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@@ -0,0 +1,657 @@
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+import {
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+ Box3,
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+ CubeCamera,
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+ CubeRenderTarget,
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+ FloatType,
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+ HalfFloatType,
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+ Light,
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+ LinearFilter,
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+ NearestFilter,
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+ NodeMaterial,
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+ QuadMesh,
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+ RenderTarget,
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+ RenderTarget3D,
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+ RGBAFormat,
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+ Vector3
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+} from 'three/webgpu';
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+
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+import {
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+ array,
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+ cubeTexture,
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+ float,
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+ Fn,
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+ int,
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+ ivec2,
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+ Loop,
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+ screenCoordinate,
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+ texture,
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+ uniform,
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+ vec3,
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+ vec4
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+} from 'three/tsl';
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+
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+import { LightProbeGridNode, ATLAS_PADDING } from '../tsl/lighting/LightProbeGridNode.js';
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+
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+// Shared fullscreen-quad for the bake passes.
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+const _quad = /*@__PURE__*/ new QuadMesh();
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+
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+// Reusable temp objects.
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+const _position = /*@__PURE__*/ new Vector3();
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+const _size = /*@__PURE__*/ new Vector3();
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+
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+// Bake materials, shared across grids so the shaders compile once, not per bake.
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+let _shMaterial = null;
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+let _shSampleCount = - 1;
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+let _cubeNode = null;
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+let _batchNode = null;
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+let _resolutionUniform = null;
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+let _sliceZUniform = null;
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+let _repackMaterials = null;
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+
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+// Bake render targets, pooled by size so rebakes don't churn allocations.
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+let _cubeRenderTarget = null;
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+let _cubeCamera = null;
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+let _cubeKey = '';
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+let _batchTarget = null;
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+let _batchProbes = - 1;
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+
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+// Golden-angle increment for the equal-area Fibonacci sphere.
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+const GOLDEN_ANGLE = Math.PI * ( 3.0 - Math.sqrt( 5.0 ) );
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+
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+/**
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+ * Returns the output node for the spherical-harmonic projection pass. Each
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+ * fragment of the 9-wide batch row computes a single SH coefficient by
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+ * integrating the captured cubemap over an equal-area Fibonacci sphere,
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+ * selecting the basis function for its column. Sampling the cubemap by world
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+ * direction keeps the projection independent of the cube face layout.
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+ *
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+ * @private
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+ * @param {Node} cube - The captured environment cubemap texture node.
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+ * @param {number} sampleCount - Number of directions to integrate.
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+ * @return {Node<vec4>} The projected coefficient.
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+ */
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+function projectSHNode( cube, sampleCount ) {
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+
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+ return Fn( () => {
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+
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+ const coefIndex = int( screenCoordinate.x ).toVar();
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+ const accum = vec3( 0.0 ).toVar();
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+
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+ Loop( sampleCount, ( { i } ) => {
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+
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+ const fi = float( i );
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+
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+ // Equal-area Fibonacci sphere direction.
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+ const z = float( 1.0 ).sub( fi.mul( 2.0 ).add( 1.0 ).div( sampleCount ) );
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+ const r = z.mul( z ).oneMinus().max( 0.0 ).sqrt();
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+ const phi = fi.mul( GOLDEN_ANGLE );
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+ const dir = vec3( r.mul( phi.cos() ), z, r.mul( phi.sin() ) ).toVar();
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+
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+ const radiance = cube.sample( dir ).level( 0 ).rgb;
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+
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+ // The L2 SH basis function for this fragment's coefficient.
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+ const x = dir.x, y = dir.y, zc = dir.z;
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+ const basis = array( [
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+ float( 0.282095 ),
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+ y.mul( 0.488603 ),
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+ zc.mul( 0.488603 ),
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+ x.mul( 0.488603 ),
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+ x.mul( y ).mul( 1.092548 ),
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+ y.mul( zc ).mul( 1.092548 ),
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+ zc.mul( zc ).mul( 3.0 ).sub( 1.0 ).mul( 0.315392 ),
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+ x.mul( zc ).mul( 1.092548 ),
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+ x.mul( x ).sub( y.mul( y ) ).mul( 0.546274 )
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+ ] ).element( coefIndex );
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+
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+ accum.addAssign( radiance.mul( basis ) );
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+
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+ } );
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+
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+ // Equal-area quadrature: each direction covers 4*PI / sampleCount.
