1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 7× 7× 7× 7× 7× 42× 42× 42× 42× 42× 42× 42× 42× 42× 7× 7× 7× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 2526038× 1× 256× 256× 256× 262144× 262144× 262144× 262144× 262144× 262144× 262144× 256× 256× 262144× 262144× 262144× 262144× 262144× 262144× 262144× 262144× 262144× 1× 1× | // Cubemap prefilter utility // http://www.unrealengine.com/files/downloads/2013SiggraphPresentationsNotes.pdf // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html import Texture2D from '../Texture2D'; import TextureCube from '../TextureCube'; import Texture from '../Texture'; import FrameBuffer from '../FrameBuffer'; import Pass from '../compositor/Pass'; import Material from '../Material'; import Shader from '../Shader'; import Skybox from '../plugin/Skybox'; import Scene from '../Scene'; import EnvironmentMapPass from '../prePass/EnvironmentMap'; import vendor from '../core/vendor'; import textureUtil from './texture'; import integrateBRDFShaderCode from './shader/integrateBRDF.glsl.js'; import prefilterFragCode from './shader/prefilter.glsl.js'; var cubemapUtil = {}; var targets = ['px', 'nx', 'py', 'ny', 'pz', 'nz']; /** * @name clay.util.cubemap.prefilterEnvironmentMap * @param {clay.Renderer} renderer * @param {clay.Texture} envMap * @param {Object} [textureOpts] * @param {number} [textureOpts.width=64] * @param {number} [textureOpts.height=64] * @param {number} [textureOpts.type] * @param {boolean} [textureOpts.encodeRGBM=false] * @param {boolean} [textureOpts.decodeRGBM=false] * @param {clay.Texture2D} [normalDistribution] * @param {clay.Texture2D} [brdfLookup] */ cubemapUtil.prefilterEnvironmentMap = function ( renderer, envMap, textureOpts, normalDistribution, brdfLookup ) { // Not create other renderer, it is easy having issue of cross reference of resources like framebuffer // PENDING preserveDrawingBuffer? Iif (!brdfLookup || !normalDistribution) { normalDistribution = cubemapUtil.generateNormalDistribution(); brdfLookup = cubemapUtil.integrateBRDF(renderer, normalDistribution); } textureOpts = textureOpts || {}; var width = textureOpts.width || 64; var height = textureOpts.height || 64; var textureType = textureOpts.type || envMap.type; // Use same type with given envMap var prefilteredCubeMap = new TextureCube({ width: width, height: height, type: textureType, flipY: false, mipmaps: [] }); Iif (!prefilteredCubeMap.isPowerOfTwo()) { console.warn('Width and height must be power of two to enable mipmap.'); } var size = Math.min(width, height); var mipmapNum = Math.log(size) / Math.log(2) + 1; var prefilterMaterial = new Material({ shader: new Shader({ vertex: Shader.source('clay.skybox.vertex'), fragment: prefilterFragCode }) }); prefilterMaterial.set('normalDistribution', normalDistribution); textureOpts.encodeRGBM && prefilterMaterial.define('fragment', 'RGBM_ENCODE'); textureOpts.decodeRGBM && prefilterMaterial.define('fragment', 'RGBM_DECODE'); var dummyScene = new Scene(); var skyEnv; Eif (envMap.textureType === 'texture2D') { // Convert panorama to cubemap var envCubemap = new TextureCube({ width: width, height: height, // FIXME FLOAT type will cause GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error on iOS type: textureType === Texture.FLOAT ? Texture.HALF_FLOAT : textureType }); textureUtil.panoramaToCubeMap(renderer, envMap, envCubemap, { // PENDING encodeRGBM so it can be decoded as RGBM encodeRGBM: textureOpts.decodeRGBM }); envMap = envCubemap; } skyEnv = new Skybox({ scene: dummyScene, material: prefilterMaterial }); skyEnv.material.set('environmentMap', envMap); var envMapPass = new EnvironmentMapPass({ texture: prefilteredCubeMap }); // Force to be UNSIGNED_BYTE Eif (textureOpts.encodeRGBM) { textureType = prefilteredCubeMap.type = Texture.UNSIGNED_BYTE; } var renderTargetTmp = new Texture2D({ width: width, height: height, type: textureType }); var frameBuffer = new FrameBuffer({ depthBuffer: false }); var ArrayCtor = vendor[textureType === Texture.UNSIGNED_BYTE ? 