SkyMesh.js 11 KB

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  1. import {
  2. BackSide,
  3. BoxGeometry,
  4. Mesh,
  5. Vector3,
  6. NodeMaterial
  7. } from 'three/webgpu';
  8. import { Fn, float, vec2, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varyingProperty, vec4, uniform, cameraPosition, fract, floor, sin, time, Loop, If } from 'three/tsl';
  9. /**
  10. * Represents a skydome for scene backgrounds. Based on [A Practical Analytic Model for Daylight](https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight)
  11. * aka The Preetham Model, the de facto standard for analytical skydomes.
  12. *
  13. * Note that this class can only be used with {@link WebGPURenderer}.
  14. * When using {@link WebGLRenderer}, use {@link Sky}.
  15. *
  16. * More references:
  17. *
  18. * - {@link http://simonwallner.at/project/atmospheric-scattering/}
  19. * - {@link http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR}
  20. *
  21. * ```js
  22. * const sky = new SkyMesh();
  23. * sky.scale.setScalar( 10000 );
  24. * scene.add( sky );
  25. * ```
  26. *
  27. * @augments Mesh
  28. * @three_import import { SkyMesh } from 'three/addons/objects/SkyMesh.js';
  29. */
  30. class SkyMesh extends Mesh {
  31. /**
  32. * Constructs a new skydome.
  33. */
  34. constructor() {
  35. const material = new NodeMaterial();
  36. super( new BoxGeometry( 1, 1, 1 ), material );
  37. /**
  38. * The turbidity uniform.
  39. *
  40. * @type {UniformNode<float>}
  41. */
  42. this.turbidity = uniform( 2 );
  43. /**
  44. * The rayleigh uniform.
  45. *
  46. * @type {UniformNode<float>}
  47. */
  48. this.rayleigh = uniform( 1 );
  49. /**
  50. * The mieCoefficient uniform.
  51. *
  52. * @type {UniformNode<float>}
  53. */
  54. this.mieCoefficient = uniform( 0.005 );
  55. /**
  56. * The mieDirectionalG uniform.
  57. *
  58. * @type {UniformNode<float>}
  59. */
  60. this.mieDirectionalG = uniform( 0.8 );
  61. /**
  62. * The sun position uniform.
  63. *
  64. * @type {UniformNode<vec3>}
  65. */
  66. this.sunPosition = uniform( new Vector3() );
  67. /**
  68. * The up position.
  69. *
  70. * @type {UniformNode<vec3>}
  71. */
  72. this.upUniform = uniform( new Vector3( 0, 1, 0 ) );
  73. /**
  74. * The cloud scale uniform.
  75. *
  76. * @type {UniformNode<float>}
  77. */
  78. this.cloudScale = uniform( 0.0002 );
  79. /**
  80. * The cloud speed uniform.
  81. *
  82. * @type {UniformNode<float>}
  83. */
  84. this.cloudSpeed = uniform( 0.0001 );
  85. /**
  86. * The cloud coverage uniform.
  87. *
  88. * @type {UniformNode<float>}
  89. */
  90. this.cloudCoverage = uniform( 0.4 );
  91. /**
  92. * The cloud density uniform.
  93. *
  94. * @type {UniformNode<float>}
  95. */
  96. this.cloudDensity = uniform( 0.4 );
  97. /**
  98. * The cloud elevation uniform.
  99. *
  100. * @type {UniformNode<float>}
  101. */
  102. this.cloudElevation = uniform( 0.5 );
  103. /**
  104. * This flag can be used for type testing.
  105. *
  106. * @type {boolean}
  107. * @readonly
  108. * @default true
  109. * @deprecated Use isSkyMesh instead.
  110. */
  111. this.isSky = true; // @deprecated, r182
  112. /**
  113. * This flag can be used for type testing.
