Initial project import
This commit is contained in:
651
node_modules/three/examples/jsm/lighting/LightProbeGrid.js
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651
node_modules/three/examples/jsm/lighting/LightProbeGrid.js
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import {
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Box3,
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CubeCamera,
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FloatType,
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HalfFloatType,
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LinearFilter,
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Mesh,
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NearestFilter,
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Object3D,
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OrthographicCamera,
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PlaneGeometry,
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RGBAFormat,
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Scene,
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ShaderMaterial,
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Vector3,
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Vector4,
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WebGL3DRenderTarget,
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WebGLCubeRenderTarget,
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WebGLRenderTarget
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} from 'three';
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// Shared fullscreen-quad scene / camera
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let _scene = null;
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let _camera = null;
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let _mesh = null;
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// SH projection material (depends on cubemapSize)
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let _shMaterial = null;
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let _lastCubemapSize = 0;
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// Repack materials (one per output sub-volume / texture index)
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let _repackMaterials = null;
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// Cached bake resources
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let _cubeRenderTarget = null;
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let _cubeCamera = null;
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let _cachedCubemapSize = 0;
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let _cachedNear = 0;
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let _cachedFar = 0;
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// Cached batch render target
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let _batchTarget = null;
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let _batchTargetProbes = 0;
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// Reusable temp objects
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const _position = /*@__PURE__*/ new Vector3();
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const _size = /*@__PURE__*/ new Vector3();
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const _savedViewport = /*@__PURE__*/ new Vector4();
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const _savedScissor = /*@__PURE__*/ new Vector4();
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// Number of padding texels added at each boundary of every sub-volume in the atlas.
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const ATLAS_PADDING = 1;
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/**
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* A 3D grid of L2 Spherical Harmonic irradiance probes that provides
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* position-dependent diffuse global illumination.
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*
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* All seven packed SH sub-volumes are stored in a **single** RGBA
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* `WebGL3DRenderTarget` using a texture-atlas layout along the Z axis.
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* Each sub-volume occupies `( nz + 2 )` atlas slices: one padding slice at
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* each end (a copy of the nearest edge data slice) to prevent color bleeding
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* when the hardware trilinear filter reads across a sub-volume boundary.
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*
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* Atlas layout (nz = resolution.z, PADDING = 1):
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* ```
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* slice 0 : padding (copy of sub-volume 0, data slice 0)
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* slices 1 … nz : sub-volume 0 data
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* slice nz + 1 : padding (copy of sub-volume 0, data slice nz-1)
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* slice nz + 2 : padding (copy of sub-volume 1, data slice 0)
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* slices nz+3 … 2*nz+2 : sub-volume 1 data
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* …
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* ```
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* Total atlas depth = `7 * ( nz + 2 )`.
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*
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* Baking is fully GPU-resident: cubemap rendering, SH projection, and
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* texture packing all happen on the GPU with zero CPU readback.
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*
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* @three_import import { LightProbeGrid } from 'three/addons/lighting/LightProbeGrid.js';
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*/
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class LightProbeGrid extends Object3D {
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/**
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* Constructs a new irradiance probe grid.
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*
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* The volume is centered at the object's position.
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*
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* @param {number} [width=1] - Full width of the volume along X.
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* @param {number} [height=1] - Full height of the volume along Y.
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* @param {number} [depth=1] - Full depth of the volume along Z.
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* @param {number} [widthProbes] - Number of probes along X. Defaults to `Math.max( 2, Math.round( width ) + 1 )`.
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* @param {number} [heightProbes] - Number of probes along Y. Defaults to `Math.max( 2, Math.round( height ) + 1 )`.
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* @param {number} [depthProbes] - Number of probes along Z. Defaults to `Math.max( 2, Math.round( depth ) + 1 )`.
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*/
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constructor( width = 1, height = 1, depth = 1, widthProbes, heightProbes, depthProbes ) {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isLightProbeGrid = true;
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/**
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* The full width of the volume along X.
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*
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* @type {number}
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*/
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this.width = width;
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/**
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* The full height of the volume along Y.