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+ const norm = float( 4.0 * Math.PI / sampleCount );
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+
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+ return vec4( accum.mul( norm ), 1.0 );
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+
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+ } )();
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+
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+}
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+
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+/**
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+ * Returns the repack output node for one of the seven SH textures. It reads the
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+ * 9 projected coefficients from the batch texture for the probe at the current
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+ * texel and packs the four floats stored by this texture index.
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+ *
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+ * @private
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+ * @param {Node} batch - The batch texture node holding projected coefficients.
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+ * @param {number} textureIndex - The output texture index (0–6).
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+ * @param {Node<vec3>} resolution - The probe grid resolution uniform.
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+ * @param {Node<int>} sliceZ - The current Z slice being written.
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+ * @return {Node<vec4>} The packed texel.
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+ */
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+function repackNode( batch, textureIndex, resolution, sliceZ ) {
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+
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+ return Fn( () => {
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+
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+ const ix = int( screenCoordinate.x );
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+ const iy = int( screenCoordinate.y );
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+
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+ const nx = int( resolution.x );
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+ const ny = int( resolution.y );
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+ const probeIndex = ix.add( iy.mul( nx ) ).add( sliceZ.mul( nx ).mul( ny ) );
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+
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+ const c0 = batch.load( ivec2( 0, probeIndex ) );
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+ const c1 = batch.load( ivec2( 1, probeIndex ) );
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+ const c2 = batch.load( ivec2( 2, probeIndex ) );
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+ const c3 = batch.load( ivec2( 3, probeIndex ) );
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+ const c4 = batch.load( ivec2( 4, probeIndex ) );
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+ const c5 = batch.load( ivec2( 5, probeIndex ) );
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+ const c6 = batch.load( ivec2( 6, probeIndex ) );
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+ const c7 = batch.load( ivec2( 7, probeIndex ) );
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+ const c8 = batch.load( ivec2( 8, probeIndex ) );
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+
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+ let packed;
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+
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+ switch ( textureIndex ) {
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+
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+ case 0: packed = vec4( c0.xyz, c1.x ); break;
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+ case 1: packed = vec4( c1.yz, c2.xy ); break;
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+ case 2: packed = vec4( c2.z, c3.xyz ); break;
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+ case 3: packed = vec4( c4.xyz, c5.x ); break;
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+ case 4: packed = vec4( c5.yz, c6.xy ); break;
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+ case 5: packed = vec4( c6.z, c7.xyz ); break;
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+ default: packed = vec4( c8.xyz, 0.0 ); break;
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+
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+ }
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+
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+ return packed;
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+
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+ } )();
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+
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+}
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+
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+/**
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+ * Lazily pools the shared cube and batch render targets, recreating them only
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+ * when their dimensions change.
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+ *
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+ * @private
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+ * @param {number} cubemapSize - Resolution of each cubemap face.
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+ * @param {number} near - Cube camera near plane.
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+ * @param {number} far - Cube camera far plane.
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+ * @param {number} totalProbes - Number of probes (batch target height).
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+ */
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+function ensureBakeTargets( cubemapSize, near, far, totalProbes ) {
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+
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+ const cubeKey = `${ cubemapSize },${ near },${ far }`;
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+
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+ if ( _cubeRenderTarget === null || _cubeKey !== cubeKey ) {
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+
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+ if ( _cubeRenderTarget !== null ) _cubeRenderTarget.dispose();
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+
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+ _cubeRenderTarget = new CubeRenderTarget( cubemapSize, { type: HalfFloatType, generateMipmaps: false } );
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+ _cubeCamera = new CubeCamera( near, far, _cubeRenderTarget );
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+ _cubeKey = cubeKey;
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+
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+ }
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+
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+ if ( _batchTarget === null || _batchProbes !== totalProbes ) {
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+
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+ if ( _batchTarget !== null ) _batchTarget.dispose();
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+
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+ _batchTarget = new RenderTarget( 9, totalProbes, {
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+ type: FloatType,
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+ format: RGBAFormat,
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ depthBuffer: false
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+ } );
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+
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+ _batchProbes = totalProbes;
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+
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+ }
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+
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+}
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+
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+/**
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+ * Lazily builds the shared bake materials and rebinds them to the current
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+ * cube/batch textures. The SH projection material is rebuilt only when the
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+ * sample count changes; the repack materials are static.
