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PMREMGenerator: Spaces to tabs.
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examples/js/pmrem/PMREMGenerator.js

Lines changed: 115 additions & 115 deletions
Original file line numberDiff line numberDiff line change
@@ -28,7 +28,7 @@ THREE.PMREMGenerator = ( function () {
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this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 32;
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var monotonicEncoding = ( this.sourceTexture.encoding === THREE.LinearEncoding ) ||
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( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding );
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( this.sourceTexture.encoding === THREE.GammaEncoding ) || ( this.sourceTexture.encoding === THREE.sRGBEncoding );
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this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
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this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
@@ -66,18 +66,18 @@ THREE.PMREMGenerator = ( function () {
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constructor: PMREMGenerator,
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/*
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* Prashant Sharma / spidersharma03: More thought and work is needed here.
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* Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
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* I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
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* even a high number of samples(1024) dosen't lead to satisfactory results.
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* By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
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* gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
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* goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
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* the roughness by 0.9(totally empirical) to try to visually match the original result.
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* The condition "if(i <5)" is also an attemt to make the result match the original result.
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* This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
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* https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
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*/
69+
* Prashant Sharma / spidersharma03: More thought and work is needed here.
70+
* Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
71+
* I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
72+
* even a high number of samples(1024) dosen't lead to satisfactory results.
73+
* By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
74+
* gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
75+
* goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
76+
* the roughness by 0.9(totally empirical) to try to visually match the original result.
77+
* The condition "if(i <5)" is also an attemt to make the result match the original result.
78+
* This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
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* https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
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*/
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update: function ( renderer ) {
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// Texture should only be flipped for CubeTexture, not for
@@ -170,110 +170,110 @@ THREE.PMREMGenerator = ( function () {
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},
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vertexShader:
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"varying vec2 vUv;\n\
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void main() {\n\
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vUv = uv;\n\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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}",
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"varying vec2 vUv;\n\
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void main() {\n\
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vUv = uv;\n\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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}",
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fragmentShader:
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"#include <common>\n\
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varying vec2 vUv;\n\
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uniform int faceIndex;\n\
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uniform float roughness;\n\
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uniform samplerCube envMap;\n\
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uniform float mapSize;\n\
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uniform float tFlip;\n\
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\n\
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float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
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float a = ggxRoughness + 0.0001;\n\
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a *= a;\n\
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return ( 2.0 / a - 2.0 );\n\
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}\n\
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vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
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float phi = uv.y * 2.0 * PI;\n\
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float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
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vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
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return vecSpace * sampleDir;\n\
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}\n\
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vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
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{\n\
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float a = Roughness * Roughness;\n\
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float Phi = 2.0 * PI * uv.x;\n\
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float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
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float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
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return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
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}\n\
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mat3 matrixFromVector(vec3 n) {\n\
209-
float a = 1.0 / (1.0 + n.z);\n\
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float b = -n.x * n.y * a;\n\
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vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
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vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
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return mat3(b1, b2, n);\n\
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}\n\
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\n\
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vec4 testColorMap(float Roughness) {\n\
217-
vec4 color;\n\
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if(faceIndex == 0)\n\
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color = vec4(1.0,0.0,0.0,1.0);\n\
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else if(faceIndex == 1)\n\
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color = vec4(0.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 2)\n\
