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- 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 _savedViewport = /*@__PURE__*/ new Vector4();
- const _savedScissor = /*@__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.
- *
- * 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. Fully GPU-resident with zero CPU readback.
- *
- * @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.
- */
- bake( renderer, scene, options = {} ) {
- const { cubeRenderTarget, cubeCamera } = _ensureBakeResources( options );
- this._ensureTextures();
- this.updateBoundingBox();
- // Prevent feedback: temporarily hide the volume during baking
- this.visible = false;
- 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 savedRenderTarget = renderer.getRenderTarget();
- renderer.getViewport( _savedViewport );
- renderer.getScissor( _savedScissor );
- const savedScissorTest = renderer.getScissorTest();
- // 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();
- // const t0 = performance.now();
- // 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;
- // Disable shadow map auto-update during bake — lights don't move between probes.
- // Force one shadow update on the first render so maps are initialized.
- const savedShadowAutoUpdate = renderer.shadowMap.autoUpdate;
- renderer.shadowMap.autoUpdate = false;
- renderer.shadowMap.needsUpdate = 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 );
- }
- }
- }
- renderer.shadowMap.autoUpdate = savedShadowAutoUpdate;
- // 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.
- _ensureRepackResources();
- const paddedSlices = res.z + 2 * ATLAS_PADDING;
- const rt = this._renderTarget;
- 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 );
- }
- // Restore renderer state
- renderer.setRenderTarget( savedRenderTarget );
- renderer.setViewport( _savedViewport );
- renderer.setScissor( _savedScissor );
- renderer.setScissorTest( savedScissorTest );
- // 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 };
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