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+ *
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+ * @private
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+ * @param {number} sampleCount - Number of directions integrated by the projection.
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+ * @param {CubeTexture} cubeMap - The current cube render target texture.
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+ * @param {Texture} batchMap - The current batch render target texture.
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+ */
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+function ensureBakeMaterials( sampleCount, cubeMap, batchMap ) {
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+
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+ if ( _repackMaterials === null ) {
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+
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+ _cubeNode = cubeTexture( cubeMap );
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+ _batchNode = texture( batchMap );
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+ _resolutionUniform = uniform( new Vector3() );
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+ _sliceZUniform = uniform( 0, 'int' );
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+ _repackMaterials = [];
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+
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+ for ( let t = 0; t < 7; t ++ ) {
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+
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+ const material = new NodeMaterial();
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+ material.outputNode = repackNode( _batchNode, t, _resolutionUniform, _sliceZUniform );
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+ material.depthTest = false;
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+ material.depthWrite = false;
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+ _repackMaterials.push( material );
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+
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+ }
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+
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+ } else {
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+
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+ _cubeNode.value = cubeMap;
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+ _batchNode.value = batchMap;
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+
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+ }
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+
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+ if ( _shMaterial === null || _shSampleCount !== sampleCount ) {
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+
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+ if ( _shMaterial !== null ) _shMaterial.dispose();
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+
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+ _shMaterial = new NodeMaterial();
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+ _shMaterial.outputNode = projectSHNode( _cubeNode, sampleCount );
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+ _shMaterial.depthTest = false;
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+ _shMaterial.depthWrite = false;
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+ _shSampleCount = sampleCount;
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+
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+ }
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+
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+}
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+
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+/**
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+ * A 3D grid of L2 Spherical Harmonic irradiance probes that provides
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+ * position-dependent diffuse global illumination.
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+ *
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+ * This is the {@link WebGPURenderer} version of `LightProbeGrid`. The grid is a
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+ * {@link Light}, so adding it to the scene applies its baked irradiance to every
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+ * lit node material automatically. When using {@link WebGLRenderer}, import the
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+ * grid from `LightProbeGridWebGL.js` instead.
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+ *
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+ * The baked data is stored in a single RGBA `RenderTarget3D` atlas that packs
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+ * the nine L2 SH coefficients into seven sub-volumes stacked along Z. Baking is
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+ * fully GPU-resident: cubemap rendering, SH projection, and texture packing all
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+ * happen on the GPU with zero CPU readback.
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+ *
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+ * @augments Light
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+ * @three_import import { LightProbeGrid } from 'three/addons/lighting/LightProbeGrid.js';
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+ */
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+class LightProbeGrid extends Light {
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+
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+ /**
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+ * Constructs a new irradiance probe grid.
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+ *
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+ * The volume is centered at the object's position.
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+ *
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+ * @param {number} [width=1] - Full width of the volume along X.
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+ * @param {number} [height=1] - Full height of the volume along Y.
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+ * @param {number} [depth=1] - Full depth of the volume along Z.
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+ * @param {number} [widthProbes] - Number of probes along X. Defaults to `Math.max( 2, Math.round( width ) + 1 )`.
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+ * @param {number} [heightProbes] - Number of probes along Y. Defaults to `Math.max( 2, Math.round( height ) + 1 )`.
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+ * @param {number} [depthProbes] - Number of probes along Z. Defaults to `Math.max( 2, Math.round( depth ) + 1 )`.
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+ */
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+ constructor( width = 1, height = 1, depth = 1, widthProbes, heightProbes, depthProbes ) {
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+
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+ super( 0xffffff, 1 );
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+
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+ /**
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+ * This flag can be used for type testing.
