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@@ -22,13 +22,12 @@ import { Color } from '../math/Color.js';
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import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
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import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
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import { BoxGeometry } from '../geometries/BoxGeometry.js';
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-import { error, warn } from '../utils.js';
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const LOD_MIN = 4;
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-// The standard deviations (radians) associated with the extra mips.
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+// The number of extra mips.
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// Used for scene blur in fromScene() method.
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-const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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+const EXTRA_LODS = 6;
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// The maximum length of the blur for loop. Smaller sigmas will use fewer
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// samples and exit early, but not recompile the shader.
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@@ -78,7 +77,6 @@ class PMREMGenerator {
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this._lodMax = 0;
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this._cubeSize = 0;
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this._sizeLods = [];
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- this._sigmas = [];
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this._lodMeshes = [];
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this._backgroundBox = null;
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@@ -311,7 +309,7 @@ class PMREMGenerator {
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this._pingPongRenderTarget = _createRenderTarget( width, height, params );
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const { _lodMax } = this;
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- ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
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+ ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods } = _createPlanes( _lodMax ) );
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this._blurMaterial = _getBlurShader( _lodMax, width, height );
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this._ggxMaterial = _getGGXShader( _lodMax, width, height );
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@@ -562,11 +560,9 @@ class PMREMGenerator {
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}
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/**
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- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
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- * vertically and horizontally, but this breaks down on a cube. Here we apply
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- * the blur latitudinally (around the poles), and then longitudinally (towards
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- * the poles) to approximate the orthogonally-separable blur. It is least
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- * accurate at the poles, but still does a decent job.
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+ * This is a two-pass Gaussian blur for a cubemap. The blur is performed using
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+ * a spiral kernel (Golden Angle) to ensure good distribution of samples on the
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+ * sphere. We perform two passes with split sigma to improve quality and smoothness.
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*
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* Used for initial scene blur in fromScene() method when sigma > 0.
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*
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@@ -575,109 +571,45 @@ class PMREMGenerator {
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* @param {number} lodIn
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* @param {number} lodOut
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* @param {number} sigma
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- * @param {Vector3} [poleAxis]
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*/
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- _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
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+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma ) {
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const pingPongRenderTarget = this._pingPongRenderTarget;
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- this._halfBlur(
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+ const blurSigma = Math.sqrt( sigma * sigma / 2.0 );
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+
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+ this._blurPass(
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cubeUVRenderTarget,
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pingPongRenderTarget,
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lodIn,
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lodOut,
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- sigma,
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- 'latitudinal',
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- poleAxis );
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+ blurSigma );
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- this._halfBlur(
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+ this._blurPass(
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pingPongRenderTarget,
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cubeUVRenderTarget,
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lodOut,
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lodOut,
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- sigma,
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- 'longitudinal',
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- poleAxis );
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+ blurSigma );
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}
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- _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
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+ _blurPass( targetIn, targetOut, lodIn, lodOut, sigmaRadians ) {
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const renderer = this._renderer;
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const blurMaterial = this._blurMaterial;
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- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
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-
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- error(
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- 'blur direction must be either latitudinal or longitudinal!' );
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-
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- }
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-
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- // Number of standard deviations at which to cut off the discrete approximation.
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- const STANDARD_DEVIATIONS = 3;
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-
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const blurMesh = this._lodMeshes[ lodOut ];
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blurMesh.material = blurMaterial;
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const blurUniforms = blurMaterial.uniforms;
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- const pixels = this._sizeLods[ lodIn ] - 1;
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- const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
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- const sigmaPixels = sigmaRadians / radiansPerPixel;
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- const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
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-
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- if ( samples > MAX_SAMPLES ) {
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-
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- warn( `sigmaRadians, ${
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- sigmaRadians}, is too large and will clip, as it requested ${
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- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
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-
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- }
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-
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- const weights = [];
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- let sum = 0;
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-
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- for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
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-
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- const x = i / sigmaPixels;
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- const weight = Math.exp( - x * x / 2 );
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- weights.push( weight );
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-
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- if ( i === 0 ) {
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-
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- sum += weight;
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-
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- } else if ( i < samples ) {
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-
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- sum += 2 * weight;
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-
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- }
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-
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- }
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-
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- for ( let i = 0; i < weights.length; i ++ ) {
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-
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- weights[ i ] = weights[ i ] / sum;
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-
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- }
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-
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blurUniforms[ 'envMap' ].value = targetIn.texture;
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- blurUniforms[ 'samples' ].value = samples;
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- blurUniforms[ 'weights' ].value = weights;
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- blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
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-
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- if ( poleAxis ) {
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-
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- blurUniforms[ 'poleAxis' ].value = poleAxis;
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-
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- }
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-
