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 );