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*
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* @type {number}
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*/
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this.height = height;
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/**
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* The full depth of the volume along Z.
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*
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* @type {number}
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*/
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this.depth = depth;
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/**
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* The number of probes along each axis.
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*
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* @type {Vector3}
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*/
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this.resolution = new Vector3(
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widthProbes !== undefined ? widthProbes : Math.max( 2, Math.round( width ) + 1 ),
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heightProbes !== undefined ? heightProbes : Math.max( 2, Math.round( height ) + 1 ),
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depthProbes !== undefined ? depthProbes : Math.max( 2, Math.round( depth ) + 1 )
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);
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/**
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* The world-space bounding box for the grid. Updated automatically
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* by {@link LightProbeGrid#bake}.
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*
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* @type {Box3}
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*/
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this.boundingBox = new Box3();
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/**
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* The single RGBA atlas 3D texture storing all seven packed SH sub-volumes.
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*
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* @type {?Data3DTexture}
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* @default null
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*/
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this.texture = null;
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/**
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* Internal render target for GPU-resident baking.
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*
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* @private
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* @type {?WebGL3DRenderTarget}
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* @default null
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*/
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this._renderTarget = null;
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this.updateBoundingBox();
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}
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/**
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* Returns the world-space position of the probe at grid indices (ix, iy, iz).
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*
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* @param {number} ix - X index.
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* @param {number} iy - Y index.
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* @param {number} iz - Z index.
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* @param {Vector3} target - The target vector.
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* @return {Vector3} The world-space position.
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*/
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getProbePosition( ix, iy, iz, target ) {
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const pos = this.position;
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const res = this.resolution;
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const w = this.width, h = this.height, d = this.depth;
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target.set(
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res.x > 1 ? pos.x - w / 2 + ix * w / ( res.x - 1 ) : pos.x,
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res.y > 1 ? pos.y - h / 2 + iy * h / ( res.y - 1 ) : pos.y,
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res.z > 1 ? pos.z - d / 2 + iz * d / ( res.z - 1 ) : pos.z
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);
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return target;
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}
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/**
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* Updates the world-space bounding box from the current position and size.
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*/
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updateBoundingBox() {
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_size.set( this.width, this.height, this.depth );
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this.boundingBox.setFromCenterAndSize( this.position, _size );
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}
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/**
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* Bakes all probes by rendering cubemaps at each probe position
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* and projecting to L2 SH. Fully GPU-resident with zero CPU readback.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {Scene} scene - The scene to render.
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* @param {Object} [options] - Bake options.
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* @param {number} [options.cubemapSize=8] - Resolution of each cubemap face.
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* @param {number} [options.near=0.1] - Near plane for the cube camera.
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* @param {number} [options.far=100] - Far plane for the cube camera.
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*/
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bake( renderer, scene, options = {} ) {
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const { cubeRenderTarget, cubeCamera } = _ensureBakeResources( options );
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this._ensureTextures();
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this.updateBoundingBox();
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// Prevent feedback: temporarily hide the volume during baking
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this.visible = false;
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const res = this.resolution;
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const totalProbes = res.x * res.y * res.z;
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// Batch render target for SH coefficients: 9 pixels wide, one row per probe
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const batchTarget = _ensureBatchTarget( totalProbes );
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// Save renderer state
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const savedRenderTarget = renderer.getRenderTarget();
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renderer.getViewport( _savedViewport );
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renderer.getScissor( _savedScissor );
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const savedScissorTest = renderer.getScissorTest();
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// Clear pooled batch target so skipped probes read as zero
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batchTarget.scissorTest = false;
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batchTarget.viewport.set( 0, 0, 9, totalProbes );
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renderer.setRenderTarget( batchTarget );
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renderer.clear();
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// const t0 = performance.now();
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// Phase 1: Render cubemaps and project to SH into batch target
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// Note: set viewport/scissor on the render target directly to avoid pixel ratio scaling
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batchTarget.scissorTest = true;
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// Disable shadow map auto-update during bake — lights don't move between probes.