  114. *
  115. * @type {boolean}
  116. * @readonly
  117. * @default true
  118. */
  119. this.isSkyMesh = true;
  120. // Varyings
  121. const vSunDirection = varyingProperty( 'vec3' );
  122. const vSunE = varyingProperty( 'float' );
  123. const vBetaR = varyingProperty( 'vec3' );
  124. const vBetaM = varyingProperty( 'vec3' );
  125. const vertexNode = /*@__PURE__*/ Fn( () => {
  126. // constants for atmospheric scattering
  127. const e = float( 2.71828182845904523536028747135266249775724709369995957 );
  128. // const pi = float( 3.141592653589793238462643383279502884197169 );
  129. // wavelength of used primaries, according to preetham
  130. // const lambda = vec3( 680E-9, 550E-9, 450E-9 );
  131. // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
  132. // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
  133. const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
  134. // mie stuff
  135. // K coefficient for the primaries
  136. // const v = float( 4.0 );
  137. // const K = vec3( 0.686, 0.678, 0.666 );
  138. // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
  139. const MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
  140. // earth shadow hack
  141. // cutoffAngle = pi / 1.95;
  142. const cutoffAngle = float( 1.6110731556870734 );
  143. const steepness = float( 1.5 );
  144. const EE = float( 1000.0 );
  145. // varying sun position
  146. const sunDirection = normalize( this.sunPosition );
  147. vSunDirection.assign( sunDirection );
  148. // varying sun intensity
  149. const angle = dot( sunDirection, this.upUniform );
  150. const zenithAngleCos = clamp( angle, - 1, 1 );
  151. const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) );
  152. vSunE.assign( sunIntensity );
  153. // sun fade
  154. const sunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
  155. // varying vBetaR
  156. const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( sunfade ) ) );
  157. // extinction (absorption + out scattering)
  158. // rayleigh coefficients
  159. vBetaR.assign( totalRayleigh.mul( rayleighCoefficient ) );
  160. // varying vBetaM
  161. const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 );
  162. const totalMie = float( 0.434 ).mul( c ).mul( MieConst );
  163. vBetaM.assign( totalMie.mul( this.mieCoefficient ) );
  164. // position
  165. const position = modelViewProjection;
  166. position.z.assign( position.w ); // set z to camera.far
  167. return position;
  168. } )();
  169. const colorNode = /*@__PURE__*/ Fn( () => {
  170. // constants for atmospheric scattering
  171. const pi = float( 3.141592653589793238462643383279502884197169 );
  172. // optical length at zenith for molecules
  173. const rayleighZenithLength = float( 8.4E3 );
  174. const mieZenithLength = float( 1.25E3 );
  175. // 66 arc seconds -> degrees, and the cosine of that
  176. const sunAngularDiameterCos = float( 0.999956676946448443553574619906976478926848692873900859324 );
  177. // 3.0 / ( 16.0 * pi )
  178. const THREE_OVER_SIXTEENPI = float( 0.05968310365946075 );
  179. // 1.0 / ( 4.0 * pi )
  180. const ONE_OVER_FOURPI = float( 0.07957747154594767 );
  181. //
  182. const direction = normalize( positionWorld.sub( cameraPosition ) );
  183. // optical length
  184. // cutoff angle at 90 to avoid singularity in next formula.
  185. const zenithAngle = acos( max( 0.0, dot( this.upUniform, direction ) ) );
  186. const inverse = float( 1.0 ).div( cos( zenithAngle ).add( float( 0.15 ).mul( pow( float( 93.885 ).sub( zenithAngle.mul( 180.0 ).div( pi ) ), - 1.253 ) ) ) );
  187. const sR = rayleighZenithLength.mul( inverse );
  188. const sM = mieZenithLength.mul( inverse );
  189. // combined extinction factor
  190. const Fex = exp( mul( vBetaR, sR ).add( mul( vBetaM, sM ) ).negate() );
  191. // in scattering
  192. const cosTheta = dot( direction, vSunDirection );
  193. // betaRTheta
  194. const c = cosTheta.mul( 0.5 ).add( 0.5 );
  195. const rPhase = THREE_OVER_SIXTEENPI.mul( float( 1.0 ).add( pow( c, 2.0 ) ) );
