Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

HalfFloat PMREM #22998

Merged
merged 7 commits into from
Dec 15, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified examples/screenshots/webgl_materials_envmaps_hdr_nodes.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file modified examples/screenshots/webgl_materials_envmaps_pmrem_nodes.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
84 changes: 12 additions & 72 deletions src/extras/PMREMGenerator.js
Original file line number Diff line number Diff line change
Expand Up @@ -4,17 +4,17 @@ import {
CubeUVReflectionMapping,
GammaEncoding,
LinearEncoding,
LinearFilter,
NoToneMapping,
NearestFilter,
NoBlending,
RGBDEncoding,
RGBEEncoding,
RGBAFormat,
RGBEFormat,
RGBM16Encoding,
RGBM7Encoding,
UnsignedByteType,
sRGBEncoding
sRGBEncoding,
HalfFloatType
} from '../constants.js';

import { BufferAttribute } from '../core/BufferAttribute.js';
Expand Down Expand Up @@ -234,12 +234,12 @@ class PMREMGenerator {
_allocateTargets( texture ) { // warning: null texture is valid

const params = {
magFilter: NearestFilter,
minFilter: NearestFilter,
magFilter: LinearFilter,
minFilter: LinearFilter,
generateMipmaps: false,
type: UnsignedByteType,
format: RGBEFormat,
encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
type: HalfFloatType,
format: RGBAFormat,
encoding: LinearEncoding,
depthBuffer: false
};

Expand Down Expand Up @@ -267,12 +267,10 @@ class PMREMGenerator {
const renderer = this._renderer;

const originalAutoClear = renderer.autoClear;
const outputEncoding = renderer.outputEncoding;
const toneMapping = renderer.toneMapping;
renderer.getClearColor( _clearColor );

renderer.toneMapping = NoToneMapping;
renderer.outputEncoding = LinearEncoding;
renderer.autoClear = false;

const backgroundMaterial = new MeshBasicMaterial( {
Expand Down Expand Up @@ -342,7 +340,6 @@ class PMREMGenerator {
backgroundBox.material.dispose();

renderer.toneMapping = toneMapping;
renderer.outputEncoding = outputEncoding;
renderer.autoClear = originalAutoClear;
scene.background = background;

Expand Down Expand Up @@ -400,7 +397,6 @@ class PMREMGenerator {
}

this._setEncoding( uniforms[ 'inputEncoding' ], texture );
this._setEncoding( uniforms[ 'outputEncoding' ], cubeUVRenderTarget.texture );

_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );

Expand Down Expand Up @@ -532,9 +528,6 @@ class PMREMGenerator {
blurUniforms[ 'dTheta' ].value = radiansPerPixel;
blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;

this._setEncoding( blurUniforms[ 'inputEncoding' ], targetIn.texture );
this._setEncoding( blurUniforms[ 'outputEncoding' ], targetIn.texture );

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 );
Expand All @@ -547,14 +540,6 @@ class PMREMGenerator {

}

function _isLDR( texture ) {

if ( texture === undefined || texture.type !== UnsignedByteType ) return false;

return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;

}

function _createPlanes() {

const _lodPlanes = [];
Expand Down Expand Up @@ -667,9 +652,7 @@ function _getBlurShader( maxSamples ) {
'latitudinal': { value: false },
'dTheta': { value: 0 },
'mipInt': { value: 0 },
'poleAxis': { value: poleAxis },
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
'poleAxis': { value: poleAxis }
},

vertexShader: _getCommonVertexShader(),
Expand Down Expand Up @@ -735,8 +718,6 @@ function _getBlurShader( maxSamples ) {
}
gl_FragColor = linearToOutputTexel( gl_FragColor );
}
`,

Expand All @@ -760,8 +741,7 @@ function _getEquirectShader() {
uniforms: {
'envMap': { value: null },
'texelSize': { value: texelSize },
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }
},

vertexShader: _getCommonVertexShader(),
Expand Down Expand Up @@ -801,8 +781,6 @@ function _getEquirectShader() {
vec3 bm = mix( bl, br, f.x );
gl_FragColor.rgb = mix( tm, bm, f.y );
gl_FragColor = linearToOutputTexel( gl_FragColor );
}
`,

Expand All @@ -824,8 +802,7 @@ function _getCubemapShader() {

uniforms: {
'envMap': { value: null },
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }
},

vertexShader: _getCommonVertexShader(),
Expand All @@ -843,9 +820,7 @@ function _getCubemapShader() {
void main() {
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
gl_FragColor = linearToOutputTexel( gl_FragColor );
gl_FragColor = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) );
}
`,
Expand Down Expand Up @@ -928,7 +903,6 @@ function _getEncodings() {
return /* glsl */`
uniform int inputEncoding;
uniform int outputEncoding;
#include <encodings_pars_fragment>
Expand Down Expand Up @@ -966,40 +940,6 @@ function _getEncodings() {
}
vec4 linearToOutputTexel( vec4 value ) {
if ( outputEncoding == 0 ) {
return value;
} else if ( outputEncoding == 1 ) {
return LinearTosRGB( value );
} else if ( outputEncoding == 2 ) {
return LinearToRGBE( value );
} else if ( outputEncoding == 3 ) {
return LinearToRGBM( value, 7.0 );
} else if ( outputEncoding == 4 ) {
return LinearToRGBM( value, 16.0 );
} else if ( outputEncoding == 5 ) {
return LinearToRGBD( value, 256.0 );
} else {
return LinearToGamma( value, 2.2 );
}
}
vec4 envMapTexelToLinear( vec4 color ) {
return inputTexelToLinear( color );
Expand Down
6 changes: 6 additions & 0 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -1403,6 +1403,7 @@ function WebGLRenderer( parameters = {} ) {
materialProperties.numIntersection = parameters.numClipIntersection;
materialProperties.vertexAlphas = parameters.vertexAlphas;
materialProperties.vertexTangents = parameters.vertexTangents;
materialProperties.toneMapping = parameters.toneMapping;

}

Expand All @@ -1421,6 +1422,7 @@ function WebGLRenderer( parameters = {} ) {
const morphTargets = !! geometry.morphAttributes.position;
const morphNormals = !! geometry.morphAttributes.normal;
const morphTargetsCount = !! geometry.morphAttributes.position ? geometry.morphAttributes.position.length : 0;
const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;

const materialProperties = properties.get( material );
const lights = currentRenderState.state.lights;
Expand Down Expand Up @@ -1502,6 +1504,10 @@ function WebGLRenderer( parameters = {} ) {

needsProgramChange = true;

} else if ( materialProperties.toneMapping !== toneMapping ) {

needsProgramChange = true;
Mugen87 marked this conversation as resolved.
Show resolved Hide resolved

} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {

needsProgramChange = true;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -89,11 +89,7 @@ export default /* glsl */`
float texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );
vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );
vec2 f = fract( uv );
uv += 0.5 - f;
vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;
if ( face > 2.0 ) {
Expand All @@ -117,25 +113,7 @@ export default /* glsl */`
uv *= texelSize;
vec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
uv.x += texelSize;
vec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
uv.y += texelSize;
vec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
uv.x -= texelSize;
vec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
vec3 tm = mix( tl, tr, f.x );
vec3 bm = mix( bl, br, f.x );
return mix( tm, bm, f.y );
return texture2D( envMap, uv ).rgb;
}
Expand Down