three
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JavaScript 3D library
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JavaScript
import {
Box3,
CubeCamera,
CubeRenderTarget,
FloatType,
HalfFloatType,
Light,
LinearFilter,
MathUtils,
NearestFilter,
NodeMaterial,
QuadMesh,
RenderTarget,
RenderTarget3D,
RGBAFormat,
Vector3
} from 'three/webgpu';
import {
array,
cubeTexture,
float,
Fn,
int,
ivec2,
Loop,
screenCoordinate,
texture,
uniform,
vec3,
vec4
} from 'three/tsl';
import { LightProbeGridNode, ATLAS_PADDING } from '../tsl/lighting/LightProbeGridNode.js';
import { replaceSunLights, restoreSunLights } from './LightProbeGridUtils.js';
// Shared fullscreen-quad for the bake passes.
const _quad = /*@__PURE__*/ new QuadMesh();
// Reusable temp objects.
const _position = /*@__PURE__*/ new Vector3();
const _size = /*@__PURE__*/ new Vector3();
const _copyRegion = /*@__PURE__*/ new Box3();
// Bake materials, shared across grids so the shaders compile once, not per bake.
let _shMaterial = null;
let _shSampleCount = - 1;
let _cubeNode = null;
let _batchNode = null;
let _resolutionUniform = null;
let _sliceZUniform = null;
let _repackMaterials = null;
// Bake render targets, pooled by size so rebakes don't churn allocations.
let _cubeRenderTarget = null;
let _cubeCamera = null;
let _cubeKey = '';
let _batchTarget = null;
let _batchProbes = - 1;
// Golden-angle increment for the equal-area Fibonacci sphere.
const GOLDEN_ANGLE = Math.PI * ( 3.0 - Math.sqrt( 5.0 ) );
/**
* Returns the output node for the spherical-harmonic projection pass. Each
* fragment of the 9-wide batch row computes a single SH coefficient by
* integrating the captured cubemap over an equal-area Fibonacci sphere,
* selecting the basis function for its column. Sampling the cubemap by world
* direction keeps the projection independent of the cube face layout.
*
* @private
* @param {Node} cube - The captured environment cubemap texture node.
* @param {number} sampleCount - Number of directions to integrate.
* @return {Node<vec4>} The projected coefficient.
*/
function projectSHNode( cube, sampleCount ) {
return Fn( () => {
const coefIndex = int( screenCoordinate.x ).toVar();
const accum = vec3( 0.0 ).toVar();
Loop( sampleCount, ( { i } ) => {
const fi = float( i );
// Equal-area Fibonacci sphere direction.
const z = float( 1.0 ).sub( fi.mul( 2.0 ).add( 1.0 ).div( sampleCount ) );
const r = z.mul( z ).oneMinus().max( 0.0 ).sqrt();
const phi = fi.mul( GOLDEN_ANGLE );
const dir = vec3( r.mul( phi.cos() ), z, r.mul( phi.sin() ) ).toVar();
const radiance = cube.sample( dir ).level( 0 ).rgb;
// The L2 SH basis function for this fragment's coefficient.
const x = dir.x, y = dir.y, zc = dir.z;
const basis = array( [
float( 0.282095 ),
y.mul( 0.488603 ),
zc.mul( 0.488603 ),
x.mul( 0.488603 ),
x.mul( y ).mul( 1.092548 ),
y.mul( zc ).mul( 1.092548 ),
zc.mul( zc ).mul( 3.0 ).sub( 1.0 ).mul( 0.315392 ),
x.mul( zc ).mul( 1.092548 ),
x.mul( x ).sub( y.mul( y ) ).mul( 0.546274 )
] ).element( coefIndex );
accum.addAssign( radiance.mul( basis ) );
} );
// Equal-area quadrature: each direction covers 4*PI / sampleCount.
const norm = float( 4.0 * Math.PI / sampleCount );
return vec4( accum.mul( norm ), 1.0 );
} )();
}
/**
* Returns the repack output node for one of the seven SH textures. It reads the
* 9 projected coefficients from the batch texture for the probe at the current
* texel and packs the four floats stored by this texture index.
*
* @private
* @param {Node} batch - The batch texture node holding projected coefficients.