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// Force one shadow update on the first render so maps are initialized.
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const savedShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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renderer.shadowMap.autoUpdate = false;
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renderer.shadowMap.needsUpdate = true;
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for ( let iz = 0; iz < res.z; iz ++ ) {
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for ( let iy = 0; iy < res.y; iy ++ ) {
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for ( let ix = 0; ix < res.x; ix ++ ) {
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const probeIndex = ix + iy * res.x + iz * res.x * res.y;
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this.getProbePosition( ix, iy, iz, _position );
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cubeCamera.position.copy( _position );
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cubeCamera.update( renderer, scene );
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// SH projection
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_shMaterial.uniforms.envMap.value = cubeRenderTarget.texture;
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_mesh.material = _shMaterial;
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batchTarget.viewport.set( 0, probeIndex, 9, 1 );
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batchTarget.scissor.set( 0, probeIndex, 9, 1 );
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renderer.setRenderTarget( batchTarget );
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renderer.render( _scene, _camera );
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}
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}
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}
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renderer.shadowMap.autoUpdate = savedShadowAutoUpdate;
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// Phase 2: Repack SH data from batch target into the atlas 3D texture (GPU-to-GPU).
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//
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// For each of the 7 packed sub-volumes (texture index t) we write:
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// - A leading padding slice (copy of data slice iz = 0)
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// - All nz data slices (iz = 0 … nz-1)
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// - A trailing padding slice (copy of data slice iz = nz-1)
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//
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// In the atlas the slices for sub-volume t occupy the range:
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// [ t * paddedSlices, t * paddedSlices + paddedSlices - 1 ]
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// where paddedSlices = nz + 2 * ATLAS_PADDING.
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_ensureRepackResources();
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const paddedSlices = res.z + 2 * ATLAS_PADDING;
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const rt = this._renderTarget;
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rt.scissorTest = false;
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rt.viewport.set( 0, 0, res.x, res.y );
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for ( let t = 0; t < 7; t ++ ) {
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_repackMaterials[ t ].uniforms.batchTexture.value = batchTarget.texture;
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_repackMaterials[ t ].uniforms.resolution.value.copy( res );
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// Write data slices
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for ( let iz = 0; iz < res.z; iz ++ ) {
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_repackMaterials[ t ].uniforms.sliceZ.value = iz;
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_mesh.material = _repackMaterials[ t ];
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renderer.setRenderTarget( rt, t * paddedSlices + ATLAS_PADDING + iz );
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renderer.render( _scene, _camera );
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}
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// Leading padding: copy of data slice iz = 0
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_repackMaterials[ t ].uniforms.sliceZ.value = 0;
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_mesh.material = _repackMaterials[ t ];
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renderer.setRenderTarget( rt, t * paddedSlices );
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renderer.render( _scene, _camera );
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// Trailing padding: copy of data slice iz = nz - 1
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_repackMaterials[ t ].uniforms.sliceZ.value = res.z - 1;
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_mesh.material = _repackMaterials[ t ];
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renderer.setRenderTarget( rt, t * paddedSlices + ATLAS_PADDING + res.z );
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renderer.render( _scene, _camera );
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}
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// Restore renderer state
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renderer.setRenderTarget( savedRenderTarget );
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renderer.setViewport( _savedViewport );
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renderer.setScissor( _savedScissor );
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renderer.setScissorTest( savedScissorTest );
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// console.log( `LightProbeGrid: bake complete ${ ( performance.now() - t0 ).toFixed( 1 ) }ms` );
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this.visible = true;
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}
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/**
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* Ensures the atlas 3D render target exists with the correct dimensions.
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*
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* @private
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*/
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_ensureTextures() {
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if ( this._renderTarget !== null ) return;
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const res = this.resolution;
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const nx = res.x, ny = res.y, nz = res.z;
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// Atlas depth: 7 sub-volumes, each with ATLAS_PADDING slices at both ends
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const atlasDepth = 7 * ( nz + 2 * ATLAS_PADDING );
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const rt = new WebGL3DRenderTarget( nx, ny, atlasDepth, {
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format: RGBAFormat,
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type: FloatType,
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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generateMipmaps: false,
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depthBuffer: false
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} );
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this._renderTarget = rt;
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this.texture = rt.texture;
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}
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/**
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* Frees GPU resources.