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+ *
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+ * @type {boolean}
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+ * @readonly
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+ * @default true
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+ */
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+ this.isLightProbeGrid = true;
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+
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+ this.type = 'LightProbeGrid';
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+
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+ /**
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+ * The full width of the volume along X.
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+ *
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+ * @type {number}
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+ */
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+ this.width = width;
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+
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+ /**
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+ * The full height of the volume along Y.
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+ *
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+ * @type {number}
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+ */
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+ this.height = height;
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+
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+ /**
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+ * The full depth of the volume along Z.
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+ *
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+ * @type {number}
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+ */
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+ this.depth = depth;
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+
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+ /**
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+ * The number of probes along each axis.
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+ *
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+ * @type {Vector3}
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+ */
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+ this.resolution = new Vector3(
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+ widthProbes !== undefined ? widthProbes : Math.max( 2, Math.round( width ) + 1 ),
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+ heightProbes !== undefined ? heightProbes : Math.max( 2, Math.round( height ) + 1 ),
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+ depthProbes !== undefined ? depthProbes : Math.max( 2, Math.round( depth ) + 1 )
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+ );
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+
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+ /**
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+ * The world-space bounding box for the grid. Updated automatically
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+ * by {@link LightProbeGrid#bake}.
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+ *
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+ * @type {Box3}
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+ */
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+ this.boundingBox = new Box3();
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+
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+ /**
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+ * Distance in world units over which the grid contribution fades out
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+ * past the volume boundary. `0` applies the contribution everywhere
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+ * (clamped), which matches a single-volume setup. Use a small positive
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+ * value to blend multiple overlapping grids.
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+ *
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+ * @type {number}
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+ * @default 0
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+ */
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+ this.falloff = 0;
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+
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+ /**
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+ * The single RGBA atlas 3D texture storing all seven packed SH
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+ * sub-volumes stacked along Z.
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+ *
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+ * @type {?Data3DTexture}
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+ * @default null
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+ */
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+ this.texture = null;
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+
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+ /**
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+ * Internal render target for GPU-resident baking.
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+ *
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+ * @private
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+ * @type {?RenderTarget3D}
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+ * @default null
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+ */
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+ this._renderTarget = null;
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+
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+ this.updateBoundingBox();
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+
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+ }
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+
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+ /**
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+ * Returns the world-space position of the probe at grid indices (ix, iy, iz).
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+ *
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+ * @param {number} ix - X index.
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+ * @param {number} iy - Y index.
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+ * @param {number} iz - Z index.
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+ * @param {Vector3} target - The target vector.
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+ * @return {Vector3} The world-space position.
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+ */
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+ getProbePosition( ix, iy, iz, target ) {
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+
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+ const pos = this.position;
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+ const res = this.resolution;
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+ const w = this.width, h = this.height, d = this.depth;
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+
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+ target.set(
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+ res.x > 1 ? pos.x - w / 2 + ix * w / ( res.x - 1 ) : pos.x,
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+ res.y > 1 ? pos.y - h / 2 + iy * h / ( res.y - 1 ) : pos.y,
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+ res.z > 1 ? pos.z - d / 2 + iz * d / ( res.z - 1 ) : pos.z
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+ );
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+
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+ return target;
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+
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+ }
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+
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|
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+ /**
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|
|
+ * Updates the world-space bounding box from the current position and size.
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|
|
+ */
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|
|
+ updateBoundingBox() {
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|
+
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|
+ _size.set( this.width, this.height, this.depth );
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|
+ this.boundingBox.setFromCenterAndSize( this.position, _size );
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|
+
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+ }
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+
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+ /**
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|
+ * Bakes all probes by rendering cubemaps at each probe position and
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|
+ * projecting to L2 SH. Optionally iterates additional passes to capture
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|
+ * indirect bounces: each extra pass samples the previous pass's data as
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|
+ * indirect light, so a grid added to the scene before baking accumulates
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+ * one bounce per extra pass.
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+ *
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+ * @param {WebGPURenderer} renderer - The renderer.
