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node_modules/three/examples/jsm/lights/LightProbeGenerator.js
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node_modules/three/examples/jsm/lights/LightProbeGenerator.js
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import {
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Color,
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LightProbe,
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LinearEncoding,
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SphericalHarmonics3,
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Vector3,
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sRGBEncoding
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} from '../../../build/three.module.js';
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var LightProbeGenerator = {
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// https://www.ppsloan.org/publications/StupidSH36.pdf
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fromCubeTexture: function ( cubeTexture ) {
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var norm, lengthSq, weight, totalWeight = 0;
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var coord = new Vector3();
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var dir = new Vector3();
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var color = new Color();
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var shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
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var sh = new SphericalHarmonics3();
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var shCoefficients = sh.coefficients;
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for ( var faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
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var image = cubeTexture.image[ faceIndex ];
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var width = image.width;
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var height = image.height;
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var canvas = document.createElement( 'canvas' );
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canvas.width = width;
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canvas.height = height;
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var context = canvas.getContext( '2d' );
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context.drawImage( image, 0, 0, width, height );
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var imageData = context.getImageData( 0, 0, width, height );
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var data = imageData.data;
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var imageWidth = imageData.width; // assumed to be square
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var pixelSize = 2 / imageWidth;
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for ( var i = 0, il = data.length; i < il; i += 4 ) { // RGBA assumed
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// pixel color
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color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 );
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// convert to linear color space
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convertColorToLinear( color, cubeTexture.encoding );
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// pixel coordinate on unit cube
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var pixelIndex = i / 4;
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var col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
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var row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;
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switch ( faceIndex ) {
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case 0: coord.set( - 1, row, - col ); break;
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case 1: coord.set( 1, row, col ); break;
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case 2: coord.set( - col, 1, - row ); break;
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case 3: coord.set( - col, - 1, row ); break;
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case 4: coord.set( - col, row, 1 ); break;
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case 5: coord.set( col, row, - 1 ); break;
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}
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// weight assigned to this pixel
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lengthSq = coord.lengthSq();
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weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
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totalWeight += weight;
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// direction vector to this pixel
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dir.copy( coord ).normalize();
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// evaluate SH basis functions in direction dir
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SphericalHarmonics3.getBasisAt( dir, shBasis );
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// accummuulate
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for ( var j = 0; j < 9; j ++ ) {
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shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
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shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
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shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;
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}
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}
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}
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// normalize
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norm = ( 4 * Math.PI ) / totalWeight;
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for ( var j = 0; j < 9; j ++ ) {
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shCoefficients[ j ].x *= norm;
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shCoefficients[ j ].y *= norm;
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shCoefficients[ j ].z *= norm;
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}
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return new LightProbe( sh );
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},
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fromCubeRenderTarget: function ( renderer, cubeRenderTarget ) {
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// The renderTarget must be set to RGBA in order to make readRenderTargetPixels works
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var norm, lengthSq, weight, totalWeight = 0;
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var coord = new Vector3();
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var dir = new Vector3();
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var color = new Color();
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var shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
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var sh = new SphericalHarmonics3();
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var shCoefficients = sh.coefficients;
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for ( var faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
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var imageWidth = cubeRenderTarget.width; // assumed to be square
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var data = new Uint8Array( imageWidth * imageWidth * 4 );
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renderer.readRenderTargetPixels( cubeRenderTarget, 0, 0, imageWidth, imageWidth, data, faceIndex );
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var pixelSize = 2 / imageWidth;
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for ( var i = 0, il = data.length; i < il; i += 4 ) { // RGBA assumed
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// pixel color
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color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 );
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// convert to linear color space
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convertColorToLinear( color, cubeRenderTarget.texture.encoding );
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// pixel coordinate on unit cube
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var pixelIndex = i / 4;
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var col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
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var row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;
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switch ( faceIndex ) {
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case 0: coord.set( 1, row, - col ); break;
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case 1: coord.set( - 1, row, col ); break;
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case 2: coord.set( col, 1, - row ); break;
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case 3: coord.set( col, - 1, row ); break;
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case 4: coord.set( col, row, 1 ); break;
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case 5: coord.set( - col, row, - 1 ); break;
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}
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// weight assigned to this pixel
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lengthSq = coord.lengthSq();
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weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
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totalWeight += weight;
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// direction vector to this pixel
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dir.copy( coord ).normalize();
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// evaluate SH basis functions in direction dir
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SphericalHarmonics3.getBasisAt( dir, shBasis );
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// accummuulate
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for ( var j = 0; j < 9; j ++ ) {
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shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
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shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
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shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;
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}
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}
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}
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// normalize
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norm = ( 4 * Math.PI ) / totalWeight;
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for ( var j = 0; j < 9; j ++ ) {
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shCoefficients[ j ].x *= norm;
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shCoefficients[ j ].y *= norm;
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shCoefficients[ j ].z *= norm;
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}
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return new LightProbe( sh );
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}
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};
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var convertColorToLinear = function ( color, encoding ) {
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switch ( encoding ) {
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case sRGBEncoding:
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color.convertSRGBToLinear();
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break;
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case LinearEncoding:
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break;
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default:
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console.warn( 'WARNING: LightProbeGenerator convertColorToLinear() encountered an unsupported encoding.' );
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break;
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}
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return color;
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};
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export { LightProbeGenerator };
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