LightProbeHelper.js 2.6 KB

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  1. ( function () {
  2. class LightProbeHelper extends THREE.Mesh {
  3. constructor( lightProbe, size ) {
  4. const material = new THREE.ShaderMaterial( {
  5. type: 'LightProbeHelperMaterial',
  6. uniforms: {
  7. sh: {
  8. value: lightProbe.sh.coefficients
  9. },
  10. // by reference
  11. intensity: {
  12. value: lightProbe.intensity
  13. }
  14. },
  15. vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' vNormal = normalize( normalMatrix * normal );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  16. fragmentShader: [ '#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 ) );', '}' ].join( '\n' )
  17. } );
  18. const geometry = new THREE.SphereGeometry( 1, 32, 16 );
  19. super( geometry, material );
  20. this.lightProbe = lightProbe;
  21. this.size = size;
  22. this.type = 'LightProbeHelper';
  23. this.onBeforeRender();
  24. }
  25. dispose() {
  26. this.geometry.dispose();
  27. this.material.dispose();
  28. }
  29. onBeforeRender() {
  30. this.position.copy( this.lightProbe.position );
  31. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  32. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  33. }
  34. }
  35. THREE.LightProbeHelper = LightProbeHelper;
  36. } )();