three
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JavaScript 3D library
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JavaScript
import {
Box3,
CubeCamera,
Data3DTexture,
FloatType,
HalfFloatType,
LinearFilter,
MathUtils,
Mesh,
NearestFilter,
Object3D,
OrthographicCamera,
PlaneGeometry,
RGBAFormat,
Scene,
ShaderMaterial,
Vector3,
WebGL3DRenderTarget,
WebGLCubeRenderTarget,
WebGLRenderTarget
} from 'three';
import { replaceSunLights, restoreSunLights } from './LightProbeGridUtils.js';
// Shared fullscreen-quad scene / camera
let _scene = null;
let _camera = null;
let _mesh = null;
// SH projection material (depends on cubemapSize)
let _shMaterial = null;
let _lastCubemapSize = 0;
// Repack materials (one per output sub-volume / texture index)
let _repackMaterials = null;
// Cached bake resources
let _cubeRenderTarget = null;
let _cubeCamera = null;
let _cachedCubemapSize = 0;
let _cachedNear = 0;
let _cachedFar = 0;
// Cached batch render target
let _batchTarget = null;
let _batchTargetProbes = 0;
// Reusable temp objects
const _position = /*@__PURE__*/ new Vector3();
const _size = /*@__PURE__*/ new Vector3();
const _copyRegion = /*@__PURE__*/ new Box3();
// Direct-light captures use a black atlas without changing the light layout.
let _emptyAtlas = null;
// Number of padding texels added at each boundary of every sub-volume in the atlas.
const ATLAS_PADDING = 1;
/**
* A 3D grid of L2 Spherical Harmonic irradiance probes that provides
* position-dependent diffuse global illumination.
*
* Note that this class can only be used with {@link WebGLRenderer}.
* For {@link WebGPURenderer}, use {@link LightProbeGrid}.
*
* All seven packed SH sub-volumes are stored in a **single** RGBA
* `WebGL3DRenderTarget` using a texture-atlas layout along the Z axis.
* Each sub-volume occupies `( nz + 2 )` atlas slices: one padding slice at
* each end (a copy of the nearest edge data slice) to prevent color bleeding
* when the hardware trilinear filter reads across a sub-volume boundary.
*
* Atlas layout (nz = resolution.z, PADDING = 1):
* ```
* slice 0 : padding (copy of sub-volume 0, data slice 0)
* slices 1 … nz : sub-volume 0 data
* slice nz + 1 : padding (copy of sub-volume 0, data slice nz-1)
* slice nz + 2 : padding (copy of sub-volume 1, data slice 0)
* slices nz+3 … 2*nz+2 : sub-volume 1 data
* …
* ```
* Total atlas depth = `7 * ( nz + 2 )`.
*
* Baking is fully GPU-resident: cubemap rendering, SH projection, and
* texture packing all happen on the GPU with zero CPU readback.
*
* @three_import import { LightProbeGridWebGL } from 'three/addons/lighting/LightProbeGridWebGL.js';
*/
class LightProbeGridWebGL extends Object3D {
/**
* 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();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLightProbeGrid = true;
/**
* 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 LightProbeGridWebGL#bake}.
*
* @type {Box3}
*/
this.boundingBox = new Box3();
/**
* The single RGBA atlas 3D texture storing all seven packed SH sub-volumes.
*
* @type {?Data3DTexture}
* @default null
*/
this.texture = null;
/**
* Internal render target for GPU-resident baking.
*
* @private
* @type {?WebGL3DRenderTarget}
* @default null
*/
this._renderTarget = null;
// Indirect captures read a snapshot while the live atlas is updated in place.
this._bounceTarget = 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, so a grid added to the scene before baking accumulates
* 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 {WebGLRenderer} 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.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 = {} ) {
const res = this.resolution;
const totalProbes = res.x * res.y * res.z;
const {
bounces = 0,
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.LightProbeGridWebGL: Invalid probe range.' );
}
if ( ! Number.isInteger( firstPass ) || firstPass < 0 || ! Number.isInteger( bounces ) || bounces < 0 ) {
throw new RangeError( 'THREE.LightProbeGridWebGL: Pass and bounce counts must be non-negative integers.' );
}
if ( bounces > 0 && count !== totalProbes ) {
throw new RangeError( 'THREE.LightProbeGridWebGL: For ranged baking, use pass instead of bounces.' );
}
if ( count === 0 ) return;
if ( firstPass > 0 && start > 0 && this._bouncePass !== firstPass ) {
throw new Error( 'THREE.LightProbeGridWebGL: Start each indirect pass at probe 0.' );
}
this._ensureTextures();
this.updateBoundingBox();
_ensureBakeResources( options );
_ensureBatchTarget( totalProbes );
_ensureRepackResources();
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentAutoClear = renderer.autoClear;
const currentXrEnabled = renderer.xr.enabled;
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
const currentMatrixWorldAutoUpdate = scene.matrixWorldAutoUpdate;
const currentVisible = this.visible;
const currentTexture = this.texture;
const renderTarget = this._renderTarget;
const currentViewport = renderTarget.viewport.clone();
let replacedSunLights = null;
try {
this.visible = true;
// Scene is static during the bake: update once, disable auto-update.
