starry / backend /libs /three /extras /PMREMGenerator.js
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import {
CubeReflectionMapping,
CubeRefractionMapping,
CubeUVReflectionMapping,
LinearEncoding,
LinearFilter,
NoToneMapping,
NoBlending,
RGBAFormat,
HalfFloatType,
} from '../constants.js';
import { BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Mesh } from '../objects/Mesh.js';
import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
import { RawShaderMaterial } from '../materials/RawShaderMaterial.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Color } from '../math/Color.js';
import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { BoxGeometry } from '../geometries/BoxGeometry.js';
import { BackSide } from '../constants.js';
const LOD_MIN = 4;
const LOD_MAX = 8;
const SIZE_MAX = Math.pow(2, LOD_MAX);
// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
const MAX_SAMPLES = 20;
const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
const { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();
const _clearColor = /*@__PURE__*/ new Color();
let _oldTarget = null;
// Golden Ratio
const PHI = (1 + Math.sqrt(5)) / 2;
const INV_PHI = 1 / PHI;
// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
const _axisDirections = [
/*@__PURE__*/ new Vector3(1, 1, 1),
/*@__PURE__*/ new Vector3(-1, 1, 1),
/*@__PURE__*/ new Vector3(1, 1, -1),
/*@__PURE__*/ new Vector3(-1, 1, -1),
/*@__PURE__*/ new Vector3(0, PHI, INV_PHI),
/*@__PURE__*/ new Vector3(0, PHI, -INV_PHI),
/*@__PURE__*/ new Vector3(INV_PHI, 0, PHI),
/*@__PURE__*/ new Vector3(-INV_PHI, 0, PHI),
/*@__PURE__*/ new Vector3(PHI, INV_PHI, 0),
/*@__PURE__*/ new Vector3(-PHI, INV_PHI, 0),
];
/**
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
* (PMREM) from a cubeMap environment texture. This allows different levels of
* blur to be quickly accessed based on material roughness. It is packed into a
* special CubeUV format that allows us to perform custom interpolation so that
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
* higher roughness levels. In this way we maintain resolution to smoothly
* interpolate diffuse lighting while limiting sampling computation.
*
* Paper: Fast, Accurate Image-Based Lighting
* https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
*/
class PMREMGenerator {
constructor(renderer) {
this._renderer = renderer;
this._pingPongRenderTarget = null;
this._blurMaterial = _getBlurShader(MAX_SAMPLES);
this._equirectShader = null;
this._cubemapShader = null;
this._compileMaterial(this._blurMaterial);
}
/**
* Generates a PMREM from a supplied Scene, which can be faster than using an
* image if networking bandwidth is low. Optional sigma specifies a blur radius
* in radians to be applied to the scene before PMREM generation. Optional near
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
* is placed at the origin).
*/
fromScene(scene, sigma = 0, near = 0.1, far = 100) {
_oldTarget = this._renderer.getRenderTarget();
const cubeUVRenderTarget = this._allocateTargets();
this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
if (sigma > 0) {
this._blur(cubeUVRenderTarget, 0, 0, sigma);
}
this._applyPMREM(cubeUVRenderTarget);
this._cleanup(cubeUVRenderTarget);
return cubeUVRenderTarget;
}
/**
* Generates a PMREM from an equirectangular texture, which can be either LDR
* or HDR. The ideal input image size is 1k (1024 x 512),
* as this matches best with the 256 x 256 cubemap output.
*/
fromEquirectangular(equirectangular, renderTarget = null) {
return this._fromTexture(equirectangular, renderTarget);
}
/**
* Generates a PMREM from an cubemap texture, which can be either LDR
* or HDR. The ideal input cube size is 256 x 256,
* as this matches best with the 256 x 256 cubemap output.