  196. const betaRTheta = vBetaR.mul( rPhase );
  197. // betaMTheta
  198. const g2 = pow( this.mieDirectionalG, 2.0 );
  199. const inv = float( 1.0 ).div( pow( float( 1.0 ).sub( float( 2.0 ).mul( this.mieDirectionalG ).mul( cosTheta ) ).add( g2 ), 1.5 ) );
  200. const mPhase = ONE_OVER_FOURPI.mul( float( 1.0 ).sub( g2 ) ).mul( inv );
  201. const betaMTheta = vBetaM.mul( mPhase );
  202. const Lin = pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( sub( 1.0, Fex ) ), vec3( 1.5 ) );
  203. Lin.mulAssign( mix( vec3( 1.0 ), pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( Fex ), vec3( 1.0 / 2.0 ) ), clamp( pow( sub( 1.0, dot( this.upUniform, vSunDirection ) ), 5.0 ), 0.0, 1.0 ) ) );
  204. // nightsky
  205. const L0 = vec3( 0.1 ).mul( Fex );
  206. // composition + solar disc
  207. const sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta );
  208. L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisk ) );
  209. const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) ).toVar();
  210. // Cloud noise functions
  211. const hash = Fn( ( [ p ] ) => {
  212. return fract( sin( dot( p, vec2( 127.1, 311.7 ) ) ).mul( 43758.5453123 ) );
  213. } );
  214. const noise = Fn( ( [ p_immutable ] ) => {
  215. const p = vec2( p_immutable ).toVar();
  216. const i = floor( p );
  217. const f = fract( p );
  218. const ff = f.mul( f ).mul( sub( 3.0, f.mul( 2.0 ) ) );
  219. const a = hash( i );
  220. const b = hash( add( i, vec2( 1.0, 0.0 ) ) );
  221. const c = hash( add( i, vec2( 0.0, 1.0 ) ) );
  222. const d = hash( add( i, vec2( 1.0, 1.0 ) ) );
  223. return mix( mix( a, b, ff.x ), mix( c, d, ff.x ), ff.y );
  224. } );
  225. const fbm = Fn( ( [ p_immutable ] ) => {
  226. const p = vec2( p_immutable ).toVar();
  227. const value = float( 0.0 ).toVar();
  228. const amplitude = float( 0.5 ).toVar();
  229. Loop( 5, () => {
  230. value.addAssign( amplitude.mul( noise( p ) ) );
  231. p.mulAssign( 2.0 );
  232. amplitude.mulAssign( 0.5 );
  233. } );
  234. return value;
  235. } );
  236. // Clouds
  237. If( direction.y.greaterThan( 0.0 ).and( this.cloudCoverage.greaterThan( 0.0 ) ), () => {
  238. // Project to cloud plane (higher elevation = clouds appear lower/closer)
  239. const elevation = mix( 1.0, 0.1, this.cloudElevation );
  240. const cloudUV = direction.xz.div( direction.y.mul( elevation ) ).toVar();
  241. cloudUV.mulAssign( this.cloudScale );
  242. cloudUV.addAssign( time.mul( this.cloudSpeed ) );
  243. // Multi-octave noise for fluffy clouds
  244. const cloudNoise = fbm( cloudUV.mul( 1000.0 ) ).add( fbm( cloudUV.mul( 2000.0 ).add( 3.7 ) ).mul( 0.5 ) ).toVar();
  245. cloudNoise.assign( cloudNoise.mul( 0.5 ).add( 0.5 ) );
  246. // Apply coverage threshold
  247. const cloudMask = smoothstep( sub( 1.0, this.cloudCoverage ), sub( 1.0, this.cloudCoverage ).add( 0.3 ), cloudNoise ).toVar();
  248. // Fade clouds near horizon (adjusted by elevation)
  249. const horizonFade = smoothstep( 0.0, add( 0.1, mul( 0.2, this.cloudElevation ) ), direction.y );
  250. cloudMask.mulAssign( horizonFade );
  251. // Cloud lighting based on sun position
  252. const sunInfluence = dot( direction, vSunDirection ).mul( 0.5 ).add( 0.5 );
  253. const daylight = max( 0.0, vSunDirection.y.mul( 2.0 ) );
  254. // Base cloud color affected by atmosphere
  255. const atmosphereColor = Lin.mul( 0.04 );
  256. const cloudColor = mix( vec3( 0.3 ), vec3( 1.0 ), daylight ).toVar();
  257. cloudColor.assign( mix( cloudColor, atmosphereColor.add( vec3( 1.0 ) ), sunInfluence.mul( 0.5 ) ) );
  258. cloudColor.mulAssign( vSunE.mul( 0.00002 ) );
  259. // Blend clouds with sky
  260. texColor.assign( mix( texColor, cloudColor, cloudMask.mul( this.cloudDensity ) ) );
  261. } );
  262. return vec4( texColor, 1.0 );
  263. } )();
  264. material.side = BackSide;
  265. material.depthWrite = false;
  266. material.vertexNode = vertexNode;
  267. material.colorNode = colorNode;
  268. }
  269. }
  270. export { SkyMesh };
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