* @param {number} textureIndex - The output texture index (0–6).
* @param {Node<vec3>} resolution - The probe grid resolution uniform.
* @param {Node<int>} sliceZ - The current Z slice being written.
* @return {Node<vec4>} The packed texel.
*/
function repackNode( batch, textureIndex, resolution, sliceZ ) {
return Fn( () => {
const ix = int( screenCoordinate.x );
const iy = int( screenCoordinate.y );
const nx = int( resolution.x );
const ny = int( resolution.y );
const probeIndex = ix.add( iy.mul( nx ) ).add( sliceZ.mul( nx ).mul( ny ) );
const c0 = batch.load( ivec2( 0, probeIndex ) );
const c1 = batch.load( ivec2( 1, probeIndex ) );
const c2 = batch.load( ivec2( 2, probeIndex ) );
const c3 = batch.load( ivec2( 3, probeIndex ) );
const c4 = batch.load( ivec2( 4, probeIndex ) );
const c5 = batch.load( ivec2( 5, probeIndex ) );
const c6 = batch.load( ivec2( 6, probeIndex ) );
const c7 = batch.load( ivec2( 7, probeIndex ) );
const c8 = batch.load( ivec2( 8, probeIndex ) );
let packed;
switch ( textureIndex ) {
case 0: packed = vec4( c0.xyz, c1.x ); break;
case 1: packed = vec4( c1.yz, c2.xy ); break;
case 2: packed = vec4( c2.z, c3.xyz ); break;
case 3: packed = vec4( c4.xyz, c5.x ); break;
case 4: packed = vec4( c5.yz, c6.xy ); break;
case 5: packed = vec4( c6.z, c7.xyz ); break;
default: packed = vec4( c8.xyz, 0.0 ); break;
}
return packed;
} )();
}
/**
* Lazily pools the shared cube and batch render targets, recreating them only
* when their dimensions change.
*
* @private
* @param {number} cubemapSize - Resolution of each cubemap face.
* @param {number} near - Cube camera near plane.
* @param {number} far - Cube camera far plane.
* @param {number} totalProbes - Number of probes (batch target height).
*/
function ensureBakeTargets( cubemapSize, near, far, totalProbes ) {
const cubeKey = `${ cubemapSize },${ near },${ far }`;
if ( _cubeRenderTarget === null || _cubeKey !== cubeKey ) {
if ( _cubeRenderTarget !== null ) _cubeRenderTarget.dispose();
_cubeRenderTarget = new CubeRenderTarget( cubemapSize, { type: HalfFloatType, generateMipmaps: false } );
_cubeCamera = new CubeCamera( near, far, _cubeRenderTarget );
_cubeKey = cubeKey;
}
if ( _batchTarget === null || _batchProbes !== totalProbes ) {
if ( _batchTarget !== null ) _batchTarget.dispose();
_batchTarget = new RenderTarget( 9, totalProbes, {
type: FloatType,
format: RGBAFormat,
minFilter: NearestFilter,
magFilter: NearestFilter,
depthBuffer: false
} );
_batchProbes = totalProbes;
}
}
/**
* Lazily builds the shared bake materials and rebinds them to the current
* cube/batch textures. The SH projection material is rebuilt only when the
* sample count changes; the repack materials are static.
*
* @private
* @param {number} sampleCount - Number of directions integrated by the projection.
* @param {CubeTexture} cubeMap - The current cube render target texture.
* @param {Texture} batchMap - The current batch render target texture.
*/
function ensureBakeMaterials( sampleCount, cubeMap, batchMap ) {
if ( _repackMaterials === null ) {
_cubeNode = cubeTexture( cubeMap );
_batchNode = texture( batchMap );
_resolutionUniform = uniform( new Vector3() );
_sliceZUniform = uniform( 0, 'int' );
_repackMaterials = [];
for ( let t = 0; t < 7; t ++ ) {
const material = new NodeMaterial();
material.outputNode = repackNode( _batchNode, t, _resolutionUniform, _sliceZUniform );
material.depthTest = false;
material.depthWrite = false;
_repackMaterials.push( material );
}
} else {
_cubeNode.value = cubeMap;
_batchNode.value = batchMap;
}
if ( _shMaterial === null || _shSampleCount !== sampleCount ) {
if ( _shMaterial !== null ) _shMaterial.dispose();
_shMaterial = new NodeMaterial();
_shMaterial.outputNode = projectSHNode( _cubeNode, sampleCount );
_shMaterial.depthTest = false;
_shMaterial.depthWrite = false;
_shSampleCount = sampleCount;
}
}
/**
* A 3D grid of L2 Spherical Harmonic irradiance probes that provides
* position-dependent diffuse global illumination.
