(function (global, factory) { if (typeof define === "function" && define.amd) { define(["exports", "three"], factory); } else if (typeof exports !== "undefined") { factory(exports, require("three")); } else { var mod = { exports: {} }; factory(mod.exports, global.three); global.RoughnessMipmapper = mod.exports; } })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) { "use strict"; Object.defineProperty(_exports, "__esModule", { value: true }); _exports.RoughnessMipmapper = void 0; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } var _mipmapMaterial = _getMipmapMaterial(); var _mesh = new _three.Mesh(new _three.PlaneGeometry(2, 2), _mipmapMaterial); var _flatCamera = new _three.OrthographicCamera(0, 1, 0, 1, 0, 1); var _tempTarget = null; var _renderer = null; var RoughnessMipmapper = /*#__PURE__*/function () { function RoughnessMipmapper(renderer) { _classCallCheck(this, RoughnessMipmapper); _renderer = renderer; _renderer.compile(_mesh, _flatCamera); } _createClass(RoughnessMipmapper, [{ key: "generateMipmaps", value: function generateMipmaps(material) { if ('roughnessMap' in material === false) return; var roughnessMap = material.roughnessMap, normalMap = material.normalMap; if (roughnessMap === null || normalMap === null || !roughnessMap.generateMipmaps || material.userData.roughnessUpdated) return; material.userData.roughnessUpdated = true; var width = Math.max(roughnessMap.image.width, normalMap.image.width); var height = Math.max(roughnessMap.image.height, normalMap.image.height); if (!_three.MathUtils.isPowerOfTwo(width) || !_three.MathUtils.isPowerOfTwo(height)) return; var oldTarget = _renderer.getRenderTarget(); var autoClear = _renderer.autoClear; _renderer.autoClear = false; if (_tempTarget === null || _tempTarget.width !== width || _tempTarget.height !== height) { if (_tempTarget !== null) _tempTarget.dispose(); _tempTarget = new _three.WebGLRenderTarget(width, height, { depthBuffer: false }); _tempTarget.scissorTest = true; } if (width !== roughnessMap.image.width || height !== roughnessMap.image.height) { var params = { wrapS: roughnessMap.wrapS, wrapT: roughnessMap.wrapT, magFilter: roughnessMap.magFilter, minFilter: roughnessMap.minFilter, depthBuffer: false }; var newRoughnessTarget = new _three.WebGLRenderTarget(width, height, params); newRoughnessTarget.texture.generateMipmaps = true; // Setting the render target causes the memory to be allocated. _renderer.setRenderTarget(newRoughnessTarget); material.roughnessMap = newRoughnessTarget.texture; if (material.metalnessMap == roughnessMap) material.metalnessMap = material.roughnessMap; if (material.aoMap == roughnessMap) material.aoMap = material.roughnessMap; // Copy UV transform parameters material.roughnessMap.offset.copy(roughnessMap.offset); material.roughnessMap.repeat.copy(roughnessMap.repeat); material.roughnessMap.center.copy(roughnessMap.center); material.roughnessMap.rotation = roughnessMap.rotation; material.roughnessMap.image = roughnessMap.image; material.roughnessMap.matrixAutoUpdate = roughnessMap.matrixAutoUpdate; material.roughnessMap.matrix.copy(roughnessMap.matrix); } _mipmapMaterial.uniforms.roughnessMap.value = roughnessMap; _mipmapMaterial.uniforms.normalMap.value = normalMap; var position = new _three.Vector2(0, 0); var texelSize = _mipmapMaterial.uniforms.texelSize.value; for (var mip = 0; width >= 1 && height >= 1; ++mip, width /= 2, height /= 2) { // Rendering to a mip level is not allowed in webGL1. Instead we must set // up a secondary texture to write the result to, then copy it back to the // proper mipmap level. texelSize.set(1.0 / width, 1.0 / height); if (mip == 0) texelSize.set(0.0, 0.0); _tempTarget.viewport.set(position.x, position.y, width, height); _tempTarget.scissor.set(position.x, position.y, width, height); _renderer.setRenderTarget(_tempTarget); _renderer.render(_mesh, _flatCamera); _renderer.copyFramebufferToTexture(position, material.roughnessMap, mip); _mipmapMaterial.uniforms.roughnessMap.value = material.roughnessMap; } if (roughnessMap !