1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254
|
/**
* @author WestLangley / http://github.com/WestLangley
*/
import {
Color,
LightProbe,
LinearEncoding,
SphericalHarmonics3,
Vector3,
sRGBEncoding
} from "../../../build/three.module.js";
var LightProbeGenerator = {
// https://www.ppsloan.org/publications/StupidSH36.pdf
fromCubeTexture: function ( cubeTexture ) {
var norm, lengthSq, weight, totalWeight = 0;
var coord = new Vector3();
var dir = new Vector3();
var color = new Color();
var shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
var sh = new SphericalHarmonics3();
var shCoefficients = sh.coefficients;
for ( var faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
var image = cubeTexture.image[ faceIndex ];
var width = image.width;
var height = image.height;
var canvas = document.createElement( 'canvas' );
canvas.width = width;
canvas.height = height;
var context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, width, height );
var imageData = context.getImageData( 0, 0, width, height );
var data = imageData.data;
var imageWidth = imageData.width; // assumed to be square
var pixelSize = 2 / imageWidth;
for ( var i = 0, il = data.length; i < il; i += 4 ) { // RGBA assumed
// pixel color
color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 );
// convert to linear color space
convertColorToLinear( color, cubeTexture.encoding );
// pixel coordinate on unit cube
var pixelIndex = i / 4;
var col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
var row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;
switch ( faceIndex ) {
case 0: coord.set( - 1, row, - col ); break;
case 1: coord.set( 1, row, col ); break;
case 2: coord.set( - col, 1, - row ); break;
case 3: coord.set( - col, - 1, row ); break;
case 4: coord.set( - col, row, 1 ); break;
case 5: coord.set( col, row, - 1 ); break;
}
// weight assigned to this pixel
lengthSq = coord.lengthSq();
weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
totalWeight += weight;
// direction vector to this pixel
dir.copy( coord ).normalize();
// evaluate SH basis functions in direction dir
SphericalHarmonics3.getBasisAt( dir, shBasis );
// accummuulate
for ( var j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;
}
}
}
// normalize
norm = ( 4 * Math.PI ) / totalWeight;
for ( var j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x *= norm;
shCoefficients[ j ].y *= norm;
shCoefficients[ j ].z *= norm;
}
return new LightProbe( sh );
},
fromRenderTargetCube: function ( renderer, renderTargetCube ) {
// The renderTarget must be set to RGBA in order to make readRenderTargetPixels works
var norm, lengthSq, weight, totalWeight = 0;
var coord = new Vector3();
var dir = new Vector3();
var color = new Color();
var shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
var sh = new SphericalHarmonics3();
var shCoefficients = sh.coefficients;
for ( var faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
var imageWidth = renderTargetCube.width; // assumed to be square
var data = new Uint8Array( imageWidth * imageWidth * 4 );
renderer.readRenderTargetPixels( renderTargetCube, 0, 0, imageWidth, imageWidth, data, faceIndex );
var pixelSize = 2 / imageWidth;
for ( var i = 0, il = data.length; i < il; i += 4 ) { // RGBA assumed
// pixel color
color.setRGB( data[ i ] / 255, data[ i + 1 ] / 255, data[ i + 2 ] / 255 );
// convert to linear color space
convertColorToLinear( color, renderTargetCube.texture.encoding );
// pixel coordinate on unit cube
var pixelIndex = i / 4;
var col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
var row = 1 - ( Math.floor( pixelIndex / imageWidth ) + 0.5 ) * pixelSize;
switch ( faceIndex ) {
case 0: coord.set( 1, row, - col ); break;
case 1: coord.set( - 1, row, col ); break;
case 2: coord.set( col, 1, - row ); break;
case 3: coord.set( col, - 1, row ); break;
case 4: coord.set( col, row, 1 ); break;
case 5: coord.set( - col, row, - 1 ); break;
}
// weight assigned to this pixel
lengthSq = coord.lengthSq();
weight = 4 / ( Math.sqrt( lengthSq ) * lengthSq );
totalWeight += weight;
// direction vector to this pixel
dir.copy( coord ).normalize();
// evaluate SH basis functions in direction dir
SphericalHarmonics3.getBasisAt( dir, shBasis );
// accummuulate
for ( var j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x += shBasis[ j ] * color.r * weight;
shCoefficients[ j ].y += shBasis[ j ] * color.g * weight;
shCoefficients[ j ].z += shBasis[ j ] * color.b * weight;
}
}
}
// normalize
norm = ( 4 * Math.PI ) / totalWeight;
for ( var j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x *= norm;
shCoefficients[ j ].y *= norm;
shCoefficients[ j ].z *= norm;
}
return new LightProbe( sh );
}
};
var convertColorToLinear = function ( color, encoding ) {
switch ( encoding ) {
case sRGBEncoding:
color.convertSRGBToLinear();
break;
case LinearEncoding:
break;
default:
console.warn( 'WARNING: LightProbeGenerator convertColorToLinear() encountered an unsupported encoding.' );
break;
}
return color;
};
export { LightProbeGenerator };
|