*
* This is the {@link WebGPURenderer} version of `LightProbeGrid`. The grid is a
* {@link Light}, so adding it to the scene applies its baked irradiance to every
* lit node material automatically. When using {@link WebGLRenderer}, import the
* grid from `LightProbeGridWebGL.js` instead.
*
* The baked data is stored in a single RGBA `RenderTarget3D` atlas that packs
* the nine L2 SH coefficients into seven sub-volumes stacked along Z. Baking is
* fully GPU-resident: cubemap rendering, SH projection, and texture packing all
* happen on the GPU with zero CPU readback.
*
* @augments Light
* @three_import import { LightProbeGrid } from 'three/addons/lighting/LightProbeGrid.js';
*/
class LightProbeGrid extends Light {
/**
* Constructs a new irradiance probe grid.
*
* The volume is centered at the object's position.
*
* @param {number} [width=1] - Full width of the volume along X.
* @param {number} [height=1] - Full height of the volume along Y.
* @param {number} [depth=1] - Full depth of the volume along Z.
* @param {number} [widthProbes] - Number of probes along X. Defaults to `Math.max( 2, Math.round( width ) + 1 )`.
* @param {number} [heightProbes] - Number of probes along Y. Defaults to `Math.max( 2, Math.round( height ) + 1 )`.
* @param {number} [depthProbes] - Number of probes along Z. Defaults to `Math.max( 2, Math.round( depth ) + 1 )`.
*/
constructor( width = 1, height = 1, depth = 1, widthProbes, heightProbes, depthProbes ) {
super( 0xffffff, 1 );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLightProbeGrid = true;
this.type = 'LightProbeGrid';
/**
* The full width of the volume along X.
*
* @type {number}
*/
this.width = width;
/**
* The full height of the volume along Y.
*
* @type {number}
*/
this.height = height;
/**
* The full depth of the volume along Z.
*
* @type {number}
*/
this.depth = depth;
/**
* The number of probes along each axis.
*
* @type {Vector3}
*/
this.resolution = new Vector3(
widthProbes !== undefined ? widthProbes : Math.max( 2, Math.round( width ) + 1 ),
heightProbes !== undefined ? heightProbes : Math.max( 2, Math.round( height ) + 1 ),
depthProbes !== undefined ? depthProbes : Math.max( 2, Math.round( depth ) + 1 )
);
/**
* The world-space bounding box for the grid. Updated automatically
* by {@link LightProbeGrid#bake}.
*
* @type {Box3}
*/
this.boundingBox = new Box3();
/**
* Distance in world units over which the grid contribution fades out
* past the volume boundary. `0` applies the contribution everywhere
* (clamped), which matches a single-volume setup. Use a small positive
* value to blend multiple overlapping grids.
*
* @type {number}
* @default 0
*/
this.falloff = 0;
/**
* The single RGBA atlas 3D texture storing all seven packed SH
* sub-volumes stacked along Z.
*
* @type {?Data3DTexture}
* @default null
*/
this.texture = null;
/**
* Internal render target for GPU-resident baking.
*
* @private
* @type {?RenderTarget3D}
* @default null
*/
this._renderTarget = null;
// Indirect captures read a snapshot while the live atlas is updated in place.
this._bounceGrid = null;
this._bouncePass = - 1;
this.updateBoundingBox();
}
/**
* Returns the world-space position of the probe at grid indices (ix, iy, iz).
*
* @param {number} ix - X index.
* @param {number} iy - Y index.
* @param {number} iz - Z index.
* @param {Vector3} target - The target vector.
* @return {Vector3} The world-space position.