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|
+ * @param {Scene} scene - The scene to render.
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|
+ * @param {Object} [options] - Bake options.
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+ * @param {number} [options.cubemapSize=8] - Resolution of each cubemap face.
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|
+ * @param {number} [options.near=0.1] - Near plane for the cube camera.
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+ * @param {number} [options.far=100] - Far plane for the cube camera.
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|
+ * @param {number} [options.bounces=0] - Additional bounce passes after the initial direct pass.
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|
+ * @param {number} [options.sampleCount=512] - Directions integrated when projecting each cubemap to SH.
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|
+ */
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+ bake( renderer, scene, options = {} ) {
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+
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+ // The bake is node based, so it needs a WebGPURenderer.
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+ if ( renderer.isWebGPURenderer !== true ) {
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+
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+ throw new Error( 'THREE.LightProbeGrid: .bake() requires a WebGPURenderer. For WebGLRenderer, use LightProbeGridWebGL.' );
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+
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+ }
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+
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+ // The bake issues GPU work immediately, so the renderer must be ready.
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+ if ( renderer.initialized === false ) {
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+
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+ throw new Error( 'THREE.LightProbeGrid: .bake() called before the renderer is initialized. Use "await renderer.init();" first.' );
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+
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+ }
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+
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+ // Register the light node with this renderer (idempotent).
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|
+ if ( renderer.library.getLightNodeClass( LightProbeGrid ) === null ) {
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+
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+ renderer.library.addLight( LightProbeGridNode, LightProbeGrid );
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+
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+ }
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+
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|
+ const { cubemapSize = 8, near = 0.1, far = 100, bounces = 0, sampleCount = 512 } = options;
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+
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|
+ this._ensureTextures();
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|
+ this.updateBoundingBox();
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|
+
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|
+ const res = this.resolution;
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|
+ const nz = res.z;
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|
+ const paddedSlices = nz + 2 * ATLAS_PADDING;
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|
+ const totalProbes = res.x * res.y * res.z;
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|
+
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|
+ // Bind the pooled bake resources to the current textures.
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|
+
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+ ensureBakeTargets( cubemapSize, near, far, totalProbes );
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|
+ ensureBakeMaterials( sampleCount, _cubeRenderTarget.texture, _batchTarget.texture );
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|
+ _resolutionUniform.value.copy( res );
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|
+
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|
|
+ const cubeCamera = _cubeCamera;
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|
|
+ const batchTarget = _batchTarget;
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|
|
+ const shMaterial = _shMaterial;
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|
|
+ const repackMaterials = _repackMaterials;
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|
|
+ const sliceZ = _sliceZUniform;
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|
|
+
|
|
|
+ // Save renderer / scene state to restore after the bake.
|
|
|
+
|
|
|
+ const currentRenderTarget = renderer.getRenderTarget();
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|
|
+ const currentAutoClear = renderer.autoClear;
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|
|
+ const currentMatrixWorldAutoUpdate = scene.matrixWorldAutoUpdate;
|
|
|
+ const shadowLights = [];
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|
|
+
|
|
|
+ try {
|
|
|
+
|
|
|
+ // Scene is static during the bake: update once, disable auto-update.
|
|
|
+
|
|
|
+ if ( currentMatrixWorldAutoUpdate === true ) {
|
|
|
+
|
|
|
+ scene.updateMatrixWorld( true );
|
|
|
+ scene.matrixWorldAutoUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Render each shadow map once, not once per cube face.
|
|
|
+
|
|
|
+ scene.traverse( ( object ) => {
|
|
|
+
|
|
|
+ if ( object.isLight && object.castShadow && object.shadow ) {
|
|
|
+
|
|
|
+ shadowLights.push( { light: object, autoUpdate: object.shadow.autoUpdate } );
|
|
|
+ object.shadow.autoUpdate = false;
|
|
|
+ object.shadow.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ for ( let pass = 0; pass <= bounces; pass ++ ) {
|
|
|
+
|
|
|
+ // Pass 0 is direct light (grid hidden); each later pass reads the
|
|
|
+ // previous pass as indirect, adding one bounce.
