three
Version:
JavaScript 3D library
66 lines (39 loc) • 2.12 kB
JavaScript
/**
* @author sunag / http://www.sunag.com.br/
*/
THREE.RoughnessToBlinnExponentNode = function () {
THREE.TempNode.call( this, 'fv1' );
};
THREE.RoughnessToBlinnExponentNode.getSpecularMIPLevel = new THREE.FunctionNode( [
// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
"float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {",
// float envMapWidth = pow( 2.0, maxMIPLevelScalar );
// float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
" float maxMIPLevelScalar = float( maxMIPLevel );",
" float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );",
// clamp to allowable LOD ranges.
" return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );",
"}"
].join( "\n" ) );
THREE.RoughnessToBlinnExponentNode.prototype = Object.create( THREE.TempNode.prototype );
THREE.RoughnessToBlinnExponentNode.prototype.constructor = THREE.RoughnessToBlinnExponentNode;
THREE.RoughnessToBlinnExponentNode.prototype.nodeType = "RoughnessToBlinnExponent";
THREE.RoughnessToBlinnExponentNode.prototype.generate = function ( builder, output ) {
var material = builder.material;
if ( builder.isShader( 'fragment' ) ) {
if ( material.isDefined( 'PHYSICAL' ) ) {
builder.include( THREE.RoughnessToBlinnExponentNode.getSpecularMIPLevel );
if ( builder.isCache( 'clearCoat' ) ) {
return builder.format( 'getSpecularMIPLevel( Material_ClearCoat_BlinnShininessExponent( material ), 8 )', this.type, output );
} else {
return builder.format( 'getSpecularMIPLevel( Material_BlinnShininessExponent( material ), 8 )', this.type, output );
}
} else {
console.warn( "THREE.RoughnessToBlinnExponentNode is only compatible with PhysicalMaterial." );
return builder.format( '0.0', this.type, output );
}
} else {
console.warn( "THREE.RoughnessToBlinnExponentNode is not compatible with " + builder.shader + " shader." );
return builder.format( '0.0', this.type, output );
}
};