Buckets:
| import { | |
| BackSide, | |
| BoxGeometry, | |
| Mesh, | |
| Vector3, | |
| NodeMaterial | |
| } from 'three/webgpu'; | |
| import { Fn, float, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varying, varyingProperty, vec4, uniform, cameraPosition } from 'three/tsl'; | |
| /** | |
| * Represents a skydome for scene backgrounds. Based on [A Practical Analytic Model for Daylight]{@link 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 WebGLRenderer}. | |
| * When using {@link WebGPURenderer}, use {@link SkyMesh}. | |
| * | |
| * 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 ) ); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isSky = true; | |
| 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 vSunDirection = normalize( this.sunPosition ); | |
| varyingProperty( 'vec3', 'vSunDirection' ).assign( vSunDirection ); | |
| // varying sun intensity | |
| const angle = dot( vSunDirection, 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() ) ) ) ); | |
| varyingProperty( 'float', 'vSunE' ).assign( sunIntensity ); | |
| // varying sun fade | |
| const vSunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) ); | |
| varyingProperty( 'float', 'vSunfade' ).assign( vSunfade ); | |
| // varying vBetaR | |
| const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( vSunfade ) ) ); | |
| // extinction (absorption + out scattering) | |
| // rayleigh coefficients | |
| varyingProperty( 'vec3', '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 ); | |
| varyingProperty( 'vec3', 'vBetaM' ).assign( totalMie.mul( this.mieCoefficient ) ); | |
| // position | |
| const position = modelViewProjection; | |
| position.z.assign( position.w ); // set z to camera.far | |
| return position; | |
| } )(); | |
| const fragmentNode = /*@__PURE__*/ Fn( () => { | |
| const vSunDirection = varying( vec3(), 'vSunDirection' ); | |
| const vSunE = varying( float(), 'vSunE' ); | |
| const vSunfade = varying( float(), 'vSunfade' ); | |
| const vBetaR = varying( vec3(), 'vBetaR' ); | |
| const vBetaM = varying( vec3(), 'vBetaM' ); | |
| // 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 ) ); | |
| const retColor = pow( texColor, vec3( float( 1.0 ).div( float( 1.2 ).add( vSunfade.mul( 1.2 ) ) ) ) ); | |
| return vec4( retColor, 1.0 ); | |
| } )(); | |
| material.side = BackSide; | |
| material.depthWrite = false; | |
| material.vertexNode = vertexNode; | |
| material.fragmentNode = fragmentNode; | |
| } | |
| } | |
| export { SkyMesh }; | |
Xet Storage Details
- Size:
- 7.77 kB
- Xet hash:
- f576bc6842d0e20c61a1a641da153c08f1ada39b30c458b60d86f5d27925244e
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.