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- import {
- BackSide,
- BoxGeometry,
- Mesh,
- Vector3,
- NodeMaterial
- } from 'three/webgpu';
- 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';
- /**
- * 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)
- * aka The Preetham Model, the de facto standard for analytical skydomes.
- *
- * Note that this class can only be used with {@link WebGPURenderer}.
- * When using {@link WebGLRenderer}, use {@link Sky}.
- *
- * More references:
- *
- * - {@link http://simonwallner.at/project/atmospheric-scattering/}
- * - {@link http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR}
- *
- * ```js
- * const sky = new SkyMesh();
- * sky.scale.setScalar( 10000 );
- * scene.add( sky );
- * ```
- *
- * @augments Mesh
- * @three_import import { SkyMesh } from 'three/addons/objects/SkyMesh.js';
- */
- class SkyMesh extends Mesh {
- /**
- * Constructs a new skydome.
- */
- constructor() {
- const material = new NodeMaterial();
- super( new BoxGeometry( 1, 1, 1 ), material );
- /**
- * The turbidity uniform.
- *
- * @type {UniformNode<float>}
- */
- this.turbidity = uniform( 2 );
- /**
- * The rayleigh uniform.
- *
- * @type {UniformNode<float>}
- */
- this.rayleigh = uniform( 1 );
- /**
- * The mieCoefficient uniform.
- *
- * @type {UniformNode<float>}
- */
- this.mieCoefficient = uniform( 0.005 );
- /**
- * The mieDirectionalG uniform.
- *
- * @type {UniformNode<float>}
- */
- this.mieDirectionalG = uniform( 0.8 );
- /**
- * The sun position uniform.
- *
- * @type {UniformNode<vec3>}
- */
- this.sunPosition = uniform( new Vector3() );
- /**
- * The up position.
- *
- * @type {UniformNode<vec3>}
- */
- this.upUniform = uniform( new Vector3( 0, 1, 0 ) );
- /**
- * The cloud scale uniform.
- *
- * @type {UniformNode<float>}
- */
- this.cloudScale = uniform( 0.0002 );
- /**
- * The cloud speed uniform.
- *
- * @type {UniformNode<float>}
- */
- this.cloudSpeed = uniform( 0.0001 );
- /**
- * The cloud coverage uniform.
- *
- * @type {UniformNode<float>}
- */
- this.cloudCoverage = uniform( 0.4 );
- /**
- * The cloud density uniform.
- *
- * @type {UniformNode<float>}
- */
- this.cloudDensity = uniform( 0.4 );
- /**
- * The cloud elevation uniform.
- *
- * @type {UniformNode<float>}
- */
- this.cloudElevation = uniform( 0.5 );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- * @deprecated Use isSkyMesh instead.
- */
- this.isSky = true; // @deprecated, r182
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSkyMesh = true;
- // Varyings
- const vSunDirection = varyingProperty( 'vec3' );
- const vSunE = varyingProperty( 'float' );
- const vBetaR = varyingProperty( 'vec3' );
- const vBetaM = varyingProperty( 'vec3' );
- const vertexNode = /*@__PURE__*/ Fn( () => {
- // constants for atmospheric scattering
- const e = float( 2.71828182845904523536028747135266249775724709369995957 );
- // const pi = float( 3.141592653589793238462643383279502884197169 );
- // wavelength of used primaries, according to preetham
- // const lambda = vec3( 680E-9, 550E-9, 450E-9 );
- // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
- // (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))
- const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
- // mie stuff
- // K coefficient for the primaries
- // const v = float( 4.0 );
- // const K = vec3( 0.686, 0.678, 0.666 );
- // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
- const MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
- // earth shadow hack
- // cutoffAngle = pi / 1.95;
- const cutoffAngle = float( 1.6110731556870734 );
- const steepness = float( 1.5 );
- const EE = float( 1000.0 );
- // varying sun position
- const sunDirection = normalize( this.sunPosition );
- vSunDirection.assign( sunDirection );
- // varying sun intensity
- const angle = dot( sunDirection, this.upUniform );
- const zenithAngleCos = clamp( angle, - 1, 1 );
- const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) );
- vSunE.assign( sunIntensity );
- // sun fade
- const sunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
- // varying vBetaR
- const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( sunfade ) ) );
- // extinction (absorption + out scattering)
- // rayleigh coefficients
- vBetaR.assign( totalRayleigh.mul( rayleighCoefficient ) );
- // varying vBetaM
- const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 );
- const totalMie = float( 0.434 ).mul( c ).mul( MieConst );
- vBetaM.assign( totalMie.mul( this.mieCoefficient ) );
- // position
- const position = modelViewProjection;
- position.z.assign( position.w ); // set z to camera.far
- return position;
- } )();
- const colorNode = /*@__PURE__*/ Fn( () => {
- // constants for atmospheric scattering
- const pi = float( 3.141592653589793238462643383279502884197169 );
- // optical length at zenith for molecules
- const rayleighZenithLength = float( 8.4E3 );
- const mieZenithLength = float( 1.25E3 );
- // 66 arc seconds -> degrees, and the cosine of that
- const sunAngularDiameterCos = float( 0.999956676946448443553574619906976478926848692873900859324 );
- // 3.0 / ( 16.0 * pi )
- const THREE_OVER_SIXTEENPI = float( 0.05968310365946075 );
- // 1.0 / ( 4.0 * pi )
- const ONE_OVER_FOURPI = float( 0.07957747154594767 );
- //
- const direction = normalize( positionWorld.sub( cameraPosition ) );
- // optical length
- // cutoff angle at 90 to avoid singularity in next formula.