if ( currentMatrixWorldAutoUpdate === true ) {
scene.updateMatrixWorld( true );
scene.matrixWorldAutoUpdate = false;
}
replacedSunLights = replaceSunLights( scene );
// Render shadow maps once, not once per cube face.
renderer.shadowMap.autoUpdate = false;
renderer.shadowMap.needsUpdate = true;
for ( let pass = firstPass; pass <= firstPass + bounces; pass ++ ) {
this._updateBakeTexture( renderer, pass, start );
this._captureProbes( renderer, scene, start, end );
this._repackProbes( renderer, start, end );
}
} finally {
renderTarget.viewport.copy( currentViewport );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.autoClear = currentAutoClear;
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
if ( replacedSunLights !== null ) restoreSunLights( scene, replacedSunLights );
scene.matrixWorldAutoUpdate = currentMatrixWorldAutoUpdate;
this.visible = currentVisible;
this.texture = currentTexture;
}
}
/**
* Selects the atlas to sample during capture, snapshotting each indirect pass
* before its first range overwrites the live atlas.
*
* @private
* @param {WebGLRenderer} renderer - The renderer.
* @param {number} pass - The bounce pass.
* @param {number} start - The first probe index.
*/
_updateBakeTexture( renderer, pass, start ) {
if ( pass === 0 ) {
this.texture = _emptyAtlas;
if ( start === 0 ) this._bouncePass = - 1;
return;
}
if ( start === 0 ) {
const renderTarget = this._renderTarget;
if ( this._bounceTarget === null ) this._bounceTarget = renderTarget.clone();
renderer.initRenderTarget( renderTarget );
renderer.initRenderTarget( this._bounceTarget );
_copyRegion.min.set( 0, 0, 0 );
_copyRegion.max.set( renderTarget.width, renderTarget.height, renderTarget.depth );
renderer.copyTextureToTexture( renderTarget.texture, this._bounceTarget.texture, _copyRegion );
this._bouncePass = pass;
}
this.texture = this._bounceTarget.texture;
}
/**
* Captures cubemaps and projects their SH coefficients into the batch target.
*
* @private
* @param {WebGLRenderer} 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;
_mesh.material = _shMaterial;
_shMaterial.uniforms.envMap.value = _cubeRenderTarget.texture;
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 );
renderer.render( _scene, _camera );
}
}
/**
* Packs a probe range into the live atlas, including its boundary padding.
*
* @private
* @param {WebGLRenderer} 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;
for ( const material of _repackMaterials ) {
material.uniforms.batchTexture.value = _batchTarget.texture;
material.uniforms.resolution.value.copy( this.resolution );
}
// 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 );
for ( let t = 0; t < 7; t ++ ) {
_mesh.material = _repackMaterials[ t ];
_mesh.material.uniforms.sliceZ.value = iz;
const base = t * paddedSlices;
renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + iz );
renderer.render( _scene, _camera );
if ( iz === 0 ) {
renderer.setRenderTarget( renderTarget, base );
renderer.render( _scene, _camera );
}
if ( iz === nz - 1 ) {
renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + nz );
renderer.render( _scene, _camera );
}
}
probeIndex += width * height;
}
}
}
/**
* Ensures the atlas 3D render target 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 );
const rt = new WebGL3DRenderTarget( nx, ny, atlasDepth, {
format: RGBAFormat,
type: FloatType,
minFilter: LinearFilter,
magFilter: LinearFilter,
generateMipmaps: false,
depthBuffer: false
} );
this._renderTarget = rt;
this.texture = rt.texture;
}
/**
* Frees GPU resources.
