添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/helpers/LightProbeHelper.js
									
									
									
									
									
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								static/sdk/three/jsm/helpers/LightProbeHelper.js
									
									
									
									
									
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							| @ -0,0 +1,130 @@ | ||||
| import { | ||||
| 	Mesh, | ||||
| 	ShaderMaterial, | ||||
| 	SphereGeometry | ||||
| } from 'three'; | ||||
|  | ||||
| class LightProbeHelper extends Mesh { | ||||
|  | ||||
| 	constructor( lightProbe, size ) { | ||||
|  | ||||
| 		const material = new ShaderMaterial( { | ||||
|  | ||||
| 			type: 'LightProbeHelperMaterial', | ||||
|  | ||||
| 			uniforms: { | ||||
|  | ||||
| 				sh: { value: lightProbe.sh.coefficients }, // by reference | ||||
|  | ||||
| 				intensity: { value: 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 );', | ||||
|  | ||||
| 				'}', | ||||
|  | ||||
| 				'// 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;', | ||||
|  | ||||
| 				'	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) );', | ||||
|  | ||||
| 				'}' | ||||
|  | ||||
| 			].join( '\n' ) | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 		const geometry = new SphereGeometry( 1, 32, 16 ); | ||||
|  | ||||
| 		super( geometry, material ); | ||||
|  | ||||
| 		this.lightProbe = lightProbe; | ||||
| 		this.size = size; | ||||
| 		this.type = 'LightProbeHelper'; | ||||
|  | ||||
| 		this.onBeforeRender(); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	dispose() { | ||||
|  | ||||
| 		this.geometry.dispose(); | ||||
| 		this.material.dispose(); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	onBeforeRender() { | ||||
|  | ||||
| 		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 }; | ||||
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