three
Version:
JavaScript 3D library
102 lines (74 loc) • 2.12 kB
JavaScript
import {
Mesh,
NodeMaterial,
SphereGeometry
} from 'three';
import { float, Fn, getShIrradianceAt, normalWorld, uniformArray, uniform, vec4 } from 'three/tsl';
/**
* Renders a sphere to visualize a light probe in the scene.
*
* This helper can only be used with {@link WebGPURenderer}.
* When using {@link WebGLRenderer}, import from `LightProbeHelper.js`.
*
* ```js
* const helper = new LightProbeHelper( lightProbe );
* scene.add( helper );
* ```
*
* @private
* @augments Mesh
*/
class LightProbeHelper extends Mesh {
/**
* Constructs a new light probe helper.
*
* @param {LightProbe} lightProbe - The light probe to visualize.
* @param {number} [size=1] - The size of the helper.
*/
constructor( lightProbe, size = 1 ) {
const sh = uniformArray( lightProbe.sh.coefficients );
const intensity = uniform( lightProbe.intensity );
const RECIPROCAL_PI = float( 1 / Math.PI );
const fragmentNode = Fn( () => {
const irradiance = getShIrradianceAt( normalWorld, sh );
const outgoingLight = RECIPROCAL_PI.mul( irradiance ).mul( intensity );
return vec4( outgoingLight, 1.0 );
} )();
const material = new NodeMaterial();
material.fragmentNode = fragmentNode;
const geometry = new SphereGeometry( 1, 32, 16 );
super( geometry, material );
/**
* The light probe to visualize.
*
* @type {LightProbe}
*/
this.lightProbe = lightProbe;
/**
* The size of the helper.
*
* @type {number}
* @default 1
*/
this.size = size;
this.type = 'LightProbeHelper';
this._intensity = intensity;
this._sh = sh;
this.onBeforeRender();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.geometry.dispose();
this.material.dispose();
}
onBeforeRender() {
this.position.copy( this.lightProbe.position );
this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
this._intensity.value = this.lightProbe.intensity;
this._sh.array = this.lightProbe.sh.coefficients;
}
}
export { LightProbeHelper };