*/
fromCubemap(cubemap, renderTarget = null) {
return this._fromTexture(cubemap, renderTarget);
}
/**
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileCubemapShader() {
if (this._cubemapShader === null) {
this._cubemapShader = _getCubemapShader();
this._compileMaterial(this._cubemapShader);
}
}
/**
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileEquirectangularShader() {
if (this._equirectShader === null) {
this._equirectShader = _getEquirectShader();
this._compileMaterial(this._equirectShader);
}
}
/**
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
* one of them will cause any others to also become unusable.
*/
dispose() {
this._blurMaterial.dispose();
if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose();
if (this._cubemapShader !== null) this._cubemapShader.dispose();
if (this._equirectShader !== null) this._equirectShader.dispose();
for (let i = 0; i < _lodPlanes.length; i++) {
_lodPlanes[i].dispose();
}
}
// private interface
_cleanup(outputTarget) {
this._renderer.setRenderTarget(_oldTarget);
outputTarget.scissorTest = false;
_setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
}
_fromTexture(texture, renderTarget) {
_oldTarget = this._renderer.getRenderTarget();
const cubeUVRenderTarget = renderTarget || this._allocateTargets(texture);
this._textureToCubeUV(texture, cubeUVRenderTarget);
this._applyPMREM(cubeUVRenderTarget);
this._cleanup(cubeUVRenderTarget);
return cubeUVRenderTarget;
}
_allocateTargets(texture) {
// warning: null texture is valid
const params = {
magFilter: LinearFilter,
minFilter: LinearFilter,
generateMipmaps: false,
type: HalfFloatType,
format: RGBAFormat,
encoding: LinearEncoding,
depthBuffer: false,
};
const cubeUVRenderTarget = _createRenderTarget(params);
cubeUVRenderTarget.depthBuffer = texture ? false : true;
if (this._pingPongRenderTarget === null) {
this._pingPongRenderTarget = _createRenderTarget(params);
}
return cubeUVRenderTarget;
}
_compileMaterial(material) {
const tmpMesh = new Mesh(_lodPlanes[0], material);
this._renderer.compile(tmpMesh, _flatCamera);
}
_sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
const fov = 90;
const aspect = 1;
const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
const upSign = [1, -1, 1, 1, 1, 1];
const forwardSign = [1, 1, 1, -1, -1, -1];
const renderer = this._renderer;
const originalAutoClear = renderer.autoClear;
const toneMapping = renderer.toneMapping;
renderer.getClearColor(_clearColor);
renderer.toneMapping = NoToneMapping;
renderer.autoClear = false;
const backgroundMaterial = new MeshBasicMaterial({
name: 'PMREM.Background',
side: BackSide,
depthWrite: false,
depthTest: false,
});
const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
let useSolidColor = false;
const background = scene.background;
if (background) {
if (background.isColor) {
backgroundMaterial.color.copy(background);
scene.background = null;
useSolidColor = true;
}
} else {
backgroundMaterial.color.copy(_clearColor);
useSolidColor = true;
}
for (let i = 0; i < 6; i++) {
const col = i % 3;
if (col === 0) {
cubeCamera.up.set(0, upSign[i], 0);
cubeCamera.lookAt(forwardSign[i], 0, 0);
} else if (col === 1) {
cubeCamera.up.set(0, 0, upSign[i]);
cubeCamera.lookAt(0, forwardSign[i], 0);
} else {
cubeCamera.up.set(0, upSign[i], 0);
cubeCamera.lookAt(0, 0, forwardSign[i]);
}
_setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
renderer.setRenderTarget(cubeUVRenderTarget);
if (useSolidColor) {
renderer.render(backgroundBox, cubeCamera);
}
renderer.render(scene, cubeCamera);
}
backgroundBox.geometry.dispose();
backgroundBox.material.dispose();
renderer.toneMapping = toneMapping;
renderer.autoClear = originalAutoClear;
scene.background = background;
}
_textureToCubeUV(texture, cubeUVRenderTarget) {
const renderer = this._renderer;
const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;
if (isCubeTexture) {
if (this._cubemapShader === null) {
this._cubemapShader = _getCubemapShader();
}
this._cubemapShader.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
} else {
if (this._equirectShader === null) {
this._equirectShader = _getEquirectShader();
}
}
const material = isCubeTexture ? this._cubemapShader : this._equirectShader;
const mesh = new Mesh(_lodPlanes[0], material);
const uniforms = material.uniforms;
uniforms['envMap'].value = texture;
if (!isCubeTexture) {
uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
}
_setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
renderer.setRenderTarget(cubeUVRenderTarget);
renderer.render(mesh, _flatCamera);
}
_applyPMREM(cubeUVRenderTarget) {
const renderer = this._renderer;
const autoClear = renderer.autoClear;
renderer.autoClear = false;
for (let i = 1; i < TOTAL_LODS; i++) {
const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
}
renderer.autoClear = autoClear;
}
/**
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
* vertically and horizontally, but this breaks down on a cube. Here we apply
* the blur latitudinally (around the poles), and then longitudinally (towards
* the poles) to approximate the orthogonally-separable blur. It is least
* accurate at the poles, but still does a decent job.