*/
getProbePosition( ix, iy, iz, target ) {
const pos = this.position;
const res = this.resolution;
const w = this.width, h = this.height, d = this.depth;
target.set(
res.x > 1 ? pos.x - w / 2 + ix * w / ( res.x - 1 ) : pos.x,
res.y > 1 ? pos.y - h / 2 + iy * h / ( res.y - 1 ) : pos.y,
res.z > 1 ? pos.z - d / 2 + iz * d / ( res.z - 1 ) : pos.z
);
return target;
}
/**
* Updates the world-space bounding box from the current position and size.
*/
updateBoundingBox() {
_size.set( this.width, this.height, this.depth );
this.boundingBox.setFromCenterAndSize( this.position, _size );
}
/**
* Bakes probes by rendering cubemaps at each probe position and
* projecting to L2 SH. Optionally iterates additional passes to capture
* indirect bounces: each extra pass samples the previous pass's data as
* indirect light, accumulating one bounce per extra pass.
*
* Use `start` and `count` to bake a range and publish its cells immediately.
* Indices advance along X, then Z, then Y, filling horizontal layers from bottom
* to top. For incremental indirect bounces, finish the whole grid for `pass: 0`,
* then repeat with `pass: 1`, etc. Start each pass at index 0 to snapshot the
* previous pass before updating its cells.
*
* Shadow-casting instances of `SunLight` are temporarily replaced with
* equivalent directional lights, since their view-fitted shadow cascades
* cannot be frozen across probe renders.
*
* @param {WebGPURenderer} renderer - The renderer.
* @param {Scene} scene - The scene to render.
* @param {Object} [options] - Bake options.
* @param {number} [options.cubemapSize=8] - Resolution of each cubemap face.
* @param {number} [options.near=0.1] - Near plane for the cube camera.
* @param {number} [options.far=100] - Far plane for the cube camera.
* @param {number} [options.bounces=0] - Additional bounce passes. Only available when baking the whole grid.
* @param {number} [options.sampleCount=512] - Directions integrated when projecting each cubemap to SH.
* @param {number} [options.start=0] - Index of the first probe to bake.
* @param {number} [options.count] - Number of probes to bake. Defaults to the remaining probes.
* @param {number} [options.pass=0] - Starting pass. Zero captures direct light; later passes sample the previous pass. Ranged calls require `bounces: 0`.
*/
bake( renderer, scene, options = {} ) {
// The bake is node based, so it needs a WebGPURenderer.
if ( renderer.isWebGPURenderer !== true ) {
throw new Error( 'THREE.LightProbeGrid: .bake() requires a WebGPURenderer. For WebGLRenderer, use LightProbeGridWebGL.' );
}
// The bake issues GPU work immediately, so the renderer must be ready.
if ( renderer.initialized === false ) {
throw new Error( 'THREE.LightProbeGrid: .bake() called before the renderer is initialized. Use "await renderer.init();" first.' );
}
// Register the light node with this renderer (idempotent).
if ( renderer.library.getLightNodeClass( LightProbeGrid ) === null ) {
renderer.library.addLight( LightProbeGridNode, LightProbeGrid );
}
const res = this.resolution;
const totalProbes = res.x * res.y * res.z;
const {
cubemapSize = 8,
near = 0.1,
far = 100,
bounces = 0,
sampleCount = 512,
start = 0,
count = totalProbes - start,
pass: firstPass = 0
} = options;
const end = start + count;
if ( ! Number.isInteger( start ) || ! Number.isInteger( count ) || start < 0 || count < 0 || end > totalProbes ) {
throw new RangeError( 'THREE.LightProbeGrid: Invalid probe range.' );
}
if ( ! Number.isInteger( firstPass ) || firstPass < 0 || ! Number.isInteger( bounces ) || bounces < 0 ) {
throw new RangeError( 'THREE.LightProbeGrid: Pass and bounce counts must be non-negative integers.' );
}
if ( bounces > 0 && count !== totalProbes ) {
throw new RangeError( 'THREE.LightProbeGrid: For ranged baking, use pass instead of bounces.' );
}
if ( count === 0 ) return;
if ( firstPass > 0 && start > 0 && this._bouncePass !== firstPass ) {
throw new Error( 'THREE.LightProbeGrid: Start each indirect pass at probe 0.' );
}
this._ensureTextures();
this.updateBoundingBox();
// Bind the pooled bake resources to the current textures.
ensureBakeTargets( cubemapSize, near, far, totalProbes );
ensureBakeMaterials( sampleCount, _cubeRenderTarget.texture, _batchTarget.texture );
_resolutionUniform.value.copy( res );
// Save renderer / scene state to restore after the bake.