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*/
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dispose() {
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if ( this._renderTarget !== null ) {
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this._renderTarget.dispose();
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this._renderTarget = null;
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this.texture = null;
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}
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||||
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}
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}
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// Internal: Ensure the shared fullscreen-quad scene exists
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function _ensureScene() {
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if ( _scene === null ) {
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_camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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_mesh = new Mesh( new PlaneGeometry( 2, 2 ) );
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_scene = new Scene();
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_scene.add( _mesh );
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}
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}
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// Internal: Ensure GPU resources for SH projection are created
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function _ensureGPUResources( cubemapSize ) {
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_ensureScene();
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// Recreate material when cubemap size changes
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||||
if ( cubemapSize !== _lastCubemapSize ) {
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||||
if ( _shMaterial !== null ) _shMaterial.dispose();
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||||
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_shMaterial = new ShaderMaterial( {
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||||
precision: 'highp',
|
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defines: {
|
||||
CUBEMAP_SIZE: cubemapSize
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||||
},
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uniforms: {
|
||||
envMap: { value: null }
|
||||
},
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||||
vertexShader: /* glsl */`
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||||
void main() {
|
||||
gl_Position = vec4( position.xy, 0.0, 1.0 );
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||||
}
|
||||
`,
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||||
fragmentShader: /* glsl */`
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||||
#include <common>
|
||||
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||||
uniform samplerCube envMap;
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||||
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||||
void main() {
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||||
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||||
int coefIndex = int( gl_FragCoord.x );
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||||
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||||
vec3 accum0 = vec3( 0.0 );
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||||
vec3 accum1 = vec3( 0.0 );
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||||
vec3 accum2 = vec3( 0.0 );
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||||
vec3 accum3 = vec3( 0.0 );
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vec3 accum4 = vec3( 0.0 );
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||||
