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