682 lines
19 KiB
JavaScript
682 lines
19 KiB
JavaScript
import {
|
|
Box3,
|
|
CubeCamera,
|
|
FloatType,
|
|
HalfFloatType,
|
|
LinearFilter,
|
|
Mesh,
|
|
NearestFilter,
|
|
Object3D,
|
|
OrthographicCamera,
|
|
PlaneGeometry,
|
|
RGBAFormat,
|
|
Scene,
|
|
ShaderMaterial,
|
|
Vector3,
|
|
Vector4,
|
|
WebGL3DRenderTarget,
|
|
WebGLCubeRenderTarget,
|
|
WebGLRenderTarget
|
|
} from 'three';
|
|
|
|
// 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 _currentViewport = /*@__PURE__*/ new Vector4();
|
|
const _currentScissor = /*@__PURE__*/ new Vector4();
|
|
|
|
// 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}.
|
|
* A version for {@link WebGPURenderer} will be added at a later point.
|
|
*
|
|
* 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 { LightProbeGrid } from 'three/addons/lighting/LightProbeGrid.js';
|
|
*/
|
|
class LightProbeGrid 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 LightProbeGrid#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;
|
|
|
|
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 all 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
|
|
* atlas as indirect light, so a grid added to the scene before baking
|
|
* accumulates one bounce per extra pass.
|
|
*
|
|
* @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 after the initial direct pass.
|
|
*/
|
|
bake( renderer, scene, options = {} ) {
|
|
|
|
const { bounces = 0 } = options;
|
|
const { cubeRenderTarget, cubeCamera } = _ensureBakeResources( options );
|
|
|
|
this._ensureTextures();
|
|
this.updateBoundingBox();
|
|
|
|
const res = this.resolution;
|
|
const totalProbes = res.x * res.y * res.z;
|
|
|
|
// Batch render target for SH coefficients: 9 pixels wide, one row per probe
|
|
const batchTarget = _ensureBatchTarget( totalProbes );
|
|
|
|
// Save renderer state
|
|
const currentRenderTarget = renderer.getRenderTarget();
|
|
renderer.getViewport( _currentViewport );
|
|
renderer.getScissor( _currentScissor );
|
|
const currentScissorTest = renderer.getScissorTest();
|
|
|
|
// Scene is static across the bake — update once and disable per-render auto updates.
|
|
const currentMatrixWorldAutoUpdate = scene.matrixWorldAutoUpdate;
|
|
if ( currentMatrixWorldAutoUpdate === true ) {
|
|
|
|
scene.updateMatrixWorld( true );
|
|
scene.matrixWorldAutoUpdate = false;
|
|
|
|
}
|
|
|
|
// Disable shadow map auto-update across all passes — lights don't move.
|
|
// Force a single shadow update on the first render so maps are initialized.
|
|
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
|
renderer.shadowMap.autoUpdate = false;
|
|
renderer.shadowMap.needsUpdate = true;
|
|
|
|
_ensureRepackResources();
|
|
|
|
const paddedSlices = res.z + 2 * ATLAS_PADDING;
|
|
const rt = this._renderTarget;
|
|
|
|
// const t0 = performance.now();
|
|
|
|
// Pass 0 captures direct light only (grid hidden, so probesSH is not sampled
|
|
// — the atlas at this point may be uninitialized or hold a prior bake).
|
|
// Each subsequent pass keeps the grid visible so the cube cameras read the
|
|
// previous pass's atlas as indirect light, accumulating one bounce per pass.
|
|
// Phase 1 writes to the batch target and Phase 2 only swaps it into the atlas
|
|
// at the very end of each pass, which gives an implicit ping-pong for free.