- const zenithAngle = acos( max( 0.0, dot( this.upUniform, direction ) ) );
- 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 ) ) ) );
- const sR = rayleighZenithLength.mul( inverse );
- const sM = mieZenithLength.mul( inverse );
- // combined extinction factor
- const Fex = exp( mul( vBetaR, sR ).add( mul( vBetaM, sM ) ).negate() );
- // in scattering
- const cosTheta = dot( direction, vSunDirection );
- // betaRTheta
- const c = cosTheta.mul( 0.5 ).add( 0.5 );
- const rPhase = THREE_OVER_SIXTEENPI.mul( float( 1.0 ).add( pow( c, 2.0 ) ) );
- const betaRTheta = vBetaR.mul( rPhase );
- // betaMTheta
- const g2 = pow( this.mieDirectionalG, 2.0 );
- const inv = float( 1.0 ).div( pow( float( 1.0 ).sub( float( 2.0 ).mul( this.mieDirectionalG ).mul( cosTheta ) ).add( g2 ), 1.5 ) );
- const mPhase = ONE_OVER_FOURPI.mul( float( 1.0 ).sub( g2 ) ).mul( inv );
- const betaMTheta = vBetaM.mul( mPhase );
- const Lin = pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( sub( 1.0, Fex ) ), vec3( 1.5 ) );
- 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 ) ) );
- // nightsky
- const L0 = vec3( 0.1 ).mul( Fex );
- // composition + solar disc
- const sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta );
- L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisk ) );
- const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) ).toVar();
- // Cloud noise functions
- const hash = Fn( ( [ p ] ) => {
- return fract( sin( dot( p, vec2( 127.1, 311.7 ) ) ).mul( 43758.5453123 ) );
- } );
- const noise = Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const i = floor( p );
- const f = fract( p );
- const ff = f.mul( f ).mul( sub( 3.0, f.mul( 2.0 ) ) );
- const a = hash( i );
- const b = hash( add( i, vec2( 1.0, 0.0 ) ) );
- const c = hash( add( i, vec2( 0.0, 1.0 ) ) );
- const d = hash( add( i, vec2( 1.0, 1.0 ) ) );
- return mix( mix( a, b, ff.x ), mix( c, d, ff.x ), ff.y );
- } );
- const fbm = Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const value = float( 0.0 ).toVar();
- const amplitude = float( 0.5 ).toVar();
- Loop( 5, () => {
- value.addAssign( amplitude.mul( noise( p ) ) );
- p.mulAssign( 2.0 );
- amplitude.mulAssign( 0.5 );
- } );
- return value;
- } );
- // Clouds
- If( direction.y.greaterThan( 0.0 ).and( this.cloudCoverage.greaterThan( 0.0 ) ), () => {
- // Project to cloud plane (higher elevation = clouds appear lower/closer)
- const elevation = mix( 1.0, 0.1, this.cloudElevation );
- const cloudUV = direction.xz.div( direction.y.mul( elevation ) ).toVar();
- cloudUV.mulAssign( this.cloudScale );
- cloudUV.addAssign( time.mul( this.cloudSpeed ) );
- // Multi-octave noise for fluffy clouds
- const cloudNoise = fbm( cloudUV.mul( 1000.0 ) ).add( fbm( cloudUV.mul( 2000.0 ).add( 3.7 ) ).mul( 0.5 ) ).toVar();
- cloudNoise.assign( cloudNoise.mul( 0.5 ).add( 0.5 ) );
- // Apply coverage threshold
- const cloudMask = smoothstep( sub( 1.0, this.cloudCoverage ), sub( 1.0, this.cloudCoverage ).add( 0.3 ), cloudNoise ).toVar();
- // Fade clouds near horizon (adjusted by elevation)
- const horizonFade = smoothstep( 0.0, add( 0.1, mul( 0.2, this.cloudElevation ) ), direction.y );
- cloudMask.mulAssign( horizonFade );
- // Cloud lighting based on sun position
- const sunInfluence = dot( direction, vSunDirection ).mul( 0.5 ).add( 0.5 );
- const daylight = max( 0.0, vSunDirection.y.mul( 2.0 ) );
- // Base cloud color affected by atmosphere
- const atmosphereColor = Lin.mul( 0.04 );
- const cloudColor = mix( vec3( 0.3 ), vec3( 1.0 ), daylight ).toVar();
- cloudColor.assign( mix( cloudColor, atmosphereColor.add( vec3( 1.0 ) ), sunInfluence.mul( 0.5 ) ) );
- cloudColor.mulAssign( vSunE.mul( 0.00002 ) );
- // Blend clouds with sky
- texColor.assign( mix( texColor, cloudColor, cloudMask.mul( this.cloudDensity ) ) );
- } );
- return vec4( texColor, 1.0 );
- } )();
- material.side = BackSide;
- material.depthWrite = false;
- material.vertexNode = vertexNode;
- material.colorNode = colorNode;
- }
- }
- export { SkyMesh };
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