'Uint8Array' : 'Float32Array']; for (var i = 0; i < mipmapNum; i++) { prefilteredCubeMap.mipmaps[i] = { pixels: {} }; skyEnv.material.set('roughness', i / (targets.length - 1)); // Tweak fov // http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ var n = renderTargetTmp.width; var fov = 2 * Math.atan(n / (n - 0.5)) / Math.PI * 180; for (var j = 0; j < targets.length; j++) { var pixels = new ArrayCtor(renderTargetTmp.width * renderTargetTmp.height * 4); frameBuffer.attach(renderTargetTmp); frameBuffer.bind(renderer); var camera = envMapPass.getCamera(targets[j]); camera.fov = fov; renderer.render(dummyScene, camera); renderer.gl.readPixels( 0, 0, renderTargetTmp.width, renderTargetTmp.height, Texture.RGBA, textureType, pixels ); // var canvas = document.createElement('canvas'); // var ctx = canvas.getContext('2d'); // canvas.width = renderTargetTmp.width; // canvas.height = renderTargetTmp.height; // var imageData = ctx.createImageData(renderTargetTmp.width, renderTargetTmp.height); // for (var k = 0; k < pixels.length; k++) { // imageData.data[k] = pixels[k]; // } // ctx.putImageData(imageData, 0, 0); // document.body.appendChild(canvas); frameBuffer.unbind(renderer); prefilteredCubeMap.mipmaps[i].pixels[targets[j]] = pixels; } renderTargetTmp.width /= 2; renderTargetTmp.height /= 2; renderTargetTmp.dirty(); } frameBuffer.dispose(renderer); renderTargetTmp.dispose(renderer); skyEnv.dispose(renderer); // Remove gpu resource allucated in renderer normalDistribution.dispose(renderer); // renderer.dispose(); return { environmentMap: prefilteredCubeMap, brdfLookup: brdfLookup, normalDistribution: normalDistribution, maxMipmapLevel: mipmapNum }; }; cubemapUtil.integrateBRDF = function (renderer, normalDistribution) { normalDistribution = normalDistribution || cubemapUtil.generateNormalDistribution(); var framebuffer = new FrameBuffer({ depthBuffer: false }); var pass = new Pass({ fragment: integrateBRDFShaderCode }); var texture = new Texture2D({ width: 512, height: 256, type: Texture.HALF_FLOAT, minFilter: Texture.NEAREST, magFilter: Texture.NEAREST, useMipmap: false }); pass.setUniform('normalDistribution', normalDistribution); pass.setUniform('viewportSize', [512, 256]); pass.attachOutput(texture); pass.render(renderer, framebuffer); // FIXME Only chrome and firefox can readPixels with float type. // framebuffer.bind(renderer); // var pixels = new Float32Array(512 * 256 * 4); // renderer.gl.readPixels( // 0, 0, texture.width, texture.height, // Texture.RGBA, Texture.FLOAT, pixels // ); // texture.pixels = pixels; // texture.flipY = false; // texture.dirty(); // framebuffer.unbind(renderer); framebuffer.dispose(renderer); return texture; }; cubemapUtil.generateNormalDistribution = function (roughnessLevels, sampleSize) { // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html // GLSL not support bit operation, use lookup instead // V -> i / N, U -> roughness var roughnessLevels = roughnessLevels || 256; var sampleSize = sampleSize || 1024; var normalDistribution = new Texture2D({ width: roughnessLevels, height: sampleSize, type: Texture.FLOAT, minFilter: Texture.NEAREST, magFilter: Texture.NEAREST, wrapS: Texture.CLAMP_TO_EDGE, wrapT: Texture.CLAMP_TO_EDGE, useMipmap: false }); var pixels = new Float32Array(sampleSize * roughnessLevels * 4); var tmp = []; function sortFunc(a, b) { return Math.abs(b) - Math.abs(a); } for (var j = 0; j < roughnessLevels; j++) { var roughness = j / roughnessLevels; var a = roughness * roughness; for (var i = 0; i < sampleSize; i++) { // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Bitwise_Operators // http://stackoverflow.com/questions/1908492/unsigned-integer-in-javascript // http://stackoverflow.com/questions/1822350/what-is-the-javascript-operator-and-how-do-you-use-it var y = (i << 16 | i >>> 16) >>> 0; y = ((y & 1431655765) << 1 | (y & 2863311530) >>> 1) >>> 0; y = ((y & 858993459) << 2 | (y & 3435973836) >>> 2) >>> 0; y = ((y & 252645135) << 4 | (y & 4042322160) >>> 4) >>> 0; y = (((y & 16711935) << 8 | (y & 4278255360) >>> 8) >>> 0) / 4294967296; // CDF var cosTheta = Math.sqrt((1 - y) / (1 + (a * a - 1.0) * y)); tmp[i] = cosTheta; } tmp.sort(sortFunc); for (var i = 0; i < sampleSize; i++) { var offset = (i * roughnessLevels + j) * 4; var cosTheta = tmp[i]; var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta); var x = i / sampleSize; var phi = 2.0 * Math.PI * x; pixels[offset] = sinTheta * Math.cos(phi); pixels[offset + 1] = sinTheta * Math.sin(phi); pixels[offset + 2] = cosTheta; pixels[offset + 3] = 1.0; } } normalDistribution.pixels = pixels; return normalDistribution; }; export default cubemapUtil; |