vec3 accum5 = vec3( 0.0 );
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||||
vec3 accum6 = vec3( 0.0 );
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||||
vec3 accum7 = vec3( 0.0 );
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||||
vec3 accum8 = vec3( 0.0 );
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||||
float totalWeight = 0.0;
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||||
float pixelSize = 2.0 / float( CUBEMAP_SIZE );
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||||
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||||
for ( int face = 0; face < 6; face ++ ) {
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||||
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||||
for ( int iy = 0; iy < CUBEMAP_SIZE; iy ++ ) {
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||||
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||||
for ( int ix = 0; ix < CUBEMAP_SIZE; ix ++ ) {
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||||
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||||
// WebGL cubemaps have a left-handed orientation (flip = -1)
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||||
float col = ( float( ix ) + 0.5 ) * pixelSize - 1.0;
|
||||
float row = 1.0 - ( float( iy ) + 0.5 ) * pixelSize;
|
||||
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||||
vec3 coord;
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||||
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if ( face == 0 ) coord = vec3( 1.0, row, -col );
|
||||
else if ( face == 1 ) coord = vec3( -1.0, row, col );
|
||||
else if ( face == 2 ) coord = vec3( col, 1.0, -row );
|
||||
else if ( face == 3 ) coord = vec3( col, -1.0, row );
|
||||
else if ( face == 4 ) coord = vec3( col, row, 1.0 );
|
||||
else coord = vec3( -col, row, -1.0 );
|
||||
|
||||
float lengthSq = dot( coord, coord );
|
||||
float weight = 4.0 / ( sqrt( lengthSq ) * lengthSq );
|
||||
totalWeight += weight;
|
||||
|
||||
vec3 dir = normalize( coord );
|
||||
vec3 cw = textureCube( envMap, coord ).rgb * weight;
|
||||
|
||||
// band 0
|
||||
accum0 += cw * 0.282095;
|
||||
|
||||
// band 1
|
||||
accum1 += cw * ( 0.488603 * dir.y );
|
||||
accum2 += cw * ( 0.488603 * dir.z );
|
||||
accum3 += cw * ( 0.488603 * dir.x );
|
||||
|
||||
// band 2
|
||||
accum4 += cw * ( 1.092548 * ( dir.x * dir.y ) );
|
||||
accum5 += cw * ( 1.092548 * ( dir.y * dir.z ) );
|
||||
accum6 += cw * ( 0.315392 * ( 3.0 * dir.z * dir.z - 1.0 ) );
|
||||
accum7 += cw * ( 1.092548 * ( dir.x * dir.z ) );
|
||||
accum8 += cw * ( 0.546274 * ( dir.x * dir.x - dir.y * dir.y ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float norm = 4.0 * PI / totalWeight;
|
||||
|
||||
vec3 accum;
|
||||
if ( coefIndex == 0 ) accum = accum0;
|
||||
else if ( coefIndex == 1 ) accum = accum1;
|
||||
else if ( coefIndex == 2 ) accum = accum2;
|
||||
else if ( coefIndex == 3 ) accum = accum3;
|
||||
else if ( coefIndex == 4 ) accum = accum4;
|
||||
else if ( coefIndex == 5 ) accum = accum5;
|
||||
else if ( coefIndex == 6 ) accum = accum6;
|
||||
else if ( coefIndex == 7 ) accum = accum7;
|
||||
else accum = accum8;
|
||||
|
||||
gl_FragColor = vec4( accum * norm, 1.0 );
|
||||
|
||||
}
|
||||
`
|
||||
} );
|
||||
|
||||
_lastCubemapSize = cubemapSize;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Internal: Ensure GPU resources for repacking SH into the atlas 3D texture
|
||||
function _ensureRepackResources() {
|
||||
|
||||
if ( _repackMaterials !== null ) return;
|
||||
|
||||
_ensureScene();
|
||||
|
||||
// Create 7 materials, one per output texture packing
|
||||
// Texture 0: (c0.r, c0.g, c0.b, c1.r)
|
||||
// Texture 1: (c1.g, c1.b, c2.r, c2.g)
|
||||
// Texture 2: (c2.b, c3.r, c3.g, c3.b)
|
||||
// Texture 3: (c4.r, c4.g, c4.b, c5.r)
|
||||
// Texture 4: (c5.g, c5.b, c6.r, c6.g)
|
||||
