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134 lines
3.4 KiB
134 lines
3.4 KiB
6 months ago
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import LightingNode from './LightingNode.js';
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import { cache } from '../core/CacheNode.js';
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import { context } from '../core/ContextNode.js';
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import { roughness, clearcoatRoughness } from '../core/PropertyNode.js';
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import { cameraViewMatrix } from '../accessors/CameraNode.js';
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import { transformedClearcoatNormalView, transformedNormalView, transformedNormalWorld } from '../accessors/NormalNode.js';
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import { positionViewDirection } from '../accessors/PositionNode.js';
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import { addNodeClass } from '../core/Node.js';
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import { float } from '../shadernode/ShaderNode.js';
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import { reference } from '../accessors/ReferenceNode.js';
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import { transformedBentNormalView } from '../accessors/AccessorsUtils.js';
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import { pmremTexture } from '../pmrem/PMREMNode.js';
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const envNodeCache = new WeakMap();
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class EnvironmentNode extends LightingNode {
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constructor( envNode = null ) {
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super();
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this.envNode = envNode;
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}
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setup( builder ) {
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let envNode = this.envNode;
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if ( envNode.isTextureNode ) {
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let cacheEnvNode = envNodeCache.get( envNode.value );
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if ( cacheEnvNode === undefined ) {
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cacheEnvNode = pmremTexture( envNode.value );
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envNodeCache.set( envNode.value, cacheEnvNode );
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}
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envNode = cacheEnvNode;
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}
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//
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const { material } = builder;
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const envMap = material.envMap;
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const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
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const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
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const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
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const radiance = context( envNode, createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
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const irradiance = context( envNode, createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
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const isolateRadiance = cache( radiance );
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//
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builder.context.radiance.addAssign( isolateRadiance );
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builder.context.iblIrradiance.addAssign( irradiance );
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//
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const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
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if ( clearcoatRadiance ) {
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const clearcoatRadianceContext = context( envNode, createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
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const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
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clearcoatRadiance.addAssign( isolateClearcoatRadiance );
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}
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}
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}
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const createRadianceContext = ( roughnessNode, normalViewNode ) => {
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let reflectVec = null;
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return {
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getUV: () => {
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if ( reflectVec === null ) {
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reflectVec = positionViewDirection.negate().reflect( normalViewNode );
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// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
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reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
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reflectVec = reflectVec.transformDirection( cameraViewMatrix );
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}
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return reflectVec;
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},
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getTextureLevel: () => {
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return roughnessNode;
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}
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};
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};
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const createIrradianceContext = ( normalWorldNode ) => {
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return {
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getUV: () => {
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return normalWorldNode;
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},
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getTextureLevel: () => {
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return float( 1.0 );
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}
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};
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};
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export default EnvironmentNode;
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addNodeClass( 'EnvironmentNode', EnvironmentNode );
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