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three

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JavaScript 3D library

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import NodeMaterial from '../../../materials/nodes/NodeMaterial.js'; import { sphericalGaussianBlur, ggxConvolution } from '../../../nodes/pmrem/PMREMUtils.js'; import { equirectUV } from '../../../nodes/utils/EquirectUV.js'; import { uniform } from '../../../nodes/core/UniformNode.js'; import { texture } from '../../../nodes/accessors/TextureNode.js'; import { cubeTexture } from '../../../nodes/accessors/CubeTextureNode.js'; import { float, int, uint } from '../../../nodes/tsl/TSLBase.js'; import { attribute } from '../../../nodes/core/AttributeNode.js'; import { OrthographicCamera } from '../../../cameras/OrthographicCamera.js'; import { Color } from '../../../math/Color.js'; import { Vector3 } from '../../../math/Vector3.js'; import { BufferGeometry } from '../../../core/BufferGeometry.js'; import { BufferAttribute } from '../../../core/BufferAttribute.js'; import { RenderTarget } from '../../../core/RenderTarget.js'; import { Mesh } from '../../../objects/Mesh.js'; import { PerspectiveCamera } from '../../../cameras/PerspectiveCamera.js'; import { MeshBasicMaterial } from '../../../materials/MeshBasicMaterial.js'; import { BoxGeometry } from '../../../geometries/BoxGeometry.js'; import { CubeReflectionMapping, CubeRefractionMapping, CubeUVReflectionMapping, LinearFilter, NoBlending, RGBAFormat, HalfFloatType, BackSide, LinearSRGBColorSpace } from '../../../constants.js'; import { warnOnce } from '../../../utils.js'; const LOD_MIN = 4; // The number of extra mips. // Used for scene blur in fromScene() method. const EXTRA_LODS = 6; // The number of spiral samples per blur pass. // Used for scene blur in fromScene() method. const BLUR_SAMPLES = 20; // GGX VNDF importance sampling configuration const GGX_SAMPLES = 256; const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 ); const _clearColor = /*@__PURE__*/ new Color(); let _oldTarget = null; let _oldActiveCubeFace = 0; let _oldActiveMipmapLevel = 0; const _origin = /*@__PURE__*/ new Vector3(); const _direction = /*@__PURE__*/ new Vector3(); // maps blur materials to their uniforms dictionary const _uniformsMap = new WeakMap(); // WebGPU Face indices const _faceLib = [ 3, 1, 5, 0, 4, 2 ]; const _outputDirection = /*@__PURE__*/ attribute( 'outputDirection' ).normalize(); /** * This class generates a Prefiltered, Mipmapped Radiance Environment Map * (PMREM) from a cubeMap environment texture. This allows different levels of * blur to be quickly accessed based on material roughness. It is packed into a * special CubeUV format that allows us to perform custom interpolation so that * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap * chain, it only goes down to the LOD_MIN level (above), and then creates extra * even more filtered 'mips' at the same LOD_MIN resolution, associated with * higher roughness levels. In this way we maintain resolution to smoothly * interpolate diffuse lighting while limiting sampling computation. * * The prefiltering uses GGX VNDF (Visible Normal Distribution Function) * importance sampling based on "Sampling the GGX Distribution of Visible Normals" * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF * used in material rendering for physically-based image-based lighting. */ class PMREMGenerator { /** * Constructs a new PMREM generator. * * @param {Renderer} renderer - The renderer. */ constructor( renderer ) { this._renderer = renderer; this._pingPongRenderTarget = null; this._lodMax = 0; this._cubeSize = 0; this._sizeLods = []; this._lodMeshes = []; this._blurMaterial = null; this._ggxMaterial = null; this._cubemapMaterial = null; this._equirectMaterial = null; this._backgroundBox = null; } get _hasInitialized() { return this._renderer.hasInitialized(); } /** * Generates a PMREM from a supplied Scene, which can be faster than using an * image if networking bandwidth is low. Optional sigma specifies a blur radius * in radians to be applied to the scene before PMREM generation. Optional near * and far planes ensure