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- const { _lodMax } = this;
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- blurUniforms[ 'dTheta' ].value = radiansPerPixel;
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- blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
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+ blurUniforms[ 'sigma' ].value = sigmaRadians;
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+ blurUniforms[ 'mipInt' ].value = this._lodMax - lodIn;
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const outputSize = this._sizeLods[ lodOut ];
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- const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
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+ const x = 3 * outputSize * ( lodOut > this._lodMax - LOD_MIN ? lodOut - this._lodMax + LOD_MIN : 0 );
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const y = 4 * ( this._cubeSize - outputSize );
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_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
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@@ -693,30 +625,16 @@ class PMREMGenerator {
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function _createPlanes( lodMax ) {
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const sizeLods = [];
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- const sigmas = [];
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const lodMeshes = [];
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let lod = lodMax;
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- const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
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+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LODS;
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for ( let i = 0; i < totalLods; i ++ ) {
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const sizeLod = Math.pow( 2, lod );
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sizeLods.push( sizeLod );
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- let sigma = 1.0 / sizeLod;
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-
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- if ( i > lodMax - LOD_MIN ) {
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-
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- sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
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-
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- } else if ( i === 0 ) {
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-
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- sigma = 0;
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-
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- }
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-
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- sigmas.push( sigma );
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const texelSize = 1.0 / ( sizeLod - 2 );
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const min = - texelSize;
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@@ -731,7 +649,7 @@ function _createPlanes( lodMax ) {
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const position = new Float32Array( positionSize * vertices * cubeFaces );
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const uv = new Float32Array( uvSize * vertices * cubeFaces );
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- const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
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+ const outputDirection = new Float32Array( 3 * vertices * cubeFaces );
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for ( let face = 0; face < cubeFaces; face ++ ) {
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@@ -747,15 +665,54 @@ function _createPlanes( lodMax ) {
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];
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position.set( coordinates, positionSize * vertices * face );
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uv.set( uv1, uvSize * vertices * face );
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- const fill = [ face, face, face, face, face, face ];
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- faceIndex.set( fill, faceIndexSize * vertices * face );
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+
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+ for ( let i = 0; i < vertices; i ++ ) {
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+
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+ const u = uv1[ i * 2 ];
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+ const v = uv1[ i * 2 + 1 ];
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+ const vec = new Vector3();
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+
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+ // logic matching _getCommonVertexShader
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+ const x = u * 2 - 1;
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+ const y = v * 2 - 1;
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+ const z = 1;
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+
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+ if ( face === 0 ) {
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+
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+ vec.set( 1, y, x );
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+
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+ } else if ( face === 1 ) {
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+
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+ vec.set( - x, 1, - y );
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+
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+ } else if ( face === 2 ) {
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+
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+ vec.set( - x, y, 1 );
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+
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+ } else if ( face === 3 ) {
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+
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+ vec.set( - 1, y, - x );
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+
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+ } else if ( face === 4 ) {
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+
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+ vec.set( - x, - 1, y );
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+
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+ } else {
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+
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+ vec.set( x, y, - 1 );
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+
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+ }
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+
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+ vec.toArray( outputDirection, ( face * vertices + i ) * 3 );
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+
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+ }
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}
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const planes = new BufferGeometry();
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planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
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planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
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- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
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+ planes.setAttribute( 'outputDirection', new BufferAttribute( outputDirection, 3 ) );
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lodMeshes.push( new Mesh( planes, null ) );
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if ( lod > LOD_MIN ) {
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@@ -766,7 +723,7 @@ function _createPlanes( lodMax ) {
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}
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- return { lodMeshes, sizeLods, sigmas };
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+ return { lodMeshes, sizeLods };
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}
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@@ -930,8 +887,6 @@ function _getGGXShader( lodMax, width, height ) {
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function _getBlurShader( lodMax, width, height ) {
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- const weights = new Float32Array( MAX_SAMPLES );
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- const poleAxis = new Vector3( 0, 1, 0 );
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const shaderMaterial = new ShaderMaterial( {
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name: 'SphericalGaussianBlur',
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@@ -945,12 +900,8 @@ function _getBlurShader( lodMax, width, height ) {
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uniforms: {
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'envMap': { value: null },
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- 'samples': { value: 1 },
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- 'weights': { value: weights },
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- 'latitudinal': { value: false },
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- 'dTheta': { value: 0 },
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+ 'sigma': { value: 0 },
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'mipInt': { value: 0 },
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- 'poleAxis': { value: poleAxis }
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},
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vertexShader: _getCommonVertexShader(),
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@@ -963,57 +914,86 @@ function _getBlurShader( lodMax, width, height ) {
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varying vec3 vOutputDirection;
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uniform sampler2D envMap;
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- uniform int samples;
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- uniform float weights[ n ];
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- uniform bool latitudinal;
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- uniform float dTheta;
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+ uniform float sigma;
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uniform float mipInt;
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- uniform vec3 poleAxis;
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#define ENVMAP_TYPE_CUBE_UV
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#include <cube_uv_reflection_fragment>
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- vec3 getSample( float theta, vec3 axis ) {
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-
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- float cosTheta = cos( theta );
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- // Rodrigues' axis-angle rotation
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- vec3 sampleDirection = vOutputDirection * cosTheta
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- + cross( axis, vOutputDirection ) * sin( theta )
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- + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
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-
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- return bilinearCubeUV( envMap, sampleDirection, mipInt );
