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@arcgis/core

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ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API

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/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.32/esri/copyright.txt for details. */ import{i}from"../../../../../../chunks/vec32.js";import{create as n}from"../../../../../../core/libs/gl-matrix-2/factories/vec3f64.js";import{s as t}from"../../../../../../chunks/vec42.js";import{create as e}from"../../../../../../core/libs/gl-matrix-2/factories/vec4f64.js";import{PBRMode as h}from"./PhysicallyBasedRenderingParameters.glsl.js";import{Float3BindUniform as s}from"../../shaderModules/Float3BindUniform.js";import{Float4BindUniform as g}from"../../shaderModules/Float4BindUniform.js";import{glsl as r}from"../../shaderModules/glsl.js";function m(n,e){const m=n.fragment,o=void 0!==e.lightingSphericalHarmonicsOrder?e.lightingSphericalHarmonicsOrder:2;0===o?(m.uniforms.add(new s("lightingAmbientSH0",(({lighting:n})=>i(l,n.sh.r[0],n.sh.g[0],n.sh.b[0])))),m.code.add(r`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) { vec3 ambientLight = 0.282095 * lightingAmbientSH0; return ambientLight * (1.0 - ambientOcclusion); }`)):1===o?(m.uniforms.add(new g("lightingAmbientSH_R",(({lighting:i})=>t(a,i.sh.r[0],i.sh.r[1],i.sh.r[2],i.sh.r[3]))),new g("lightingAmbientSH_G",(({lighting:i})=>t(a,i.sh.g[0],i.sh.g[1],i.sh.g[2],i.sh.g[3]))),new g("lightingAmbientSH_B",(({lighting:i})=>t(a,i.sh.b[0],i.sh.b[1],i.sh.b[2],i.sh.b[3])))),m.code.add(r`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) { vec4 sh0 = vec4( 0.282095, 0.488603 * normal.x, 0.488603 * normal.z, 0.488603 * normal.y ); vec3 ambientLight = vec3( dot(lightingAmbientSH_R, sh0), dot(lightingAmbientSH_G, sh0), dot(lightingAmbientSH_B, sh0) ); return ambientLight * (1.0 - ambientOcclusion); }`)):2===o&&(m.uniforms.add(new s("lightingAmbientSH0",(({lighting:n})=>i(l,n.sh.r[0],n.sh.g[0],n.sh.b[0]))),new g("lightingAmbientSH_R1",(({lighting:i})=>t(a,i.sh.r[1],i.sh.r[2],i.sh.r[3],i.sh.r[4]))),new g("lightingAmbientSH_G1",(({lighting:i})=>t(a,i.sh.g[1],i.sh.g[2],i.sh.g[3],i.sh.g[4]))),new g("lightingAmbientSH_B1",(({lighting:i})=>t(a,i.sh.b[1],i.sh.b[2],i.sh.b[3],i.sh.b[4]))),new g("lightingAmbientSH_R2",(({lighting:i})=>t(a,i.sh.r[5],i.sh.r[6],i.sh.r[7],i.sh.r[8]))),new g("lightingAmbientSH_G2",(({lighting:i})=>t(a,i.sh.g[5],i.sh.g[6],i.sh.g[7],i.sh.g[8]))),new g("lightingAmbientSH_B2",(({lighting:i})=>t(a,i.sh.b[5],i.sh.b[6],i.sh.b[7],i.sh.b[8])))),m.code.add(r`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) { vec3 ambientLight = 0.282095 * lightingAmbientSH0; vec4 sh1 = vec4( 0.488603 * normal.x, 0.488603 * normal.z, 0.488603 * normal.y, 1.092548 * normal.x * normal.y ); vec4 sh2 = vec4( 1.092548 * normal.y * normal.z, 0.315392 * (3.0 * normal.z * normal.z - 1.0), 1.092548 * normal.x * normal.z, 0.546274 * (normal.x * normal.x - normal.y * normal.y) ); ambientLight += vec3( dot(lightingAmbientSH_R1, sh1), dot(lightingAmbientSH_G1, sh1), dot(lightingAmbientSH_B1, sh1) ); ambientLight += vec3( dot(lightingAmbientSH_R2, sh2), dot(lightingAmbientSH_G2, sh2), dot(lightingAmbientSH_B2, sh2) ); return ambientLight * (1.0 - ambientOcclusion); }`),e.pbrMode!==h.Normal&&e.pbrMode!==h.Schematic||m.code.add(r`const vec3 skyTransmittance = vec3(0.9, 0.9, 1.0); vec3 calculateAmbientRadiance(float ambientOcclusion) { vec3 ambientLight = 1.2 * (0.282095 * lightingAmbientSH0) - 0.2; return ambientLight *= (1.0 - ambientOcclusion) * skyTransmittance; }`))}const l=n(),a=e();export{m as EvaluateAmbientLighting};