all files / src/util/ sh.js

5.49% Statements 5/91
0% Branches 0/28
0% Functions 0/3
5.49% Lines 5/91
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                                                                                                                                                                                                                                                                                                                                                                                                                                         
// Spherical Harmonic Helpers
import Texture from '../Texture';
import FrameBuffer from '../FrameBuffer';
import Texture2D from '../Texture2D';
import Pass from '../compositor/Pass';
import vendor from '../core/vendor';
import Skybox from '../plugin/Skybox';
import Skydome from '../plugin/Skydome';
import EnvironmentMapPass from '../prePass/EnvironmentMap';
import Scene from '../Scene';
import glmatrix from '../dep/glmatrix';
var vec3 = glmatrix.vec3;
var sh = {};
 
import projectEnvMapShaderCode from './shader/projectEnvMap.glsl.js';
 
var targets = ['px', 'nx', 'py', 'ny', 'pz', 'nz'];
 
// Project on gpu, but needs browser to support readPixels as Float32Array.
function projectEnvironmentMapGPU(renderer, envMap) {
    var shTexture = new Texture2D({
        width: 9,
        height: 1,
        type: Texture.FLOAT
    });
    var pass = new Pass({
        fragment: projectEnvMapShaderCode
    });
    pass.material.define('fragment', 'TEXTURE_SIZE', envMap.width);
    pass.setUniform('environmentMap', envMap);
 
    var framebuffer = new FrameBuffer();
    framebuffer.attach(shTexture);
    pass.render(renderer, framebuffer);
 
    framebuffer.bind(renderer);
    // TODO Only chrome and firefox support Float32Array
    var pixels = new vendor.Float32Array(9 * 4);
    renderer.gl.readPixels(0, 0, 9, 1, Texture.RGBA, Texture.FLOAT, pixels);
 
    var coeff = new vendor.Float32Array(9 * 3);
    for (var i = 0; i < 9; i++) {
        coeff[i * 3] = pixels[i * 4];
        coeff[i * 3 + 1] = pixels[i * 4 + 1];
        coeff[i * 3 + 2] = pixels[i * 4 + 2];
    }
    framebuffer.unbind(renderer);
 
    framebuffer.dispose(renderer);
    pass.dispose(renderer);
    return coeff;
}
 
function harmonics(normal, index){
    var x = normal[0];
    var y = normal[1];
    var z = normal[2];
 
    if (index === 0) {
        return 1.0;
    }
    else if (index === 1) {
        return x;
    }
    else if (index === 2) {
        return y;
    }
    else if (index === 3) {
        return z;
    }
    else if (index === 4) {
        return x * z;
    }
    else if (index === 5) {
        return y * z;
    }
    else if (index === 6) {
        return x * y;
    }
    else if (index === 7) {
        return 3.0 * z * z - 1.0;
    }
    else {
        return x * x - y * y;
    }
}
 
var normalTransform = {
    px: [2, 1, 0, -1, -1, 1],
    nx: [2, 1, 0, 1, -1, -1],
    py: [0, 2, 1, 1, -1, -1],
    ny: [0, 2, 1, 1, 1, 1],
    pz: [0, 1, 2, -1, -1, -1],
    nz: [0, 1, 2, 1, -1, 1]
};
 
// Project on cpu.
function projectEnvironmentMapCPU(renderer, cubePixels, width, height) {
    var coeff = new vendor.Float32Array(9 * 3);
    var normal = vec3.create();
    var texel = vec3.create();
    var fetchNormal = vec3.create();
    for (var m = 0; m < 9; m++) {
        var result = vec3.create();
        for (var k = 0; k < targets.length; k++) {
            var pixels = cubePixels[targets[k]];
 
            var sideResult = vec3.create();
            var divider = 0;
            var i = 0;
            var transform = normalTransform[targets[k]];
            for (var y = 0; y < height; y++) {
                for (var x = 0; x < width; x++) {
 
                    normal[0] = x / (width - 1.0) * 2.0 - 1.0;
                    // TODO Flip y?
                    normal[1] = y / (height - 1.0) * 2.0 - 1.0;
                    normal[2] = -1.0;
                    vec3.normalize(normal, normal);
 
                    fetchNormal[0] = normal[transform[0]] * transform[3];
                    fetchNormal[1] = normal[transform[1]] * transform[4];
                    fetchNormal[2] = normal[transform[2]] * transform[5];
 
                    texel[0] = pixels[i++] / 255;
                    texel[1] = pixels[i++] / 255;
                    texel[2] = pixels[i++] / 255;
                    // RGBM Decode
                    var scale = pixels[i++] / 255 * 51.5;
                    texel[0] *= scale;
                    texel[1] *= scale;
                    texel[2] *= scale;
 
                    vec3.scaleAndAdd(sideResult, sideResult, texel, harmonics(fetchNormal, m) * -normal[2]);
                    // -normal.z equals cos(theta) of Lambertian
                    divider += -normal[2];
                }
            }
            vec3.scaleAndAdd(result, result, sideResult, 1 / divider);
        }
 
        coeff[m * 3] = result[0] / 6.0;
        coeff[m * 3 + 1] = result[1] / 6.0;
        coeff[m * 3 + 2] = result[2] / 6.0;
    }
    return coeff;
}
 
/**
 * @param  {clay.Renderer} renderer
 * @param  {clay.Texture} envMap
 * @param  {Object} [textureOpts]
 * @param  {Object} [textureOpts.lod]
 * @param  {boolean} [textureOpts.decodeRGBM]
 */
sh.projectEnvironmentMap = function (renderer, envMap, opts) {
 
    // TODO sRGB
 
    opts = opts || {};
    opts.lod = opts.lod || 0;
 
    var skybox;
    var dummyScene = new Scene();
    var size = 64;
    if (envMap.textureType === 'texture2D') {
        skybox = new Skydome({
            scene: dummyScene,
            environmentMap: envMap
        });
    }
    else {
        size = (envMap.image && envMap.image.px) ? envMap.image.px.width : envMap.width;
        skybox = new Skybox({
            scene: dummyScene,
            environmentMap: envMap
        });
    }
    // Convert to rgbm
    var width = Math.ceil(size / Math.pow(2, opts.lod));
    var height = Math.ceil(size / Math.pow(2, opts.lod));
    var rgbmTexture = new Texture2D({
        width: width,
        height: height
    });
    var framebuffer = new FrameBuffer();
    skybox.material.define('fragment', 'RGBM_ENCODE');
    if (opts.decodeRGBM) {
        skybox.material.define('fragment', 'RGBM_DECODE');
    }
    skybox.material.set('lod', opts.lod);
    var envMapPass = new EnvironmentMapPass({
        texture: rgbmTexture
    });
    var cubePixels = {};
    for (var i = 0; i < targets.length; i++) {
        cubePixels[targets[i]] = new Uint8Array(width * height * 4);
        var camera = envMapPass.getCamera(targets[i]);
        camera.fov = 90;
        framebuffer.attach(rgbmTexture);
        framebuffer.bind(renderer);
        renderer.render(dummyScene, camera);
        renderer.gl.readPixels(
            0, 0, width, height,
            Texture.RGBA, Texture.UNSIGNED_BYTE, cubePixels[targets[i]]
        );
        framebuffer.unbind(renderer);
    }
 
    skybox.dispose(renderer);
    framebuffer.dispose(renderer);
    rgbmTexture.dispose(renderer);
 
    return projectEnvironmentMapCPU(renderer, cubePixels, width, height);
};
 
export default sh;