// Texture 5: (c6.b, c7.r, c7.g, c7.b)
|
||||
// Texture 6: (c8.r, c8.g, c8.b, 0.0)
|
||||
|
||||
const repackVertexShader = /* glsl */`
|
||||
void main() {
|
||||
gl_Position = vec4( position.xy, 0.0, 1.0 );
|
||||
}
|
||||
`;
|
||||
|
||||
_repackMaterials = [];
|
||||
|
||||
for ( let t = 0; t < 7; t ++ ) {
|
||||
|
||||
_repackMaterials[ t ] = new ShaderMaterial( {
|
||||
precision: 'highp',
|
||||
defines: {
|
||||
TEXTURE_INDEX: t
|
||||
},
|
||||
uniforms: {
|
||||
batchTexture: { value: null },
|
||||
resolution: { value: new Vector3() },
|
||||
sliceZ: { value: 0 }
|
||||
},
|
||||
vertexShader: repackVertexShader,
|
||||
fragmentShader: /* glsl */`
|
||||
uniform sampler2D batchTexture;
|
||||
uniform vec3 resolution;
|
||||
uniform int sliceZ;
|
||||
|
||||
void main() {
|
||||
|
||||
int ix = int( gl_FragCoord.x );
|
||||
int iy = int( gl_FragCoord.y );
|
||||
int iz = sliceZ;
|
||||
|
||||
int probeIndex = ix + iy * int( resolution.x ) + iz * int( resolution.x ) * int( resolution.y );
|
||||
|
||||
// Read 9 SH coefficients from the batch texture row
|
||||
vec4 c0 = texelFetch( batchTexture, ivec2( 0, probeIndex ), 0 );
|
||||
vec4 c1 = texelFetch( batchTexture, ivec2( 1, probeIndex ), 0 );
|
||||
vec4 c2 = texelFetch( batchTexture, ivec2( 2, probeIndex ), 0 );
|
||||
vec4 c3 = texelFetch( batchTexture, ivec2( 3, probeIndex ), 0 );
|
||||
vec4 c4 = texelFetch( batchTexture, ivec2( 4, probeIndex ), 0 );
|
||||
vec4 c5 = texelFetch( batchTexture, ivec2( 5, probeIndex ), 0 );
|
||||
vec4 c6 = texelFetch( batchTexture, ivec2( 6, probeIndex ), 0 );
|
||||
vec4 c7 = texelFetch( batchTexture, ivec2( 7, probeIndex ), 0 );
|
||||
vec4 c8 = texelFetch( batchTexture, ivec2( 8, probeIndex ), 0 );
|
||||
|
||||
// Pack into the output format for this texture index
|
||||
#if TEXTURE_INDEX == 0
|
||||
gl_FragColor = vec4( c0.rgb, c1.r );
|
||||
#elif TEXTURE_INDEX == 1
|
||||
gl_FragColor = vec4( c1.gb, c2.rg );
|
||||
#elif TEXTURE_INDEX == 2
|
||||
gl_FragColor = vec4( c2.b, c3.rgb );
|
||||
#elif TEXTURE_INDEX == 3
|
||||
gl_FragColor = vec4( c4.rgb, c5.r );
|
||||
#elif TEXTURE_INDEX == 4
|
||||
gl_FragColor = vec4( c5.gb, c6.rg );
|
||||
#elif TEXTURE_INDEX == 5
|
||||
gl_FragColor = vec4( c6.b, c7.rgb );
|
||||
#else
|
||||
gl_FragColor = vec4( c8.rgb, 0.0 );
|
||||
#endif
|
||||
|
||||
}
|
||||
`
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Internal: Ensure cube render target and camera exist with the right parameters
|
||||
function _ensureBakeResources( options ) {
|
||||
|
||||
const {
|
||||
cubemapSize = 8,
|
||||
near = 0.1,
|
||||
far = 100
|
||||
} = options;
|
||||
|
||||
if ( _cubeRenderTarget === null || cubemapSize !== _cachedCubemapSize || near !== _cachedNear || far !== _cachedFar ) {
|
||||
|
||||
if ( _cubeRenderTarget !== null ) _cubeRenderTarget.dispose();
|
||||
|
||||
_cubeRenderTarget = new WebGLCubeRenderTarget( cubemapSize, { type: HalfFloatType } );
|
||||
_cubeCamera = new CubeCamera( near, far, _cubeRenderTarget );
|
||||
_cachedCubemapSize = cubemapSize;
|
||||
_cachedNear = near;
|
||||
_cachedFar = far;
|
||||
|
||||
}
|
||||
|
||||
_ensureGPUResources( cubemapSize );
|
||||
|
||||
return { cubeRenderTarget: _cubeRenderTarget, cubeCamera: _cubeCamera };
|
||||
|
||||
}
|
||||
|
||||
function _ensureBatchTarget( totalProbes ) {
|
||||
|
||||
if ( _batchTarget === null || _batchTargetProbes !== totalProbes ) {
|
||||
|
||||
if ( _batchTarget !== null ) _batchTarget.dispose();
|
||||
|
||||
_batchTarget = new WebGLRenderTarget( 9, totalProbes, {
|
||||
type: FloatType,
|
||||
minFilter: NearestFilter,
|
||||
magFilter: NearestFilter,
|
||||
depthBuffer: false
|
||||
} );
|
||||
|
||||
_batchTargetProbes = totalProbes;
|
||||
|
||||
}
|
||||
|
||||
return _batchTarget;
|
||||
|
||||
}
|
||||
|
||||
export { LightProbeGrid };
|
||||
Reference in New Issue
Block a user