three
Version:
JavaScript 3D library
156 lines (87 loc) • 3.41 kB
JavaScript
import { Mesh } from '../objects/Mesh.js';
import { ShaderMaterial } from '../materials/ShaderMaterial.js';
import { SphereBufferGeometry } from '../geometries/SphereGeometry.js';
/**
* @author WestLangley / http://github.com/WestLangley
*/
function LightProbeHelper( lightProbe, size ) {
this.lightProbe = lightProbe;
this.size = size;
var defines = {};
defines[ 'GAMMA_OUTPUT' ] = "";
// material
var material = new ShaderMaterial( {
defines: defines,
uniforms: {
sh: { value: this.lightProbe.sh.coefficients }, // by reference
intensity: { value: this.lightProbe.intensity }
},
vertexShader: [
'varying vec3 vNormal;',
'void main() {',
' vNormal = normalize( normalMatrix * normal );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}',
].join( '\n' ),
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 );',
'}',
'vec3 linearToOutput( in vec3 a ) {',
' #ifdef GAMMA_OUTPUT',
' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
' #else',
' return a;',
' #endif',
'}',
'// 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;',
' outgoingLight = linearToOutput( outgoingLight );',
' gl_FragColor = vec4( outgoingLight, 1.0 );',
'}'
].join( '\n' )
} );
var geometry = new SphereBufferGeometry( 1, 32, 16 );
Mesh.call( this, geometry, material );
this.onBeforeRender();
}
LightProbeHelper.prototype = Object.create( Mesh.prototype );
LightProbeHelper.prototype.constructor = LightProbeHelper;
LightProbeHelper.prototype.dispose = function () {
this.geometry.dispose();
this.material.dispose();
};
LightProbeHelper.prototype.onBeforeRender = function () {
return function update() {
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 };