fromCubeTexture static method
LightProbe
fromCubeTexture(
- CubeTexture cubeTexture
Implementation
static LightProbe fromCubeTexture(CubeTexture cubeTexture ) {
double totalWeight = 0;
final coord = Vector3();
final dir = Vector3();
final color = Color();
final List<double> shBasis = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
final sh = SphericalHarmonics3();
final shCoefficients = sh.coefficients;
for (int faceIndex = 0; faceIndex < 6; faceIndex ++ ) {
final image = cubeTexture.image[ faceIndex ];
final width = image.width;
final height = image.height;
final html.HTMLCanvasElement canvas = html.document.createElement( 'canvas' ) as html.HTMLCanvasElement;
canvas.width = width;
canvas.height = height;
final html.CanvasRenderingContext2D context = canvas.getContext( '2d' ) as html.CanvasRenderingContext2D;
context.drawImage( image.data, 0, 0);
final imageData = context.getImageData( 0, 0, width, height );
final data = imageData.data.toDart;
final imageWidth = imageData.width; // assumed to be square
final pixelSize = 2 / imageWidth;
for (int 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.colorSpace );
// pixel coordinate on unit cube
final pixelIndex = i / 4;
final col = - 1 + ( pixelIndex % imageWidth + 0.5 ) * pixelSize;
final row = 1 - ( ( pixelIndex / imageWidth ).floor() + 0.5 ) * pixelSize;
switch ( faceIndex ) {
case 0: coord.setValues( - 1, row, - col ); break;
case 1: coord.setValues( 1, row, col ); break;
case 2: coord.setValues( - col, 1, - row ); break;
case 3: coord.setValues( - col, - 1, row ); break;
case 4: coord.setValues( - col, row, 1 ); break;
case 5: coord.setValues( col, row, - 1 ); break;
}
// weight assigned to this pixel
final lengthSq = coord.length2;
final weight = 4 / ( math.sqrt( lengthSq ) * lengthSq );
totalWeight += weight;
// direction vector to this pixel
dir.setFrom( coord ).normalize();
// evaluate SH basis functions in direction dir
SphericalHarmonics3.getBasisAt( dir, shBasis );
// accummuulate
for (int j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x += shBasis[ j ] * color.red * weight;
shCoefficients[ j ].y += shBasis[ j ] * color.green * weight;
shCoefficients[ j ].z += shBasis[ j ] * color.blue * weight;
}
}
}
// normalize
final norm = ( 4 * math.pi ) / totalWeight;
for (int j = 0; j < 9; j ++ ) {
shCoefficients[ j ].x *= norm;
shCoefficients[ j ].y *= norm;
shCoefficients[ j ].z *= norm;
}
return LightProbe( sh );
}