf( face.equal( 4.0 ), () => { uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y } ).Else( () => { uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z } ); return mul( 0.5, uv.add( 1.0 ) ); } ).setLayout( { name: 'getUV', type: 'vec2', inputs: [ { name: 'direction', type: 'vec3' }, { name: 'face', type: 'float' } ] } ); const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => { const mip = float( 0.0 ).toVar(); If( roughness.greaterThanEqual( cubeUV_r1 ), () => { mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) ); } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => { mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) ); } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => { mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) ); } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => { mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) ); } ).Else( () => { mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25 } ); return mip; } ).setLayout( { name: 'roughnessToMip', type: 'float', inputs: [ { name: 'roughness', type: 'float' } ] } ); // RH coordinate system; PMREM face-indexing convention export const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => { const uv = uv_immutable.toVar(); uv.assign( mul( 2.0, uv ).sub( 1.0 ) ); const direction = vec3( uv, 1.0 ).toVar(); If( face.equal( 0.0 ), () => { direction.assign( direction.zyx ); // ( 1, v, u ) pos x } ).ElseIf( face.equal( 1.0 ), () => { direction.assign( direction.xzy ); direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y } ).ElseIf( face.equal( 2.0 ), () => { direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z } ).ElseIf( face.equal( 3.0 ), () => { direction.assign( direction.zyx ); direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x } ).ElseIf( face.equal( 4.0 ), () => { direction.assign( direction.xzy ); direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y } ).ElseIf( face.equal( 5.0 ), () => { direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS } ); return direction; } ).setLayout( { name: 'getDirection', type: 'vec3', inputs: [ { name: 'uv', type: 'vec2' }, { name: 'face', type: 'float' } ] } ); // export const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => { const roughness = float( roughness_immutable ); const sampleDir = vec3( sampleDir_immutable ); const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP ); const mipF = fract( mip ); const mipInt = floor( mip ); const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar(); If( mipF.notEqual( 0.0 ), () => { const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar(); color0.assign( mix( color0, color1, mipF ) ); } ); return color0; } ); const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => { const mipInt = float( mipInt_immutable ).toVar(); const direction = vec3( direction_immutable ); const face = float( getFace( direction ) ).toVar(); const filterInt = float( max( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar(); mipInt.assign( max( mipInt, cubeUV_minMipLevel ) ); const faceSize = float( exp2( mipInt ) ).toVar(); const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar(); If( face.greaterThan( 2.0 ), () => { uv.y.addAssign( faceSize ); face.subAssign( 3.0 ); } ); uv.x.addAssign( face.mul( faceSize ) ); uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) ); uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) ); uv.x.mulAssign( CUBEUV_TEXEL_WIDTH ); uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT ); return envMap.sample( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering } ); const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { const cosTheta = cos( theta ); // Rodrigues' axis-angle rotation const sampleDirection = outputDirection.mul( cosTheta ) .add( axis.cross( outputDirection ).mul( sin( theta ) ) ) .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) ); return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ); } ); export const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar(); If( axis.equal( vec3( 0.0 ) ), () => { axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) ); } ); axis.assign( normalize( axis ) ); const gl_FragColor = vec3().toVar(); gl_FragColor.addAssign( weights.element( 0 ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); Loop( { start: int( 1 ), end: n }, ( { i } ) => { If( i.greaterThanEqual( samples ), () => { Break(); } ); const theta = float( dTheta.mul( float( i ) ) ).toVar(); gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) ); } ); return