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentAutoClear = renderer.autoClear;
const currentXrEnabled = renderer.xr.enabled;
const currentInspectorEnabled = renderer.inspector.enabled;
const currentMatrixWorldAutoUpdate = scene.matrixWorldAutoUpdate;
const currentVisible = this.visible;
const renderTarget = this._renderTarget;
const currentViewport = renderTarget.viewport.clone();
const shadowStates = [];
let replacedSunLights = null;
try {
renderer.inspector.enabled = false;
this.visible = false;
// Scene is static during the bake: update once, disable auto-update.
if ( currentMatrixWorldAutoUpdate === true ) {
scene.updateMatrixWorld( true );
scene.matrixWorldAutoUpdate = false;
}
replacedSunLights = replaceSunLights( scene );
// Render each shadow map once, not once per cube face.
scene.traverse( ( object ) => {
if ( object.isLight && object.castShadow && object.shadow ) {
const shadow = object.shadow;
shadowStates.push( { shadow, autoUpdate: shadow.autoUpdate } );
shadow.autoUpdate = false;
shadow.needsUpdate = true;
}
} );
for ( let pass = firstPass; pass <= firstPass + bounces; pass ++ ) {
this._updateBounceGrid( renderer, scene, pass, start );
this._captureProbes( renderer, scene, start, end );
this._repackProbes( renderer, start, end );
}
} finally {
// Restore renderer / scene state (pooled targets and materials kept).
renderTarget.viewport.copy( currentViewport );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.autoClear = currentAutoClear;
renderer.xr.enabled = currentXrEnabled;
scene.matrixWorldAutoUpdate = currentMatrixWorldAutoUpdate;
for ( const { shadow, autoUpdate } of shadowStates ) shadow.autoUpdate = autoUpdate;
if ( replacedSunLights !== null ) restoreSunLights( scene, replacedSunLights );
this.visible = currentVisible;
if ( this._bounceGrid !== null ) this._bounceGrid.removeFromParent();
renderer.inspector.enabled = currentInspectorEnabled;
}
}
/**
* Snapshots each indirect pass before its first range overwrites the live atlas.
* A separate light keeps the capture and main-view texture bindings stable.
*
* @private
* @param {WebGPURenderer} renderer - The renderer.
* @param {Scene} scene - The scene to capture.
* @param {number} pass - The bounce pass.
* @param {number} start - The first probe index.
*/
_updateBounceGrid( renderer, scene, pass, start ) {
if ( pass === 0 ) {
if ( start === 0 ) this._bouncePass = - 1;
return;
}
if ( start === 0 ) {
const renderTarget = this._renderTarget;
if ( this._bounceGrid === null ) {
const res = this.resolution;
this._bounceGrid = new LightProbeGrid( this.width, this.height, this.depth, res.x, res.y, res.z );
this._bounceGrid._ensureTextures();
}
renderer.initRenderTarget( renderTarget );
renderer.initRenderTarget( this._bounceGrid._renderTarget );
_copyRegion.min.set( 0, 0, 0 );
_copyRegion.max.set( renderTarget.width, renderTarget.height, renderTarget.depth );
renderer.copyTextureToTexture( renderTarget.texture, this._bounceGrid.texture, _copyRegion );
this._bouncePass = pass;
}
const bounceGrid = this._bounceGrid;
bounceGrid.boundingBox.copy( this.boundingBox );
bounceGrid.intensity = this.intensity;
bounceGrid.falloff = this.falloff;
scene.add( bounceGrid );
}
/**
* Captures cubemaps and projects their SH coefficients into the batch target.
*
* @private
* @param {WebGPURenderer} renderer - The renderer.
