import {
	Mesh,
	ShaderMaterial,
	SphereGeometry
} from 'three';

class LightProbeHelper extends Mesh {

	constructor( lightProbe, size = 1 ) {

		const material = new ShaderMaterial( {

			type: 'LightProbeHelperMaterial',

			uniforms: {

				sh: { value: lightProbe.sh.coefficients }, // by reference

				intensity: { value: lightProbe.intensity }

			},

			vertexShader: /* glsl */`

				varying vec3 vNormal;

				void main() {

					vNormal = normalize( normalMatrix * normal );

					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

				}

			`,

			fragmentShader: /* glsl */`

				#define RECIPROCAL_PI 0.318309886

				vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {

					// matrix is assumed to be orthogonal

					return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );

				}

				// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf,
				vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {

					// normal is assumed to have unit length,

					float x = normal.x, y = normal.y, z = normal.z;

					// band 0,
					vec3 result = shCoefficients[ 0 ] * 0.886227;

					// band 1,
					result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
					result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
					result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;

					// band 2,
					result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
					result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
					result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
					result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
					result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
					return result;

				}

				uniform vec3 sh[ 9 ]; // sh coefficients

				uniform float intensity; // light probe intensity

				varying vec3 vNormal;

				void main() {

					vec3 normal = normalize( vNormal );

					vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );

					vec3 irradiance = shGetIrradianceAt( worldNormal, sh );

					vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;

					gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) );

				}

			`,

		} );

		const geometry = new SphereGeometry( 1, 32, 16 );

		super( geometry, material );

		this.lightProbe = lightProbe;
		this.size = size;
		this.type = 'LightProbeHelper';

		this.onBeforeRender();

	}

	dispose() {

		this.geometry.dispose();
		this.material.dispose();

	}

	onBeforeRender() {

		this.position.copy( this.lightProbe.position );

		this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );

		this.material.uniforms.intensity.value = this.lightProbe.intensity;

	}

}

export { LightProbeHelper };
