feat: initialize project with core dependencies and game entry point
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165
node_modules/three/examples/jsm/helpers/LightProbeHelper.js
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165
node_modules/three/examples/jsm/helpers/LightProbeHelper.js
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import {
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Mesh,
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ShaderMaterial,
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SphereGeometry
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} from 'three';
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/**
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* Renders a sphere to visualize a light probe in the scene.
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*
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* This helper can only be used with {@link WebGLRenderer}.
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* When using {@link WebGPURenderer}, import from `LightProbeHelperGPU.js`.
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*
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* ```js
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* const helper = new LightProbeHelper( lightProbe );
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* scene.add( helper );
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* ```
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*
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* @augments Mesh
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* @three_import import { LightProbeHelper } from 'three/addons/helpers/LightProbeHelper.js';
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*/
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class LightProbeHelper extends Mesh {
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/**
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* Constructs a new light probe helper.
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*
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* @param {LightProbe} lightProbe - The light probe to visualize.
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* @param {number} [size=1] - The size of the helper.
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*/
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constructor( lightProbe, size = 1 ) {
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const material = new ShaderMaterial( {
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type: 'LightProbeHelperMaterial',
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uniforms: {
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sh: { value: lightProbe.sh.coefficients }, // by reference
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intensity: { value: lightProbe.intensity }
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},
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vertexShader: /* glsl */`
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varying vec3 vNormal;
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void main() {
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vNormal = normalize( normalMatrix * normal );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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#define RECIPROCAL_PI 0.318309886
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vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
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// matrix is assumed to be orthogonal
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return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
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}
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// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf,
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vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
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// normal is assumed to have unit length,
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float x = normal.x, y = normal.y, z = normal.z;
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// band 0,
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vec3 result = shCoefficients[ 0 ] * 0.886227;
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// band 1,
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result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
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result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
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result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
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// band 2,
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result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
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result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
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result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
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result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
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result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
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return result;
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}
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uniform vec3 sh[ 9 ]; // sh coefficients
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uniform float intensity; // light probe intensity
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varying vec3 vNormal;
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void main() {
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vec3 normal = normalize( vNormal );
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vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
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vec3 irradiance = shGetIrradianceAt( worldNormal, sh );
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vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;
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gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) );
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}
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`,
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} );
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const geometry = new SphereGeometry( 1, 32, 16 );
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super( geometry, material );
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/**
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* The light probe to visualize.
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*
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* @type {LightProbe}
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*/
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this.lightProbe = lightProbe;
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/**
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* The size of the helper.
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*
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* @type {number}
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* @default 1
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*/
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this.size = size;
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this.type = 'LightProbeHelper';
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this.onBeforeRender();
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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onBeforeRender() {
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this.position.copy( this.lightProbe.position );
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this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
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this.material.uniforms.intensity.value = this.lightProbe.intensity;
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}
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}
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export { LightProbeHelper };
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