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