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@openhps/core

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Open Hybrid Positioning System - Core component

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import BasicLightingModel from './BasicLightingModel.js'; import F_Schlick from './BSDF/F_Schlick.js'; import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import { diffuseColor, shininess, specularColor } from '../core/PropertyNode.js'; import { transformedNormalView } from '../accessors/Normal.js'; import { materialSpecularStrength } from '../accessors/MaterialNode.js'; import { positionViewDirection } from '../accessors/Position.js'; import { Fn, float } from '../tsl/TSLBase.js'; const G_BlinnPhong_Implicit = () => float(0.25); const D_BlinnPhong = /*@__PURE__*/Fn(({ dotNH }) => { return shininess.mul(float(0.5)).add(1.0).mul(float(1 / Math.PI)).mul(dotNH.pow(shininess)); }); const BRDF_BlinnPhong = /*@__PURE__*/Fn(({ lightDirection }) => { const halfDir = lightDirection.add(positionViewDirection).normalize(); const dotNH = transformedNormalView.dot(halfDir).clamp(); const dotVH = positionViewDirection.dot(halfDir).clamp(); const F = F_Schlick({ f0: specularColor, f90: 1.0, dotVH }); const G = G_BlinnPhong_Implicit(); const D = D_BlinnPhong({ dotNH }); return F.mul(G).mul(D); }); /** * Represents the lighting model for a phong material. Used in {@link MeshPhongNodeMaterial}. * * @augments BasicLightingModel */ class PhongLightingModel extends BasicLightingModel { /** * Constructs a new phong lighting model. * * @param {boolean} [specular=true] - Whether specular is supported or not. */ constructor(specular = true) { super(); /** * Whether specular is supported or not. Set this to `false` if you are * looking for a Lambert-like material meaning a material for non-shiny * surfaces, without specular highlights. * * @type {boolean} * @default true */ this.specular = specular; } /** * Implements the direct lighting. The specular portion is optional an can be controlled * with the {@link PhongLightingModel#specular} flag. * * @param {Object} lightData - The light data. */ direct({ lightDirection, lightColor, reflectedLight }) { const dotNL = transformedNormalView.dot(lightDirection).clamp(); const irradiance = dotNL.mul(lightColor); reflectedLight.directDiffuse.addAssign(irradiance.mul(BRDF_Lambert({ diffuseColor: diffuseColor.rgb }))); if (this.specular === true) { reflectedLight.directSpecular.addAssign(irradiance.mul(BRDF_BlinnPhong({ lightDirection })).mul(materialSpecularStrength)); } } /** * Implements the indirect lighting. * * @param {NodeBuilder} builder - The current node builder. */ indirect(builder) { const { ambientOcclusion, irradiance, reflectedLight } = builder.context; reflectedLight.indirectDiffuse.addAssign(irradiance.mul(BRDF_Lambert({ diffuseColor }))); reflectedLight.indirectDiffuse.mulAssign(ambientOcclusion); } } export default PhongLightingModel;