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- /**
- * This class generates custom mipmaps for a roughness map by encoding the lost variation in the
- * normal map mip levels as increased roughness in the corresponding roughness mip levels. This
- * helps with rendering accuracy for MeshStandardMaterial, and also helps with anti-aliasing when
- * using PMREM. If the normal map is larger than the roughness map, the roughness map will be
- * enlarged to match the dimensions of the normal map.
- */
- import {
- MathUtils,
- Mesh,
- NoBlending,
- OrthographicCamera,
- PlaneGeometry,
- RawShaderMaterial,
- Vector2,
- WebGLRenderTarget
- } from '../../../build/three.module.js';
- const _mipmapMaterial = _getMipmapMaterial();
- const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _mipmapMaterial );
- const _flatCamera = new OrthographicCamera( 0, 1, 0, 1, 0, 1 );
- let _tempTarget = null;
- let _renderer = null;
- class RoughnessMipmapper {
- constructor( renderer ) {
- _renderer = renderer;
- _renderer.compile( _mesh, _flatCamera );
- }
- generateMipmaps( material ) {
- if ( 'roughnessMap' in material === false ) return;
- const { roughnessMap, normalMap } = material;
- if ( roughnessMap === null || normalMap === null || ! roughnessMap.generateMipmaps || material.userData.roughnessUpdated ) return;
- material.userData.roughnessUpdated = true;
- let width = Math.max( roughnessMap.image.width, normalMap.image.width );
- let height = Math.max( roughnessMap.image.height, normalMap.image.height );
- if ( ! MathUtils.isPowerOfTwo( width ) || ! MathUtils.isPowerOfTwo( height ) ) return;
- const oldTarget = _renderer.getRenderTarget();
- const autoClear = _renderer.autoClear;
- _renderer.autoClear = false;
- if ( _tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height ) {
- if ( _tempTarget !== null ) _tempTarget.dispose();
- _tempTarget = new WebGLRenderTarget( width, height, { depthBuffer: false } );
- _tempTarget.scissorTest = true;
- }
- if ( width !== roughnessMap.image.width || height !== roughnessMap.image.height ) {
- const params = {
- wrapS: roughnessMap.wrapS,
- wrapT: roughnessMap.wrapT,
- magFilter: roughnessMap.magFilter,
- minFilter: roughnessMap.minFilter,
- depthBuffer: false
- };
- const newRoughnessTarget = new WebGLRenderTarget( width, height, params );
- newRoughnessTarget.texture.generateMipmaps = true;
- // Setting the render target causes the memory to be allocated.
- _renderer.setRenderTarget( newRoughnessTarget );
- material.roughnessMap = newRoughnessTarget.texture;
- if ( material.metalnessMap == roughnessMap ) material.metalnessMap = material.roughnessMap;
- if ( material.aoMap == roughnessMap ) material.aoMap = material.roughnessMap;
- // Copy UV transform parameters
- material.roughnessMap.offset.copy( roughnessMap.offset );
- material.roughnessMap.repeat.copy( roughnessMap.repeat );
- material.roughnessMap.center.copy( roughnessMap.center );
- material.roughnessMap.rotation = roughnessMap.rotation;
- material.roughnessMap.image = roughnessMap.image;
- material.roughnessMap.matrixAutoUpdate = roughnessMap.matrixAutoUpdate;
- material.roughnessMap.matrix.copy( roughnessMap.matrix );
- }
- _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap;
- _mipmapMaterial.uniforms.normalMap.value = normalMap;
- const position = new Vector2( 0, 0 );
- const texelSize = _mipmapMaterial.uniforms.texelSize.value;
- for ( let mip = 0; width >= 1 && height >= 1; ++ mip, width /= 2, height /= 2 ) {
- // Rendering to a mip level is not allowed in webGL1. Instead we must set
- // up a secondary texture to write the result to, then copy it back to the
- // proper mipmap level.
- texelSize.set( 1.0 / width, 1.0 / height );
- if ( mip == 0 ) texelSize.set( 0.0, 0.0 );
- _tempTarget.viewport.set( position.x, position.y, width, height );
- _tempTarget.scissor.set( position.x, position.y, width, height );
- _renderer.setRenderTarget( _tempTarget );
- _renderer.render( _mesh, _flatCamera );
- _renderer.copyFramebufferToTexture( position, material.roughnessMap, mip );
- _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap;
- }
- if ( roughnessMap !== material.roughnessMap ) roughnessMap.dispose();
- _renderer.setRenderTarget( oldTarget );
- _renderer.autoClear = autoClear;
- }
- dispose() {
- _mipmapMaterial.dispose();
- _mesh.geometry.dispose();
- if ( _tempTarget != null ) _tempTarget.dispose();
- }
- }
- function _getMipmapMaterial() {
- const shaderMaterial = new RawShaderMaterial( {
- uniforms: {
- roughnessMap: { value: null },
- normalMap: { value: null },
- texelSize: { value: new Vector2( 1, 1 ) }
- },
- vertexShader: /* glsl */`
- precision mediump float;
- precision mediump int;
- attribute vec3 position;
- attribute vec2 uv;
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = vec4( position, 1.0 );
- }
- `,
- fragmentShader: /* glsl */`
- precision mediump float;
- precision mediump int;
- varying vec2 vUv;
- uniform sampler2D roughnessMap;
- uniform sampler2D normalMap;
- uniform vec2 texelSize;
- #define ENVMAP_TYPE_CUBE_UV
- vec4 envMapTexelToLinear( vec4 a ) { return a; }
- #include <cube_uv_reflection_fragment>
- float roughnessToVariance( float roughness ) {
- float variance = 0.0;
- if ( roughness >= r1 ) {
- variance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;
- } else if ( roughness >= r4 ) {
- variance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;
- } else if ( roughness >= r5 ) {
- variance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;
- } else {
- float roughness2 = roughness * roughness;
- variance = 1.79 * roughness2 * roughness2;
- }
- return variance;
- }
- float varianceToRoughness( float variance ) {
- float roughness = 0.0;
- if ( variance >= v1 ) {
- roughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;
- } else if ( variance >= v4 ) {
- roughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;
- } else if ( variance >= v5 ) {
- roughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;
- } else {
- roughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79
- }
- return roughness;
- }
- void main() {
- gl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );
- if ( texelSize.x == 0.0 ) return;
- float roughness = gl_FragColor.g;
- float variance = roughnessToVariance( roughness );
- vec3 avgNormal;
- for ( float x = - 1.0; x < 2.0; x += 2.0 ) {
- for ( float y = - 1.0; y < 2.0; y += 2.0 ) {
- vec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;
- avgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );
- }
- }
- variance += 1.0 - 0.25 * length( avgNormal );
- gl_FragColor.g = varianceToRoughness( variance );
- }
- `,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false
- } );
- shaderMaterial.type = 'RoughnessMipmapper';
- return shaderMaterial;
- }
- export { RoughnessMipmapper };
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