Buckets:
| import { | |
| Mesh, | |
| ShaderMaterial, | |
| SphereGeometry | |
| } from 'three'; | |
| /** | |
| * Renders a sphere to visualize a light probe in the scene. | |
| * | |
| * This helper can only be used with {@link WebGLRenderer}. | |
| * When using {@link WebGPURenderer}, import from `LightProbeHelperGPU.js`. | |
| * | |
| * ```js | |
| * const helper = new LightProbeHelper( lightProbe ); | |
| * scene.add( helper ); | |
| * ``` | |
| * | |
| * @augments Mesh | |
| * @three_import import { LightProbeHelper } from 'three/addons/helpers/LightProbeHelper.js'; | |
| */ | |
| class LightProbeHelper extends Mesh { | |
| /** | |
| * Constructs a new light probe helper. | |
| * | |
| * @param {LightProbe} lightProbe - The light probe to visualize. | |
| * @param {number} [size=1] - The size of the helper. | |
| */ | |
| constructor( lightProbe, size = 1 ) { | |
| const material = new ShaderMaterial( { | |
| type: 'LightProbeHelperMaterial', | |
| uniforms: { | |
| sh: { value: lightProbe.sh.coefficients }, // by reference | |
| intensity: { value: lightProbe.intensity } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec3 vNormal; | |
| void main() { | |
| vNormal = normalize( normalMatrix * normal ); | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| `, | |
| fragmentShader: /* glsl */` | |
| #define RECIPROCAL_PI 0.318309886 | |
| vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) { | |
| // matrix is assumed to be orthogonal | |
| return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz ); | |
| } | |
| // source: https://graphics.stanford.edu/papers/envmap/envmap.pdf, | |
| vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) { | |
| // normal is assumed to have unit length, | |
| float x = normal.x, y = normal.y, z = normal.z; | |
| // band 0, | |
| vec3 result = shCoefficients[ 0 ] * 0.886227; | |
| // band 1, | |
| result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y; | |
| result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z; | |
| result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x; | |
| // band 2, | |
| result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y; | |
| result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z; | |
| result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 ); | |
| result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z; | |
| result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y ); | |
| return result; | |
| } | |
| uniform vec3 sh[ 9 ]; // sh coefficients | |
| uniform float intensity; // light probe intensity | |
| varying vec3 vNormal; | |
| void main() { | |
| vec3 normal = normalize( vNormal ); | |
| vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); | |
| vec3 irradiance = shGetIrradianceAt( worldNormal, sh ); | |
| vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity; | |
| gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) ); | |
| } | |
| `, | |
| } ); | |
| const geometry = new SphereGeometry( 1, 32, 16 ); | |
| super( geometry, material ); | |
| /** | |
| * The light probe to visualize. | |
| * | |
| * @type {LightProbe} | |
| */ | |
| this.lightProbe = lightProbe; | |
| /** | |
| * The size of the helper. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.size = size; | |
| this.type = 'LightProbeHelper'; | |
| this.onBeforeRender(); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever this instance is no longer used in your app. | |
| */ | |
| dispose() { | |
| this.geometry.dispose(); | |
| this.material.dispose(); | |
| } | |
| onBeforeRender() { | |
| this.position.copy( this.lightProbe.position ); | |
| this.scale.set( 1, 1, 1 ).multiplyScalar( this.size ); | |
| this.material.uniforms.intensity.value = this.lightProbe.intensity; | |
| } | |
| } | |
| export { LightProbeHelper }; | |
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