import { BackSide, BoxGeometry, Mesh, NodeMaterial, Vector3 } from 'three'; import { float, Fn, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varying, varyingProperty, vec4, uniform, cameraPosition } from 'three/tsl'; /** * Based on "A Practical Analytic Model for Daylight" * aka The Preetham Model, the de facto standard analytic skydome model * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight * * First implemented by Simon Wallner * http://simonwallner.at/project/atmospheric-scattering/ * * Improved by Martin Upitis * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR * * Three.js integration by zz85 http://twitter.com/blurspline */ class SkyMesh extends Mesh { constructor() { const material = new NodeMaterial(); super( new BoxGeometry( 1, 1, 1 ), material ); this.turbidity = uniform( 2 ); this.rayleigh = uniform( 1 ); this.mieCoefficient = uniform( 0.005 ); this.mieDirectionalG = uniform( 0.8 ); this.sunPosition = uniform( new Vector3() ); this.upUniform = uniform( new Vector3( 0, 1, 0 ) ); 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-calcuation 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 (absorbtion + 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 };