*/
_blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
const pingPongRenderTarget = this._pingPongRenderTarget;
this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
}
_halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
const renderer = this._renderer;
const blurMaterial = this._blurMaterial;
if (direction !== 'latitudinal' && direction !== 'longitudinal') {
console.error('blur direction must be either latitudinal or longitudinal!');
}
// Number of standard deviations at which to cut off the discrete approximation.
const STANDARD_DEVIATIONS = 3;
const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
const blurUniforms = blurMaterial.uniforms;
const pixels = _sizeLods[lodIn] - 1;
const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : (2 * Math.PI) / (2 * MAX_SAMPLES - 1);
const sigmaPixels = sigmaRadians / radiansPerPixel;
const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
if (samples > MAX_SAMPLES) {
console.warn(
`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`
);
}
const weights = [];
let sum = 0;
for (let i = 0; i < MAX_SAMPLES; ++i) {
const x = i / sigmaPixels;
const weight = Math.exp((-x * x) / 2);
weights.push(weight);
if (i === 0) {
sum += weight;
} else if (i < samples) {
sum += 2 * weight;
}
}
for (let i = 0; i < weights.length; i++) {
weights[i] = weights[i] / sum;
}
blurUniforms['envMap'].value = targetIn.texture;
blurUniforms['samples'].value = samples;
blurUniforms['weights'].value = weights;
blurUniforms['latitudinal'].value = direction === 'latitudinal';
if (poleAxis) {
blurUniforms['poleAxis'].value = poleAxis;
}
blurUniforms['dTheta'].value = radiansPerPixel;
blurUniforms['mipInt'].value = LOD_MAX - lodIn;
const outputSize = _sizeLods[lodOut];
const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
_setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
renderer.setRenderTarget(targetOut);
renderer.render(blurMesh, _flatCamera);
}
}
function _createPlanes() {
const _lodPlanes = [];
const _sizeLods = [];
const _sigmas = [];
let lod = LOD_MAX;
for (let i = 0; i < TOTAL_LODS; i++) {
const sizeLod = Math.pow(2, lod);
_sizeLods.push(sizeLod);
let sigma = 1.0 / sizeLod;
if (i > LOD_MAX - LOD_MIN) {
sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
} else if (i === 0) {
sigma = 0;
}
_sigmas.push(sigma);
const texelSize = 1.0 / (sizeLod - 1);
const min = -texelSize / 2;
const max = 1 + texelSize / 2;
const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
const cubeFaces = 6;
const vertices = 6;
const positionSize = 3;
const uvSize = 2;
const faceIndexSize = 1;
const position = new Float32Array(positionSize * vertices * cubeFaces);
const uv = new Float32Array(uvSize * vertices * cubeFaces);
const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
for (let face = 0; face < cubeFaces; face++) {
const x = ((face % 3) * 2) / 3 - 1;
const y = face > 2 ? 0 : -1;
const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
position.set(coordinates, positionSize * vertices * face);
uv.set(uv1, uvSize * vertices * face);
const fill = [face, face, face, face, face, face];
faceIndex.set(fill, faceIndexSize * vertices * face);
}
const planes = new BufferGeometry();
planes.setAttribute('position', new BufferAttribute(position, positionSize));
planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
_lodPlanes.push(planes);
if (lod > LOD_MIN) {
lod--;
}
}
return { _lodPlanes, _sizeLods, _sigmas };
}
function _createRenderTarget(params) {
const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
cubeUVRenderTarget.scissorTest = true;
return cubeUVRenderTarget;
}
function _setViewport(target, x, y, width, height) {
target.viewport.set(x, y, width, height);