|
|
|
+
|
|
|
+ this.visible = pass > 0;
|
|
|
+
|
|
|
+ // Clear once, then write each probe's row with autoClear off. The
|
|
|
+ // viewport goes on the render target, not the renderer (which ignores
|
|
|
+ // the canvas viewport when one is bound).
|
|
|
+
|
|
|
+ batchTarget.viewport.set( 0, 0, 9, totalProbes );
|
|
|
+ renderer.setRenderTarget( batchTarget );
|
|
|
+ renderer.clear();
|
|
|
+
|
|
|
+ // Phase 1: render cubemaps and project to SH into the batch target.
|
|
|
+
|
|
|
+ _quad.material = shMaterial;
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ // The cube faces must be cleared per face.
|
|
|
+ renderer.autoClear = true;
|
|
|
+ cubeCamera.update( renderer, scene );
|
|
|
+
|
|
|
+ // Write only this probe's row, preserving the others.
|
|
|
+ renderer.autoClear = false;
|
|
|
+ batchTarget.viewport.set( 0, probeIndex, 9, 1 );
|
|
|
+ renderer.setRenderTarget( batchTarget );
|
|
|
+ _quad.render( renderer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Phase 2: repack the batch into the atlas, padding each sub-volume
|
|
|
+ // with a copy of its first and last data slice.
|
|
|
+
|
|
|
+ renderer.autoClear = true;
|
|
|
+
|
|
|
+ const renderTarget = this._renderTarget;
|
|
|
+
|
|
|
+ for ( let t = 0; t < 7; t ++ ) {
|
|
|
+
|
|
|
+ _quad.material = repackMaterials[ t ];
|
|
|
+
|
|
|
+ const base = t * paddedSlices;
|
|
|
+
|
|
|
+ // Data slices.
|
|
|
+ for ( let iz = 0; iz < nz; iz ++ ) {
|
|
|
+
|
|
|
+ sliceZ.value = iz;
|
|
|
+ renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + iz );
|
|
|
+ _quad.render( renderer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Leading padding: copy of data slice 0.
|
|
|
+ sliceZ.value = 0;
|
|
|
+ renderer.setRenderTarget( renderTarget, base );
|
|
|
+ _quad.render( renderer );
|
|
|
+
|
|
|
+ // Trailing padding: copy of data slice nz-1.
|
|
|
+ sliceZ.value = nz - 1;
|
|
|
+ renderer.setRenderTarget( renderTarget, base + ATLAS_PADDING + nz );
|
|
|
+ _quad.render( renderer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } finally {
|
|
|
+
|
|
|
+ // Restore renderer / scene state (pooled targets and materials kept).
|
|
|
+
|
|
|
+ renderer.setRenderTarget( currentRenderTarget );
|
|
|
+ renderer.autoClear = currentAutoClear;
|
|
|
+ scene.matrixWorldAutoUpdate = currentMatrixWorldAutoUpdate;
|
|
|
+
|
|
|
+ for ( const { light, autoUpdate } of shadowLights ) light.shadow.autoUpdate = autoUpdate;
|
|
|
+
|
|
|
+ this.visible = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Ensures the atlas 3D texture 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 );
|
|
|
+
|
|
|
+ this._renderTarget = new RenderTarget3D( nx, ny, atlasDepth, {
|
|
|
+ type: HalfFloatType,
|
|
|
+ format: RGBAFormat,
|
|
|
+ minFilter: LinearFilter,
|
|
|
+ magFilter: LinearFilter,
|
|
|
+ generateMipmaps: false,
|
|
|
+ depthBuffer: false
|
|
|
+ } );
|
|
|
+
|
|
|
+ this.texture = this._renderTarget.texture;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Frees GPU resources.
|
|
|
+ */
|
|
|
+ dispose() {
|
|
|
+
|
|
|
+ if ( this._renderTarget !== null ) {
|
|
|
+
|
|
|
+ this._renderTarget.dispose();
|
|
|
+ this._renderTarget = null;
|
|
|
+ this.texture = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ super.dispose();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+export { LightProbeGrid };
|