*/
dispose() {
if ( this._bounceTarget !== null ) {
this._bounceTarget.dispose();
this._bounceTarget = null;
this._bouncePass = - 1;
}
if ( this._renderTarget !== null ) {
this._renderTarget.dispose();
this._renderTarget = null;
this.texture = null;
}
}
}
// Internal: Ensure the shared fullscreen-quad scene exists
function _ensureScene() {
if ( _scene === null ) {
_camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
_mesh = new Mesh( new PlaneGeometry( 2, 2 ) );
_scene = new Scene();
_scene.add( _mesh );
}
}
// Internal: Ensure GPU resources for SH projection are created
function _ensureGPUResources( cubemapSize ) {
_ensureScene();
// Recreate material when cubemap size changes
if ( cubemapSize !== _lastCubemapSize ) {
if ( _shMaterial !== null ) _shMaterial.dispose();
_shMaterial = new ShaderMaterial( {
precision: 'highp',
defines: {
CUBEMAP_SIZE: cubemapSize
},
uniforms: {
envMap: { value: null }
},
vertexShader: /* glsl */`
void main() {
gl_Position = vec4( position.xy, 0.0, 1.0 );
}
`,
fragmentShader: /* glsl */`
#include <common>
uniform samplerCube envMap;
void main() {
int coefIndex = int( gl_FragCoord.x );
vec3 accum0 = vec3( 0.0 );
vec3 accum1 = vec3( 0.0 );
vec3 accum2 = vec3( 0.0 );
vec3 accum3 = vec3( 0.0 );
vec3 accum4 = vec3( 0.0 );
vec3 accum5 = vec3( 0.0 );
vec3 accum6 = vec3( 0.0 );
vec3 accum7 = vec3( 0.0 );
vec3 accum8 = vec3( 0.0 );
float totalWeight = 0.0;
float pixelSize = 2.0 / float( CUBEMAP_SIZE );
for ( int face = 0; face < 6; face ++ ) {
for ( int iy = 0; iy < CUBEMAP_SIZE; iy ++ ) {
for ( int ix = 0; ix < CUBEMAP_SIZE; ix ++ ) {
// WebGL cubemaps have a left-handed orientation (flip = -1)
float col = ( float( ix ) + 0.5 ) * pixelSize - 1.0;
float row = 1.0 - ( float( iy ) + 0.5 ) * pixelSize;
vec3 coord;
if ( face == 0 ) coord = vec3( 1.0, row, -col );
else if ( face == 1 ) coord = vec3( -1.0, row, col );
else if ( face == 2 ) coord = vec3( col, 1.0, -row );
else if ( face == 3 ) coord = vec3( col, -1.0, row );
else if ( face == 4 ) coord = vec3( col, row, 1.0 );
else coord = vec3( -col, row, -1.0 );
float lengthSq = dot( coord, coord );
float weight = 4.0 / ( sqrt( lengthSq ) * lengthSq );
totalWeight += weight;
vec3 dir = normalize( coord );
vec3 cw = textureCube( envMap, coord ).rgb * weight;
// band 0
accum0 += cw * 0.282095;
// band 1
accum1 += cw * ( 0.488603 * dir.y );
accum2 += cw * ( 0.488603 * dir.z );
accum3 += cw * ( 0.488603 * dir.x );
// band 2
accum4 += cw * ( 1.092548 * ( dir.x * dir.y ) );
accum5 += cw * ( 1.092548 * ( dir.y * dir.z ) );
accum6 += cw * ( 0.315392 * ( 3.0 * dir.z * dir.z - 1.0 ) );
accum7 += cw * ( 1.092548 * ( dir.x * dir.z ) );
accum8 += cw * ( 0.546274 * ( dir.x * dir.x - dir.y * dir.y ) );
}
}
}
float norm = 4.0 * PI / totalWeight;
vec3 accum;
if ( coefIndex == 0 ) accum = accum0;
else if ( coefIndex == 1 ) accum = accum1;
else if ( coefIndex == 2 ) accum = accum2;
else if ( coefIndex == 3 ) accum = accum3;
else if ( coefIndex == 4 ) accum = accum4;
else if ( coefIndex == 5 ) accum = accum5;
else if ( coefIndex == 6 ) accum = accum6;
else if ( coefIndex == 7 ) accum = accum7;
else accum = accum8;
gl_FragColor = vec4( accum * norm, 1.0 );
}
`
} );
_lastCubemapSize = cubemapSize;
}
}
// Internal: Ensure GPU resources for repacking SH into the atlas 3D texture
function _ensureRepackResources() {
if ( _repackMaterials !== null ) return;
_ensureScene();
