# all files / src/light/ AmbientCubemap.js

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50% Branches 2/4
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     // https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/AmbientCubemap/
    import Light from '../Light';
    import cubemapUtil from '../util/cubemap';

    /**
     * Ambient cubemap light provides specular parts of Image Based Lighting.
     * Which is a basic requirement for Physically Based Rendering
     * @constructor clay.light.AmbientCubemap
     * @extends clay.Light
     */
    var AmbientCubemapLight = Light.extend({

        /**
         * @type {clay.TextureCube}
         * @memberOf clay.light.AmbientCubemap#
         */
        cubemap: null,

        // TODO
        // range: 100,

        castShadow: false,

        _normalDistribution: null,
        _brdfLookup: null

    }, /** @lends clay.light.AmbientCubemap# */ {

        type: 'AMBIENT_CUBEMAP_LIGHT',

        /**
         * Do prefitering the cubemap
         * @param {clay.Renderer} renderer
         * @param {number} [size=32]
         */
        prefilter: function (renderer, size) {
            Eif (!this._brdfLookup) {
                this._normalDistribution = cubemapUtil.generateNormalDistribution();
                this._brdfLookup = cubemapUtil.integrateBRDF(renderer, this._normalDistribution);
            }
            var cubemap = this.cubemap;
            Iif (cubemap.__prefiltered) {
                return;
            }

            var result = cubemapUtil.prefilterEnvironmentMap(
                renderer, cubemap, {
                    encodeRGBM: true,
                    width: size,
                    height: size
                }, this._normalDistribution, this._brdfLookup
            );
            this.cubemap = result.environmentMap;
            this.cubemap.__prefiltered = true;

            cubemap.dispose(renderer);
        },

        uniformTemplates: {
            ambientCubemapLightColor: {
                type: '3f',
                value: function (instance) {
                    var color = instance.color;
                    var intensity = instance.intensity;
                    return [color[0]*intensity, color[1]*intensity, color[2]*intensity];
                }
            },

            ambientCubemapLightCubemap: {
                type: 't',
                value: function (instance) {
                    return instance.cubemap;
                }
            },

            ambientCubemapLightBRDFLookup: {
                type: 't',
                value: function (instance) {
                    return instance._brdfLookup;
                }
            }
        }
        /**
         * @function
         * @name clone
         * @return {clay.light.AmbientCubemap}
         * @memberOf clay.light.AmbientCubemap.prototype
         */
    });

    export default AmbientCubemapLight;