the scene is rendered in its entirety. * * @param {Scene} scene - The scene to be captured. * @param {number} [sigma=0] - The blur radius in radians. * @param {number} [near=0.1] - The near plane distance. * @param {number} [far=100] - The far plane distance. * @param {Object} [options={}] - The configuration options. * @param {number} [options.size=256] - The texture size of the PMREM. * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene. * @param {?RenderTarget} [options.renderTarget=null] - The render target to use. * @return {RenderTarget} The resulting PMREM. * @see {@link PMREMGenerator#fromScene} */ fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) { const { size = 256, position = _origin, renderTarget = null, } = options; this._setSize( size ); if ( this._hasInitialized === false ) { throw new Error( 'THREE.PMREMGenerator: .fromScene() called before the backend is initialized. Use "await renderer.init();" before using this method.' ); } _oldTarget = this._renderer.getRenderTarget(); _oldActiveCubeFace = this._renderer.getActiveCubeFace(); _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); const cubeUVRenderTarget = renderTarget || this._allocateTarget( true ); this._init( cubeUVRenderTarget ); this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ); if ( sigma > 0 ) { this._blur( cubeUVRenderTarget, 0, 0, sigma ); } this._applyPMREM( cubeUVRenderTarget ); this._cleanup( cubeUVRenderTarget ); return cubeUVRenderTarget; } /** * Generates a PMREM from a supplied Scene, which can be faster than using an * image if networking bandwidth is low. Optional sigma specifies a blur radius * in radians to be applied to the scene before PMREM generation. Optional near * and far planes ensure the scene is rendered in its entirety (the cubeCamera * is placed at the origin). * * @deprecated * @param {Scene} scene - The scene to be captured. * @param {number} [sigma=0] - The blur radius in radians. * @param {number} [near=0.1] - The near plane distance. * @param {number} [far=100] - The far plane distance. * @param {Object} [options={}] - The configuration options. * @param {number} [options.size=256] - The texture size of the PMREM. * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene. * @param {?RenderTarget} [options.renderTarget=null] - The render target to use. * @return {Promise<RenderTarget>} A Promise that resolve with the PMREM when the generation has been finished. * @see {@link PMREMGenerator#fromScene} */ async fromSceneAsync( scene, sigma = 0, near = 0.1, far = 100, options = {} ) { warnOnce( 'PMREMGenerator: ".fromSceneAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181 await this._renderer.init(); return this.fromScene( scene, sigma, near, far, options ); } /** * Generates a PMREM from an equirectangular texture, which can be either LDR * or HDR. The ideal input image size is 1k (1024 x 512), as this matches best * with the 256 x 256 cubemap output. The minimum supported input image size * is 64 x 32. * * @param {Texture} equirectangular - The equirectangular texture to be converted. * @param {?RenderTarget} [renderTarget=null] - The render target to use. * @return {RenderTarget} The resulting PMREM. * @see {@link PMREMGenerator#fromEquirectangularAsync} */ fromEquirectangular( equirectangular, renderTarget = null ) { if ( this._hasInitialized === false ) { throw new Error( 'THREE.PMREMGenerator: .fromEquirectangular() called before the backend is initialized. Use "await renderer.init();" before using this method.' ); } return this._fromTexture( equirectangular, renderTarget ); } /** * Generates a PMREM from an equirectangular texture, which can be either LDR * or HDR. The ideal input image size is 1k (1024 x 512), * as this matches best with the 256 x 256 cubemap output. * * @deprecated * @param {Texture} equirectangular - The equirectangular texture to be converted. * @param {?RenderTarget} [renderTarget=null] - The render target to use. * @return {Promise<RenderTarget>} The resulting PMREM. * @see {@link PMREMGenerator#fromEquirectangular} */ async fromEquirectangularAsync( equirectangular, renderTarget = null ) { warnOnce( 'PMREMGenerator: ".fromEquirectangularAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181 await this._renderer.init(); return this._fromTexture( equirectangular, renderTarget ); } /** * Generates a PMREM from an cubemap texture, which can be either LDR * or HDR. The ideal input cube size is 256 x 256, as this matches best * with the 256 x 256 cubemap output. The minimum supported input cube * size is 16 x 16 per face. * * @param {Texture} cubemap - The cubemap texture to be converted. * @param {?RenderTarget} [renderTarget=null] - The render target to use. * @return {RenderTarget} The resulting PMREM. * @see {@link PMREMGenerator#fromCubemapAsync} */ fromCubemap( cubemap, renderTarget = null ) { if ( this._hasInitialized === false ) { throw new Error( 'THREE.PMREMGenerator: .fromCubemap() called before the backend is initialized. Use "await renderer.init();" before using this method.' ); } return this._fromTexture( cubemap, renderTarget ); } /** * Generates a PMREM from an cubemap texture, which can be either LDR * or HDR. The ideal input cube size is 256 x 256, * with the 256 x 256 cubemap output. * * @deprecated * @param {Texture} cubemap - The cubemap texture to be converted. * @param {?RenderTarget} [renderTarget=null] - The render target to use. * @return {Promise<RenderTarget>} The resulting PMREM. * @see {@link PMREMGenerator#fromCubemap} */ async fromCubemapAsync( cubemap, renderTarget = null ) { warnOnce( 'PMREMGenerator: ".fromCubemapAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181 await this._renderer.init(); return this._fromTexture( cubemap, renderTarget ); } /** * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. * * @returns {Promise} */ async compileCubemapShader() { if ( this._cubemapMaterial === null ) { this._cubemapMaterial = _getCubemapMaterial(); await this._compileMaterial( this._cubemapMaterial ); } } /** * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. * * @returns {Promise} */ async compileEquirectangularShader() { if ( this._equirectMaterial === null ) { this._equirectMaterial = _getEquirectMaterial(); await this._compileMaterial( this._equirectMaterial ); } } /** * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on * one of them will cause any others to also become unusable. */ dispose() { this._dispose(); if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); if ( this._backgroundBox !== null ) { this._backgroundBox.geometry.dispose(); this._backgroundBox.material.dispose(); } } // private interface _setSizeFromTexture( texture ) { if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); } else { // Equirectangular this._setSize( texture.image.width / 4 ); } } _setSize( cubeSize ) { this._lodMax = Math.floor( Math.log2( cubeSize ) ); this._cubeSize = Math.pow( 2, this._lodMax ); } _dispose() { if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); if ( this._ggxMaterial !== null ) this._ggxMaterial.dispose(); if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); for ( let i = 0; i < this._lodMeshes.length; i ++ ) { this._lodMeshes[ i ].geometry.dispose(); } } _cleanup( outputTarget ) { this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); outputTarget.scissorTest = false; this._setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); } _fromTexture( texture, renderTarget ) { this._setSizeFromTexture( texture ); _oldTarget = this._renderer.getRenderTarget(); _oldActiveCubeFace = this._renderer.getActiveCubeFace(); _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); const cubeUVRenderTarget = renderTarget || this._allocateTarget( false ); this._init( cubeUVRenderTarget ); this._textureToCubeUV( texture, cubeUVRenderTarget ); this._applyPMREM( cubeUVRenderTarget ); this._cleanup( cubeUVRenderTarget ); return cubeUVRenderTarget; } _allocateTarget( depthBuffer ) { const width = 3 * Math.max( this._cubeSize, 16 * 7 ); const height = 4 * this._cubeSize; const cubeUVRenderTarget = _createRenderTarget( width, height, depthBuffer ); return cubeUVRenderTarget; } _init( renderTarget ) { if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== renderTarget.width || this._pingPongRenderTarget.height !== renderTarget.height ) { if ( this._pingPongRenderTarget !