vec4( gl_FragColor, 1 ); } ); // GGX VNDF importance sampling functions // Van der Corput radical inverse for generating quasi-random sequences const radicalInverse_VdC = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => { const bits = uint( bits_immutable ).toVar(); bits.assign( bits.shiftLeft( uint( 16 ) ).bitOr( bits.shiftRight( uint( 16 ) ) ) ); bits.assign( bits.bitAnd( uint( 0x55555555 ) ).shiftLeft( uint( 1 ) ).bitOr( bits.bitAnd( uint( 0xAAAAAAAA ) ).shiftRight( uint( 1 ) ) ) ); bits.assign( bits.bitAnd( uint( 0x33333333 ) ).shiftLeft( uint( 2 ) ).bitOr( bits.bitAnd( uint( 0xCCCCCCCC ) ).shiftRight( uint( 2 ) ) ) ); bits.assign( bits.bitAnd( uint( 0x0F0F0F0F ) ).shiftLeft( uint( 4 ) ).bitOr( bits.bitAnd( uint( 0xF0F0F0F0 ) ).shiftRight( uint( 4 ) ) ) ); bits.assign( bits.bitAnd( uint( 0x00FF00FF ) ).shiftLeft( uint( 8 ) ).bitOr( bits.bitAnd( uint( 0xFF00FF00 ) ).shiftRight( uint( 8 ) ) ) ); return float( bits ).mul( 2.3283064365386963e-10 ); // / 0x100000000 } ); // Hammersley sequence for quasi-Monte Carlo sampling const hammersley = /*@__PURE__*/ Fn( ( [ i, N ] ) => { return vec2( float( i ).div( float( N ) ), radicalInverse_VdC( i ) ); } ); // GGX VNDF importance sampling (Eric Heitz 2018) // "Sampling the GGX Distribution of Visible Normals" // https://jcgt.org/published/0007/04/01/ const importanceSampleGGX_VNDF = /*@__PURE__*/ Fn( ( [ Xi, V_immutable, roughness_immutable ] ) => { const V = vec3( V_immutable ).toVar(); const roughness = float( roughness_immutable ); const alpha = roughness.mul( roughness ).toVar(); // Section 3.2: Transform view direction to hemisphere configuration const Vh = normalize( vec3( alpha.mul( V.x ), alpha.mul( V.y ), V.z ) ).toVar(); // Section 4.1: Orthonormal basis const lensq = Vh.x.mul( Vh.x ).add( Vh.y.mul( Vh.y ) ); const T1 = select( lensq.greaterThan( 0.0 ), vec3( Vh.y.negate(), Vh.x, 0.0 ).div( sqrt( lensq ) ), vec3( 1.0, 0.0, 0.0 ) ).toVar(); const T2 = cross( Vh, T1 ).toVar(); // Section 4.2: Parameterization of projected area const r = sqrt( Xi.x ); const phi = mul( 2.0, 3.14159265359 ).mul( Xi.y ); const t1 = r.mul( cos( phi ) ).toVar(); const t2 = r.mul( sin( phi ) ).toVar(); const s = mul( 0.5, Vh.z.add( 1.0 ) ); t2.assign( s.oneMinus().mul( sqrt( t1.mul( t1 ).oneMinus() ) ).add( s.mul( t2 ) ) ); // Section 4.3: Reprojection onto hemisphere const Nh = T1.mul( t1 ).add( T2.mul( t2 ) ).add( Vh.mul( sqrt( max( 0.0, t1.mul( t1 ).add( t2.mul( t2 ) ).oneMinus() ) ) ) ); // Section 3.4: Transform back to ellipsoid configuration return normalize( vec3( alpha.mul( Nh.x ), alpha.mul( Nh.y ), max( 0.0, Nh.z ) ) ); } ); // GGX convolution using VNDF importance sampling export const ggxConvolution = /*@__PURE__*/ Fn( ( { roughness, mipInt, envMap, N_immutable, GGX_SAMPLES, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { const N = vec3( N_immutable ).toVar(); const prefilteredColor = vec3( 0.0 ).toVar(); const totalWeight = float( 0.0 ).toVar(); // For very low roughness, just sample the environment directly If( roughness.lessThan( 0.001 ), () => { prefilteredColor.assign( bilinearCubeUV( envMap, N, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ); } ).Else( () => { // Tangent space basis for VNDF sampling const up = select( abs( N.z ).lessThan( 0.999 ), vec3( 0.0, 0.0, 1.0 ), vec3( 1.0, 0.0, 0.0 ) ); const tangent = normalize( cross( up, N ) ).toVar(); const bitangent = cross( N, tangent ).toVar(); Loop( { start: uint( 0 ), end: GGX_SAMPLES }, ( { i } ) => { const Xi = hammersley( i, GGX_SAMPLES ); // For PMREM, V = N, so in tangent space V is always (0, 0, 1) const H_tangent = importanceSampleGGX_VNDF( Xi, vec3( 0.0, 0.0, 1.0 ), roughness ); // Transform H back to world space const H = normalize( tangent.mul( H_tangent.x ).add( bitangent.mul( H_tangent.y ) ).add( N.mul( H_tangent.z ) ) ); const L = normalize( H.mul( dot( N, H ).mul( 2.0 ) ).sub( N ) ); const NdotL = max( dot( N, L ), 0.0 ); If( NdotL.greaterThan( 0.0 ), () => { // Sample environment at fixed mip level // VNDF importance sampling handles the distribution filtering const sampleColor = bilinearCubeUV( envMap, L, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ); // Weight by NdotL for the split-sum approximation // VNDF PDF naturally accounts for the visible microfacet distribution prefilteredColor.addAssign( sampleColor.mul( NdotL ) ); totalWeight.addAssign( NdotL ); } ); } ); If( totalWeight.greaterThan( 0.0 ), () => { prefilteredColor.assign( prefilteredColor.div( totalWeight ) ); } ); } ); return vec4( prefilteredColor, 1.0 ); } );