|
|
|
|
for ( let pass = 0; pass <= bounces; pass ++ ) {
|
|
|
|
this.visible = pass > 0;
|
|
|
|
// Clear pooled batch target so skipped probes read as zero
|
|
batchTarget.scissorTest = false;
|
|
batchTarget.viewport.set( 0, 0, 9, totalProbes );
|
|
renderer.setRenderTarget( batchTarget );
|
|
renderer.clear();
|
|
|
|
// Phase 1: Render cubemaps and project to SH into batch target
|
|
// Note: set viewport/scissor on the render target directly to avoid pixel ratio scaling
|
|
batchTarget.scissorTest = true;
|
|
|
|
for ( let iz = 0; iz < res.z; iz ++ ) {
|
|
|
|
for ( let iy = 0; iy < res.y; iy ++ ) {
|
|
|
|
for ( let ix = 0; ix < res.x; ix ++ ) {
|
|
|
|
const probeIndex = ix + iy * res.x + iz * res.x * res.y;
|
|
|
|
this.getProbePosition( ix, iy, iz, _position );
|
|
cubeCamera.position.copy( _position );
|
|
cubeCamera.update( renderer, scene );
|
|
|
|
// SH projection
|
|
_shMaterial.uniforms.envMap.value = cubeRenderTarget.texture;
|
|
_mesh.material = _shMaterial;
|
|
batchTarget.viewport.set( 0, probeIndex, 9, 1 );
|
|
batchTarget.scissor.set( 0, probeIndex, 9, 1 );
|
|
renderer.setRenderTarget( batchTarget );
|
|
renderer.render( _scene, _camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Phase 2: Repack SH data from batch target into the atlas 3D texture (GPU-to-GPU).
|
|
//
|
|
// For each of the 7 packed sub-volumes (texture index t) we write:
|
|
// - A leading padding slice (copy of data slice iz = 0)
|
|
// - All nz data slices (iz = 0 … nz-1)
|
|
// - A trailing padding slice (copy of data slice iz = nz-1)
|
|
//
|
|
// In the atlas the slices for sub-volume t occupy the range:
|
|
// [ t * paddedSlices, t * paddedSlices + paddedSlices - 1 ]
|
|
// where paddedSlices = nz + 2 * ATLAS_PADDING.
|
|
|
|
rt.scissorTest = false;
|
|
rt.viewport.set( 0, 0, res.x, res.y );
|
|
|
|
for ( let t = 0; t < 7; t ++ ) {
|
|
|
|
_repackMaterials[ t ].uniforms.batchTexture.value = batchTarget.texture;
|
|
_repackMaterials[ t ].uniforms.resolution.value.copy( res );
|
|
|
|
// Write data slices
|
|
for ( let iz = 0; iz < res.z; iz ++ ) {
|
|
|
|
_repackMaterials[ t ].uniforms.sliceZ.value = iz;
|
|
_mesh.material = _repackMaterials[ t ];
|
|
renderer.setRenderTarget( rt, t * paddedSlices + ATLAS_PADDING + iz );
|
|
renderer.render( _scene, _camera );
|
|
|
|
}
|
|
|
|
// Leading padding: copy of data slice iz = 0
|
|
_repackMaterials[ t ].uniforms.sliceZ.value = 0;
|
|
_mesh.material = _repackMaterials[ t ];
|
|
renderer.setRenderTarget( rt, t * paddedSlices );
|
|
renderer.render( _scene, _camera );
|
|
|
|
// Trailing padding: copy of data slice iz = nz - 1
|
|
_repackMaterials[ t ].uniforms.sliceZ.value = res.z - 1;
|
|
_mesh.material = _repackMaterials[ t ];
|
|
renderer.setRenderTarget( rt, t * paddedSlices + ATLAS_PADDING + res.z );
|
|
renderer.render( _scene, _camera );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
|
|
|
// Restore renderer state
|
|
renderer.setRenderTarget( currentRenderTarget );
|
|
renderer.setViewport( _currentViewport );
|
|
renderer.setScissor( _currentScissor );
|
|
renderer.setScissorTest( currentScissorTest );
|
|
|
|
scene.matrixWorldAutoUpdate = currentMatrixWorldAutoUpdate;
|
|
|
|
// console.log( `LightProbeGrid: bake complete ${ ( performance.now() - t0 ).toFixed( 1 ) }ms` );
|
|
|
|
this.visible = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* 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._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 ) {
|
|
|
|
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 );
|
|
|
|
return { cubeRenderTarget: _cubeRenderTarget, cubeCamera: _cubeCamera };
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
return _batchTarget;
|
|
|
|
}
|
|
|
|
export { LightProbeGrid };
|