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-
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- }
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-
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void main() {
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- vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
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-
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- if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
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+ if ( sigma == 0.0 ) {
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- axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
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+ gl_FragColor = vec4( bilinearCubeUV( envMap, vOutputDirection, mipInt ), 1.0 );
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+ return;
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}
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- axis = normalize( axis );
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-
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- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
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- gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
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-
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- for ( int i = 1; i < n; i++ ) {
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-
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- if ( i >= samples ) {
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-
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- break;
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-
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- }
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-
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- float theta = dTheta * float( i );
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- gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
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- gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
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+ vec3 outputDirection = normalize( vOutputDirection );
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+ vec3 accumColor = vec3( 0.0 );
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+ float accumWeight = 0.0;
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+
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+ vec3 up = abs( outputDirection.z ) < 0.999 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 1.0, 0.0, 0.0 );
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+ vec3 tangent = normalize( cross( up, outputDirection ) );
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+ vec3 bitangent = cross( outputDirection, tangent );
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+
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+ // Golden angle
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+ float phi = 0.0;
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+ const float goldenAngle = 2.3999632;
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+
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+ // Precompute sine/cosine of golden angle for incremental rotation
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+ float sinPhi = sin( goldenAngle );
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+ float cosPhi = cos( goldenAngle );
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+
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+ // Initial rotation (phi = 0)
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+ float cp = 1.0;
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+ float sp = 0.0;
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+
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+ for ( int i = 0; i < n; i ++ ) {
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+
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+ // Spiral radius (0 to 1)
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+ float r = sqrt( ( float( i ) + 0.5 ) / float( n ) );
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+
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+ // Map radius to theta (spread)
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+ // 3 sigma covers ~99.7% of the gaussian
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+ float theta = r * 3.0 * sigma;
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+
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+ // Calculate axis of rotation in tangent plane
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+ // axis = -sin(phi) * tangent + cos(phi) * bitangent
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+ vec3 axis = - sp * tangent + cp * bitangent;
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+
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+ // Rotate N around axis by theta
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+ // Since N is perpendicular to axis, simplified Rodrigues formula:
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+ // result = N * cos(theta) + cross(axis, N) * sin(theta)
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+ // cross(axis, N) = sin(phi) * bitangent + cos(phi) * tangent = dir
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+ // So result = N * cos(theta) + dir * sin(theta)
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+
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+ // However, we can compute the offset vector directly in tangent space
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+ // offset = ( tangent * cp + bitangent * sp ) * sin( theta );
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+
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+ float sinTheta = sin( theta );
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+ float cosTheta = cos( theta );
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+
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+ vec3 sampleDir = outputDirection * cosTheta + ( tangent * cp + bitangent * sp ) * sinTheta;
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+
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+ // Gaussian weight
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+ // We sample 'n' points. We assume they are area-weighted by the spiral pattern.
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+ // We just need the gaussian falloff.
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+ float w = exp( - 0.5 * ( theta * theta ) / ( sigma * sigma ) );
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+
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+ accumColor += w * bilinearCubeUV( envMap, normalize( sampleDir ), mipInt );
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+ accumWeight += w;
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+
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+ // Update phi for next sample
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+ float cp_next = cp * cosPhi - sp * sinPhi;
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+ float sp_next = sp * cosPhi + cp * sinPhi;
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+ cp = cp_next;
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+ sp = sp_next;
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}
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+ gl_FragColor = vec4( accumColor / accumWeight, 1.0 );
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+
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}
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`,
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@@ -1114,53 +1094,13 @@ function _getCommonVertexShader() {
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precision mediump float;
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precision mediump int;
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- attribute float faceIndex;
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+ attribute vec3 outputDirection;
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varying vec3 vOutputDirection;
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- // RH coordinate system; PMREM face-indexing convention
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- vec3 getDirection( vec2 uv, float face ) {
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-
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- uv = 2.0 * uv - 1.0;
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-
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- vec3 direction = vec3( uv, 1.0 );
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-
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- if ( face == 0.0 ) {
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-
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- direction = direction.zyx; // ( 1, v, u ) pos x
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-
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- } else if ( face == 1.0 ) {
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-
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- direction = direction.xzy;
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- direction.xz *= -1.0; // ( -u, 1, -v ) pos y
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-
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- } else if ( face == 2.0 ) {
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-
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- direction.x *= -1.0; // ( -u, v, 1 ) pos z
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-
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- } else if ( face == 3.0 ) {
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|
-
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- direction = direction.zyx;
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- direction.xz *= -1.0; // ( -1, v, -u ) neg x
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|
-
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- } else if ( face == 4.0 ) {
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-
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- direction = direction.xzy;
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- direction.xy *= -1.0; // ( -u, -1, v ) neg y
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-
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- } else if ( face == 5.0 ) {
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-
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- direction.z *= -1.0; // ( u, v, -1 ) neg z
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-
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- }
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-
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- return direction;
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-
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- }
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|
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-
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|
void main() {
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|
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- vOutputDirection = getDirection( uv, faceIndex );
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|
+ vOutputDirection = outputDirection;
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gl_Position = vec4( position, 1.0 );
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|
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|
}
|