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color = vec4(0.0,0.0,1.0,1.0);\n\
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else if(faceIndex == 3)\n\
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color = vec4(1.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 4)\n\
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color = vec4(0.0,1.0,1.0,1.0);\n\
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else\n\
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color = vec4(1.0,0.0,1.0,1.0);\n\
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color *= ( 1.0 - Roughness );\n\
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return color;\n\
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}\n\
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void main() {\n\
234-
vec3 sampleDirection;\n\
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vec2 uv = vUv*2.0 - 1.0;\n\
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float offset = -1.0/mapSize;\n\
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const float a = -1.0;\n\
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const float b = 1.0;\n\
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float c = -1.0 + offset;\n\
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float d = 1.0 - offset;\n\
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float bminusa = b - a;\n\
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uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
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uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
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if (faceIndex==0) {\n\
245-
sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
246-
} else if (faceIndex==1) {\n\
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sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
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} else if (faceIndex==2) {\n\
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sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
250-
} else if (faceIndex==3) {\n\
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sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
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} else if (faceIndex==4) {\n\
253-
sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
254-
} else {\n\
255-
sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
256-
}\n\
257-
vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\
258-
mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\
259-
vec3 rgbColor = vec3(0.0);\n\
260-
const int NumSamples = SAMPLES_PER_LEVEL;\n\
261-
vec3 vect;\n\
262-
float weight = 0.0;\n\
263-
for( int i = 0; i < NumSamples; i ++ ) {\n\
264-
float sini = sin(float(i));\n\
265-
float cosi = cos(float(i));\n\
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float r = rand(vec2(sini, cosi));\n\
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vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
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float dotProd = dot(vect, normalize(sampleDirection));\n\
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weight += dotProd;\n\
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vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\
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rgbColor.rgb += color;\n\
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}\n\
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rgbColor /= float(NumSamples);\n\
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//rgbColor = testColorMap( roughness ).rgb;\n\
275-
gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
276-
}",
180+
"#include <common>\n\
181+
varying vec2 vUv;\n\
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uniform int faceIndex;\n\
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uniform float roughness;\n\
184+
uniform samplerCube envMap;\n\
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uniform float mapSize;\n\
186+
uniform float tFlip;\n\
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\n\
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float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
189+
float a = ggxRoughness + 0.0001;\n\
190+
a *= a;\n\
191+
return ( 2.0 / a - 2.0 );\n\
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}\n\
193+
vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
194+
float phi = uv.y * 2.0 * PI;\n\
195+
float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
196+
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
197+
vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
198+
return vecSpace * sampleDir;\n\
199+
}\n\
200+
vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
201+
{\n\
202+
float a = Roughness * Roughness;\n\
203+
float Phi = 2.0 * PI * uv.x;\n\
204+
float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
205+
float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
206+
return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
207+
}\n\
208+
mat3 matrixFromVector(vec3 n) {\n\
209+
float a = 1.0 / (1.0 + n.z);\n\
210+
float b = -n.x * n.y * a;\n\
211+
vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
212+
vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
213+
return mat3(b1, b2, n);\n\
214+
}\n\
215+
\n\
216+
vec4 testColorMap(float Roughness) {\n\
217+
vec4 color;\n\
218+
if(faceIndex == 0)\n\
219+
color = vec4(1.0,0.0,0.0,1.0);\n\
220+
else if(faceIndex == 1)\n\
221+
color = vec4(0.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 2)\n\
223+
color = vec4(0.0,0.0,1.0,1.0);\n\
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else if(faceIndex == 3)\n\
225+
color = vec4(1.0,1.0,0.0,1.0);\n\
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else if(faceIndex == 4)\n\
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color = vec4(0.0,1.0,1.0,1.0);\n\
228+
else\n\
229+
color = vec4(1.0,0.0,1.0,1.0);\n\
230+
color *= ( 1.0 - Roughness );\n\
231+
return color;\n\
232+
}\n\
233+
void main() {\n\
234+
vec3 sampleDirection;\n\
235+
vec2 uv = vUv*2.0 - 1.0;\n\
236+
float offset = -1.0/mapSize;\n\
237+
const float a = -1.0;\n\
238+
const float b = 1.0;\n\
239+
float c = -1.0 + offset;\n\
240+
float d = 1.0 - offset;\n\
241+
float bminusa = b - a;\n\
242+
uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
243+
uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
244+
if (faceIndex==0) {\n\
245+
sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
246+
} else if (faceIndex==1) {\n\
247+
sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
248+
} else if (faceIndex==2) {\n\
249+
sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
250+
} else if (faceIndex==3) {\n\
251+
sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
252+
} else if (faceIndex==4) {\n\
253+
sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
254+
} else {\n\
255+
sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
256+
}\n\
257+
vec3 correctedDirection = vec3( tFlip * sampleDirection.x, sampleDirection.yz );\n\
258+
mat3 vecSpace = matrixFromVector( normalize( correctedDirection ) );\n\
259+
vec3 rgbColor = vec3(0.0);\n\
260+
const int NumSamples = SAMPLES_PER_LEVEL;\n\
261+
vec3 vect;\n\
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float weight = 0.0;\n\
263+
for( int i = 0; i < NumSamples; i ++ ) {\n\
264+
float sini = sin(float(i));\n\
265+
float cosi = cos(float(i));\n\
266+
float r = rand(vec2(sini, cosi));\n\
267+
vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
268+
float dotProd = dot(vect, normalize(sampleDirection));\n\
269+
weight += dotProd;\n\
270+
vec3 color = envMapTexelToLinear(textureCube(envMap, vect)).rgb;\n\
271+
rgbColor.rgb += color;\n\
272+
}\n\
273+
rgbColor /= float(NumSamples);\n\
274+
//rgbColor = testColorMap( roughness ).rgb;\n\
275+
gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
276+
}",
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blending: THREE.NoBlending
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