// Create 7 materials, one per output texture packing
// Texture 0: (c0.r, c0.g, c0.b, c1.r)
// Texture 1: (c1.g, c1.b, c2.r, c2.g)
// Texture 2: (c2.b, c3.r, c3.g, c3.b)
// Texture 3: (c4.r, c4.g, c4.b, c5.r)
// Texture 4: (c5.g, c5.b, c6.r, c6.g)
// Texture 5: (c6.b, c7.r, c7.g, c7.b)
// Texture 6: (c8.r, c8.g, c8.b, 0.0)
const repackVertexShader = /* glsl */`
void main() {
gl_Position = vec4( position.xy, 0.0, 1.0 );
}
`;
_repackMaterials = [];
for ( let t = 0; t < 7; t ++ ) {
_repackMaterials[ t ] = new ShaderMaterial( {
precision: 'highp',
defines: {
TEXTURE_INDEX: t
},
uniforms: {
batchTexture: { value: null },
resolution: { value: new Vector3() },
sliceZ: { value: 0 }
},
vertexShader: repackVertexShader,
fragmentShader: /* glsl */`
uniform sampler2D batchTexture;
uniform vec3 resolution;
uniform int sliceZ;
void main() {
int ix = int( gl_FragCoord.x );
int iy = int( gl_FragCoord.y );
int iz = sliceZ;
int probeIndex = ix + iy * int( resolution.x ) + iz * int( resolution.x ) * int( resolution.y );
// Read 9 SH coefficients from the batch texture row
vec4 c0 = texelFetch( batchTexture, ivec2( 0, probeIndex ), 0 );
vec4 c1 = texelFetch( batchTexture, ivec2( 1, probeIndex ), 0 );
vec4 c2 = texelFetch( batchTexture, ivec2( 2, probeIndex ), 0 );
vec4 c3 = texelFetch( batchTexture, ivec2( 3, probeIndex ), 0 );
vec4 c4 = texelFetch( batchTexture, ivec2( 4, probeIndex ), 0 );
vec4 c5 = texelFetch( batchTexture, ivec2( 5, probeIndex ), 0 );
vec4 c6 = texelFetch( batchTexture, ivec2( 6, probeIndex ), 0 );
vec4 c7 = texelFetch( batchTexture, ivec2( 7, probeIndex ), 0 );
vec4 c8 = texelFetch( batchTexture, ivec2( 8, probeIndex ), 0 );
// Pack into the output format for this texture index
#if TEXTURE_INDEX == 0
gl_FragColor = vec4( c0.rgb, c1.r );
#elif TEXTURE_INDEX == 1
gl_FragColor = vec4( c1.gb, c2.rg );
#elif TEXTURE_INDEX == 2
gl_FragColor = vec4( c2.b, c3.rgb );
#elif TEXTURE_INDEX == 3
gl_FragColor = vec4( c4.rgb, c5.r );
#elif TEXTURE_INDEX == 4
gl_FragColor = vec4( c5.gb, c6.rg );
#elif TEXTURE_INDEX == 5
gl_FragColor = vec4( c6.b, c7.rgb );
#else
gl_FragColor = vec4( c8.rgb, 0.0 );
#endif
}
`
} );
}
}
// Internal: Ensure cube render target and camera exist with the right parameters
function _ensureBakeResources( options ) {
if ( _emptyAtlas === null ) {
_emptyAtlas = new Data3DTexture( new Uint16Array( 4 ), 1, 1, 1 );
_emptyAtlas.type = HalfFloatType;
_emptyAtlas.minFilter = LinearFilter;
_emptyAtlas.magFilter = LinearFilter;
_emptyAtlas.needsUpdate = true;
}
const {
cubemapSize = 8,
near = 0.1,
far = 100
} = options;
if ( _cubeRenderTarget === null || cubemapSize !== _cachedCubemapSize || near !== _cachedNear || far !== _cachedFar ) {
if ( _cubeRenderTarget !== null ) _cubeRenderTarget.dispose();
_cubeRenderTarget = new WebGLCubeRenderTarget( cubemapSize, { type: HalfFloatType } );
_cubeCamera = new CubeCamera( near, far, _cubeRenderTarget );
_cachedCubemapSize = cubemapSize;
_cachedNear = near;
_cachedFar = far;
}
_ensureGPUResources( cubemapSize );
}
function _ensureBatchTarget( totalProbes ) {
if ( _batchTarget === null || _batchTargetProbes !== totalProbes ) {
if ( _batchTarget !== null ) _batchTarget.dispose();
_batchTarget = new WebGLRenderTarget( 9, totalProbes, {
type: FloatType,
minFilter: NearestFilter,
magFilter: NearestFilter,
depthBuffer: false
} );
_batchTargetProbes = totalProbes;
}
}
export { LightProbeGridWebGL };