== null ) { this._dispose(); } this._pingPongRenderTarget = _createRenderTarget( renderTarget.width, renderTarget.height ); const { _lodMax } = this; ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods } = _createPlanes( _lodMax ) ); this._blurMaterial = _getBlurShader( _lodMax, renderTarget.width, renderTarget.height ); this._ggxMaterial = _getGGXShader( _lodMax, renderTarget.width, renderTarget.height ); } } async _compileMaterial( material ) { const mesh = new Mesh( new BufferGeometry(), material ); await this._renderer.compile( mesh, _flatCamera ); } _sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) { const cubeCamera = _cubeCamera; cubeCamera.near = near; cubeCamera.far = far; // px, py, pz, nx, ny, nz const upSign = [ 1, 1, 1, 1, - 1, 1 ]; const forwardSign = [ 1, - 1, 1, - 1, 1, - 1 ]; const renderer = this._renderer; const originalAutoClear = renderer.autoClear; renderer.getClearColor( _clearColor ); renderer.autoClear = false; if ( this._backgroundBox === null ) { this._backgroundBox = new Mesh( new BoxGeometry(), new MeshBasicMaterial( { name: 'PMREM.Background', side: BackSide, depthWrite: false, depthTest: false, } ) ); } const backgroundBox = this._backgroundBox; const backgroundMaterial = backgroundBox.material; let useSolidColor = false; const background = scene.background; if ( background ) { if ( background.isColor ) { backgroundMaterial.color.copy( background ); scene.background = null; useSolidColor = true; } } else { backgroundMaterial.color.copy( _clearColor ); useSolidColor = true; } renderer.setRenderTarget( cubeUVRenderTarget ); renderer.clear(); if ( useSolidColor ) { renderer.render( backgroundBox, cubeCamera ); } for ( let i = 0; i < 6; i ++ ) { const col = i % 3; if ( col === 0 ) { cubeCamera.up.set( 0, upSign[ i ], 0 ); cubeCamera.position.set( position.x, position.y, position.z ); cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z ); } else if ( col === 1 ) { cubeCamera.up.set( 0, 0, upSign[ i ] ); cubeCamera.position.set( position.x, position.y, position.z ); cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z ); } else { cubeCamera.up.set( 0, upSign[ i ], 0 ); cubeCamera.position.set( position.x, position.y, position.z ); cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] ); } const size = this._cubeSize; this._setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); renderer.render( scene, cubeCamera ); } renderer.autoClear = originalAutoClear; scene.background = background; } _textureToCubeUV( texture, cubeUVRenderTarget ) { const renderer = this._renderer; const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); if ( isCubeTexture ) { if ( this._cubemapMaterial === null ) { this._cubemapMaterial = _getCubemapMaterial( texture ); } } else { if ( this._equirectMaterial === null ) { this._equirectMaterial = _getEquirectMaterial( texture ); } } const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; material.fragmentNode.value = texture; const mesh = this._lodMeshes[ 0 ]; mesh.material = material; const size = this._cubeSize; this._setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); renderer.setRenderTarget( cubeUVRenderTarget ); renderer.render( mesh, _flatCamera ); } _applyPMREM( cubeUVRenderTarget ) { const renderer = this._renderer; const autoClear = renderer.autoClear; renderer.autoClear = false; const n = this._lodMeshes.length; // Use GGX VNDF importance sampling for ( let i = 1; i < n; i ++ ) { this._applyGGXFilter( cubeUVRenderTarget, i - 1, i ); } renderer.autoClear = autoClear; } /** * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map. * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the * GGX BRDF for physically-based rendering. Reads from the previous LOD level and * applies incremental roughness filtering to avoid over-blurring. * * @private * @param {RenderTarget} cubeUVRenderTarget * @param {number} lodIn - Source LOD level to read from * @param {number} lodOut - Target LOD level to write to */ _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) { const renderer = this._renderer; const pingPongRenderTarget = this._pingPongRenderTarget; const ggxMaterial = this._ggxMaterial; const ggxMesh = this._lodMeshes[ lodOut ]; ggxMesh.material = ggxMaterial; const ggxUniforms = _uniformsMap.get( ggxMaterial ); // Calculate incremental roughness between LOD levels const targetRoughness = lodOut / ( this._lodMeshes.length - 1 ); const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 ); const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness ); // Apply blur strength mapping for better quality across the roughness range const blurStrength = targetRoughness * 1.25; const adjustedRoughness = incrementalRoughness * blurStrength; // Calculate viewport position based on output LOD level const { _lodMax } = this; const outputSize = this._sizeLods[ lodOut ]; const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); const y = 4 * ( this._cubeSize - outputSize ); // Read from previous LOD with incremental roughness cubeUVRenderTarget.texture.frame = ( cubeUVRenderTarget.texture.frame || 0 ) + 1; ggxUniforms.envMap.value = cubeUVRenderTarget.texture; ggxUniforms.roughness.value = adjustedRoughness; ggxUniforms.mipInt.value = _lodMax - lodIn; // Sample from input LOD this._setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); renderer.setRenderTarget( pingPongRenderTarget ); renderer.render( ggxMesh, _flatCamera ); // Copy from pingPong back to cubeUV (simple direct copy) pingPongRenderTarget.texture.frame = ( pingPongRenderTarget.texture.frame || 0 ) + 1; ggxUniforms.envMap.value = pingPongRenderTarget.texture; ggxUniforms.roughness.value = 0.0; // Direct copy ggxUniforms.mipInt.value = _lodMax - lodOut; // Read from the level we just wrote this._setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); renderer.setRenderTarget( cubeUVRenderTarget ); renderer.render( ggxMesh, _flatCamera ); } /** * This is a two-pass Gaussian blur for a cubemap. Each pass importance-samples * the Gaussian along a spiral kernel (Golden Angle), which distributes samples * isotropically on the sphere (no pole artifacts). * * Used for initial scene blur in fromScene() method when sigma > 0. * * @private * @param {RenderTarget} cubeUVRenderTarget - The cubemap render target. * @param {number} lodIn - The input level-of-detail. * @param {number} lodOut - The output level-of-detail. * @param {number} sigma - The blur radius in radians. */ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma ) { const pingPongRenderTarget = this._pingPongRenderTarget; // Two passes of sigma / sqrt( 2 ) compose to a blur of sigma while squaring // the effective sample count. Sigmas beyond PI are visually indistinguishable // from a uniform blur, so clamp to keep the shader math finite. const blurSigma = Math.min( sigma, Math.PI ) / Math.SQRT2; this._blurPass( cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, blurSigma ); this._blurPass( pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, blurSigma ); } _blurPass( targetIn, targetOut, lodIn, lodOut, sigmaRadians ) { const renderer = this._renderer; const blurMaterial = this._blurMaterial; const blurMesh = this._lodMeshes[ lodOut ]; blurMesh.material = blurMaterial; const blurUniforms = _uniformsMap.get( blurMaterial ); targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1; blurUniforms.envMap.value = targetIn.texture; blurUniforms.sigma.value = sigmaRadians; blurUniforms.mipInt.value = this._lodMax - lodIn; const outputSize = this._sizeLods[ lodOut ]; const x = 3 * outputSize * ( lodOut > this._lodMax - LOD_MIN ? lodOut - this._lodMax + LOD_MIN : 0 ); const y = 4 * ( this._cubeSize - outputSize ); this._setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); renderer.setRenderTarget( targetOut ); renderer.render( blurMesh, _flatCamera ); } _setViewport( target, x, y, width, height ) { if ( this._renderer.isWebGLRenderer ) { target.viewport.set( x, target.height - height - y, width, height ); target.scissor.set( x, target.height - height - y, width, height ); } else { target.viewport.set( x, y, width, height ); target.scissor.set( x, y, width, height ); } } } function _createPlanes( lodMax ) { const sizeLods = []; const lodMeshes = []; let lod = lodMax; const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LODS; for ( let i = 0; i < totalLods; i ++ ) { const sizeLod = Math.pow( 2, lod ); sizeLods.push( sizeLod ); // UVs overshoot the face by one texel to bake the CubeUV border into the directions. const texelSize = 1.0 / ( sizeLod - 2 ); const min = - texelSize; const max = 1 + texelSize; const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; const cubeFaces = 6; const vertices = 6; const positionSize = 3; const position = new Float32Array( positionSize * vertices * cubeFaces ); const outputDirection = new Float32Array( positionSize * vertices * cubeFaces ); for ( let face = 0; face < cubeFaces; face ++ ) { const x = ( face % 3 ) * 2 / 3 - 1; const y = face > 2 ? 0 : - 1; const coordinates = [ x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0 ]; const faceIdx = _faceLib[ face ]; position.set( coordinates, positionSize * vertices * faceIdx ); for ( let vertex = 0; vertex < vertices; vertex ++ ) { const u = uv1[ vertex * 2 ] * 2 - 1; const v = uv1[ vertex * 2 + 1 ] * 2 - 1; // RH coordinate system; PMREM face-indexing convention if ( faceIdx === 0 ) { _direction.set( 1, v, u ); // pos x } else if ( faceIdx === 1 ) { _direction.set( - u, 1, - v ); // pos y } else if ( faceIdx === 2 ) { _direction.set( - u, v, 1 ); // pos z } else if ( faceIdx === 3 ) { _direction.set( - 1, v, - u ); // neg x } else if ( faceIdx === 4 ) { _direction.set( - u, - 1, v ); // neg y } else { _direction.set( u, v, - 1 ); // neg z } _direction.toArray( outputDirection, ( faceIdx * vertices + vertex ) * positionSize ); } } const planes = new BufferGeometry(); planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); planes.setAttribute( 'outputDirection', new BufferAttribute( outputDirection, positionSize ) ); lodMeshes.push( new Mesh( planes, null ) ); if ( lod > LOD_MIN ) { lod --; } } return { lodMeshes, sizeLods }; } function _createRenderTarget( width, height, depthBuffer ) { const params = { magFilter: LinearFilter, minFilter: LinearFilter, generateMipmaps: false, type: HalfFloatType, format: RGBAFormat, colorSpace: LinearSRGBColorSpace, depthBuffer }; const cubeUVRenderTarget = new RenderTarget( width, height, params ); cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; cubeUVRenderTarget.texture.isPMREMTexture = true; cubeUVRenderTarget.scissorTest = true; return cubeUVRenderTarget; } function _getMaterial( type ) { const material = new NodeMaterial(); material.depthTest = false; material.depthWrite = false; material.blending = NoBlending; material.name = `PMREM_${ type }`; return material; } function _getBlurShader( lodMax, width, height ) { const envMap = texture(); const sigma = uniform( 0 ); const mipInt = uniform( 0 ); // int const CUBEUV_TEXEL_WIDTH = float( 1 / width ); const CUBEUV_TEXEL_HEIGHT = float( 1 / height ); const CUBEUV_MAX_MIP = float( lodMax ); const materialUniforms = { envMap, sigma, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP }; const material = _getMaterial( 'blur' ); material.fragmentNode = sphericalGaussianBlur( { ...materialUniforms, outputDirection: _outputDirection, SAMPLES: int( BLUR_SAMPLES ) } ); _uniformsMap.set( material, materialUniforms ); return material; } function _getGGXShader( lodMax, width, height ) { const envMap = texture(); const roughness = uniform( 0 ); const mipInt = uniform( 0 ); const CUBEUV_TEXEL_WIDTH = float( 1 / width ); const CUBEUV_TEXEL_HEIGHT = float( 1 / height ); const CUBEUV_MAX_MIP = float( lodMax ); const materialUniforms = { envMap, roughness, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP }; const material = _getMaterial( 'ggx' ); material.fragmentNode = ggxConvolution( { ...materialUniforms, N_immutable: _outputDirection, GGX_SAMPLES: uint( GGX_SAMPLES ) } ); _uniformsMap.set( material, materialUniforms ); return material; } function _getCubemapMaterial( envTexture ) { const material = _getMaterial( 'cubemap' ); material.fragmentNode = cubeTexture( envTexture, _outputDirection ); return material; } function _getEquirectMaterial( envTexture ) { const material = _getMaterial( 'equirect' ); material.fragmentNode = texture( envTexture, equirectUV( _outputDirection ), 0 ); return material; } export default PMREMGenerator;