target.scissor.set(x, y, width, height);
}
function _getBlurShader(maxSamples) {
const weights = new Float32Array(maxSamples);
const poleAxis = new Vector3(0, 1, 0);
const shaderMaterial = new RawShaderMaterial({
name: 'SphericalGaussianBlur',
defines: { n: maxSamples },
uniforms: {
envMap: { value: null },
samples: { value: 1 },
weights: { value: weights },
latitudinal: { value: false },
dTheta: { value: 0 },
mipInt: { value: 0 },
poleAxis: { value: poleAxis },
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */ `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[ n ];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;
#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>
vec3 getSample( float theta, vec3 axis ) {
float cosTheta = cos( theta );
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross( axis, vOutputDirection ) * sin( theta )
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
return bilinearCubeUV( envMap, sampleDirection, mipInt );
}
void main() {
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
}
axis = normalize( axis );
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
for ( int i = 1; i < n; i++ ) {
if ( i >= samples ) {
break;
}
float theta = dTheta * float( i );
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
}
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false,
});
return shaderMaterial;
}
function _getEquirectShader() {
const texelSize = new Vector2(1, 1);
const shaderMaterial = new RawShaderMaterial({
name: 'EquirectangularToCubeUV',
uniforms: {
envMap: { value: null },
texelSize: { value: texelSize },
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */ `
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform vec2 texelSize;
#include <common>
void main() {
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
vec2 f = fract( uv / texelSize - 0.5 );
uv -= f * texelSize;
vec3 tl = texture2D ( envMap, uv ).rgb;
uv.x += texelSize.x;
vec3 tr = texture2D ( envMap, uv ).rgb;
uv.y += texelSize.y;
vec3 br = texture2D ( envMap, uv ).rgb;
uv.x -= texelSize.x;
vec3 bl = texture2D ( envMap, uv ).rgb;
vec3 tm = mix( tl, tr, f.x );
vec3 bm = mix( bl, br, f.x );
gl_FragColor.rgb = mix( tm, bm, f.y );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false,
});
return shaderMaterial;
}
function _getCubemapShader() {
const shaderMaterial = new RawShaderMaterial({
name: 'CubemapToCubeUV',
uniforms: {
envMap: { value: null },
flipEnvMap: { value: -1 },
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */ `
precision mediump float;
precision mediump int;
uniform float flipEnvMap;
varying vec3 vOutputDirection;
uniform samplerCube envMap;
void main() {
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false,
});
return shaderMaterial;
}
function _getCommonVertexShader() {
return /* glsl */ `
precision mediump float;
precision mediump int;
attribute vec3 position;
attribute vec2 uv;
attribute float faceIndex;
varying vec3 vOutputDirection;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection( vec2 uv, float face ) {
uv = 2.0 * uv - 1.0;
vec3 direction = vec3( uv, 1.0 );
if ( face == 0.0 ) {
direction = direction.zyx; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction.xzy;
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction.x *= -1.0; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction.zyx;
direction.xz *= -1.0; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction.xzy;
direction.xy *= -1.0; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction.z *= -1.0; // ( u, v, -1 ) neg z
}
return direction;
}
void main() {
vOutputDirection = getDirection( uv, faceIndex );
gl_Position = vec4( position, 1.0 );
}
`;
}
export { PMREMGenerator };