EnvironmentMap.constantDiffuse constructor
EnvironmentMap.constantDiffuse(
- Vector3 ambientRadiance
A black reflection environment with uniform diffuse ambientRadiance.
The color is the linear RGB radiance a white Lambertian surface receives
from the environment after its 1/pi BRDF term. The resulting diffuse
shading equals ambientRadiance * baseColor for every surface normal.
Implementation
factory EnvironmentMap.constantDiffuse(Vector3 ambientRadiance) {
const sh0Basis = 0.28209479177387814;
final sh = _zeroSphericalHarmonics();
sh[0].setValues(
ambientRadiance.x / sh0Basis,
ambientRadiance.y / sh0Basis,
ambientRadiance.z / sh0Basis,
);
return EnvironmentMap._(Material.getBlackPlaceholderTexture(), sh);
}