== material.roughnessMap) roughnessMap.dispose(); _renderer.setRenderTarget(oldTarget); _renderer.autoClear = autoClear; } }, { key: "dispose", value: function dispose() { _mipmapMaterial.dispose(); _mesh.geometry.dispose(); if (_tempTarget != null) _tempTarget.dispose(); } }]); return RoughnessMipmapper; }(); _exports.RoughnessMipmapper = RoughnessMipmapper; function _getMipmapMaterial() { var shaderMaterial = new _three.RawShaderMaterial({ uniforms: { roughnessMap: { value: null }, normalMap: { value: null }, texelSize: { value: new _three.Vector2(1, 1) } }, vertexShader: /* glsl */ "\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tattribute vec3 position;\n\t\t\tattribute vec2 uv;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tvoid main() {\n\n\t\t\t\tvUv = uv;\n\n\t\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t\t}\n\t\t", fragmentShader: /* glsl */ "\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec2 vUv;\n\n\t\t\tuniform sampler2D roughnessMap;\n\t\t\tuniform sampler2D normalMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\n\t\t\tvec4 envMapTexelToLinear( vec4 a ) { return a; }\n\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tfloat roughnessToVariance( float roughness ) {\n\n\t\t\t\tfloat variance = 0.0;\n\n\t\t\t\tif ( roughness >= r1 ) {\n\n\t\t\t\t\tvariance = ( r0 - roughness ) * ( v1 - v0 ) / ( r0 - r1 ) + v0;\n\n\t\t\t\t} else if ( roughness >= r4 ) {\n\n\t\t\t\t\tvariance = ( r1 - roughness ) * ( v4 - v1 ) / ( r1 - r4 ) + v1;\n\n\t\t\t\t} else if ( roughness >= r5 ) {\n\n\t\t\t\t\tvariance = ( r4 - roughness ) * ( v5 - v4 ) / ( r4 - r5 ) + v4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfloat roughness2 = roughness * roughness;\n\n\t\t\t\t\tvariance = 1.79 * roughness2 * roughness2;\n\n\t\t\t\t}\n\n\t\t\t\treturn variance;\n\n\t\t\t}\n\n\t\t\tfloat varianceToRoughness( float variance ) {\n\n\t\t\t\tfloat roughness = 0.0;\n\n\t\t\t\tif ( variance >= v1 ) {\n\n\t\t\t\t\troughness = ( v0 - variance ) * ( r1 - r0 ) / ( v0 - v1 ) + r0;\n\n\t\t\t\t} else if ( variance >= v4 ) {\n\n\t\t\t\t\troughness = ( v1 - variance ) * ( r4 - r1 ) / ( v1 - v4 ) + r1;\n\n\t\t\t\t} else if ( variance >= v5 ) {\n\n\t\t\t\t\troughness = ( v4 - variance ) * ( r5 - r4 ) / ( v4 - v5 ) + r4;\n\n\t\t\t\t} else {\n\n\t\t\t\t\troughness = pow( 0.559 * variance, 0.25 ); // 0.559 = 1.0 / 1.79\n\n\t\t\t\t}\n\n\t\t\t\treturn roughness;\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = texture2D( roughnessMap, vUv, - 1.0 );\n\n\t\t\t\tif ( texelSize.x == 0.0 ) return;\n\n\t\t\t\tfloat roughness = gl_FragColor.g;\n\n\t\t\t\tfloat variance = roughnessToVariance( roughness );\n\n\t\t\t\tvec3 avgNormal;\n\n\t\t\t\tfor ( float x = - 1.0; x < 2.0; x += 2.0 ) {\n\n\t\t\t\t\tfor ( float y = - 1.0; y < 2.0; y += 2.0 ) {\n\n\t\t\t\t\t\tvec2 uv = vUv + vec2( x, y ) * 0.25 * texelSize;\n\n\t\t\t\t\t\tavgNormal += normalize( texture2D( normalMap, uv, - 1.0 ).xyz - 0.5 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tvariance += 1.0 - 0.25 * length( avgNormal );\n\n\t\t\t\tgl_FragColor.g = varianceToRoughness( variance );\n\n\t\t\t}\n\t\t", blending: _three.NoBlending, depthTest: false, depthWrite: false }); shaderMaterial.type = 'RoughnessMipmapper'; return shaderMaterial; } });