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MeshBasicNodeMaterial: Add lightMap
support.
#28821
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Original file line number | Diff line number | Diff line change |
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import LightingNode from './LightingNode.js'; | ||
import { addNodeClass } from '../core/Node.js'; | ||
import { float } from '../shadernode/ShaderNode.js'; | ||
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class BasicLightMapNode extends LightingNode { | ||
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constructor( lightMapNode = null ) { | ||
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super(); | ||
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this.lightMapNode = lightMapNode; | ||
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} | ||
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setup( builder ) { | ||
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// irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel | ||
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const RECIPROCAL_PI = float( 1 / Math.PI ); | ||
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builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI ); | ||
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} | ||
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} | ||
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export default BasicLightMapNode; | ||
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addNodeClass( 'BasicLightMapNode', BasicLightMapNode ); |
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Maybe we sould move this to StandardMeshNodeMaterial like
setupEnvironment()
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I've asked this myself this as well but then I've realized when I do this
setupLightMap()
inNodeMaterial
will be empty. The basic and standard materials share no common code in context of light maps like the setup of the environment map node inNodeMaterial.setupEnvironment()
. Besides, we would have to implementsetupLightMap()
in phong, lambert and toon not just inMeshStandardNodeMaterial
.The light map handling in
MeshBasicNodeMaterial
is quite an exception and I thought it's more clear to completely overwrite the standard implementation fromNodeMaterial
.That said, I'm not feeling strong about this issue. If you think it's more consistent to follow the approach of env maps, I'll create a
setupLightMap()
method for each material that supports light maps.