* @param {Scene} scene - The scene to capture.
* @param {number} start - The first probe index.
* @param {number} end - The exclusive end probe index.
*/
_captureProbes( renderer, scene, start, end ) {
const { x: nx, y: ny, z: nz } = this.resolution;
const probesPerLayer = nx * nz;
_quad.material = _shMaterial;
for ( let probeIndex = start; probeIndex < end; probeIndex ++ ) {
const ix = probeIndex % nx;
const iy = Math.floor( probeIndex / probesPerLayer );
const iz = Math.floor( probeIndex / nx ) % nz;
this.getProbePosition( ix, iy, iz, _position );
_cubeCamera.position.copy( _position );
// The cube faces must be cleared per face.
renderer.autoClear = true;
_cubeCamera.update( renderer, scene );
// Keep batch rows in texture order (X, Y, Z).
const batchRow = ix + iy * nx + iz * nx * ny;
renderer.autoClear = false;
_batchTarget.viewport.set( 0, batchRow, 9, 1 );
renderer.setRenderTarget( _batchTarget );
_quad.render( renderer );
}
}
/**
* Packs a probe range into the live atlas, including its boundary padding.
*
* @private
* @param {WebGPURenderer} renderer - The renderer.
* @param {number} start - The first probe index.
* @param {number} end - The exclusive end probe index.
*/
_repackProbes( renderer, start, end ) {
const { x: nx, y: ny, z: nz } = this.resolution;
const probesPerLayer = nx * nz;
const startY = Math.floor( start / probesPerLayer );
const endY = Math.floor( end / probesPerLayer );
const paddedSlices = nz + 2 * ATLAS_PADDING;
const renderTarget = this._renderTarget;
// Map the horizontal bake range to contiguous rows in each Z slice.
for ( let iz = 0; iz < nz; iz ++ ) {
const sliceStart = startY * nx + MathUtils.clamp( start % probesPerLayer - iz * nx, 0, nx );
const sliceEnd = endY * nx + MathUtils.clamp( end % probesPerLayer - iz * nx, 0, nx );
for ( let probeIndex = sliceStart; probeIndex < sliceEnd; ) {
const ix = probeIndex % nx;
const iy = Math.floor( probeIndex / nx );
// Coalesce complete rows within a slice into one rectangle.
const width = Math.min( nx - ix, sliceEnd - probeIndex );
let height = 1;
if ( width === nx ) {
height = Math.min( ny - iy, Math.floor( ( sliceEnd - probeIndex ) / nx ) );
}
renderTarget.viewport.set( ix, iy, width, height );
_sliceZUniform.value = iz;
for ( let t = 0; t < 7; t ++ ) {
_quad.material = _repackMaterials[ t ];
const base = t * paddedSlices;
renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + iz );
_quad.render( renderer );
if ( iz === 0 ) {
renderer.setRenderTarget( renderTarget, base );
_quad.render( renderer );
}
if ( iz === nz - 1 ) {
renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + nz );
_quad.render( renderer );
}
}
probeIndex += width * height;
}
}
}
/**
* Ensures the atlas 3D texture exists with the correct dimensions.
*
* @private
*/
_ensureTextures() {
if ( this._renderTarget !== null ) return;
const res = this.resolution;
const nx = res.x, ny = res.y, nz = res.z;
// Atlas depth: 7 sub-volumes, each with ATLAS_PADDING slices at both ends.
const atlasDepth = 7 * ( nz + 2 * ATLAS_PADDING );
this._renderTarget = new RenderTarget3D( nx, ny, atlasDepth, {
type: HalfFloatType,
format: RGBAFormat,
minFilter: LinearFilter,
magFilter: LinearFilter,
generateMipmaps: false,
depthBuffer: false
} );
this.texture = this._renderTarget.texture;
}
/**
* Frees GPU resources.
*/
dispose() {
if ( this._bounceGrid !== null ) {
this._bounceGrid.dispose();
this._bounceGrid = null;
this._bouncePass = - 1;
}
if ( this._renderTarget !== null ) {
this._renderTarget.dispose();
this._renderTarget = null;
this.texture = null;
}
super.dispose();
}
}
export { LightProbeGrid };