mirror of https://gitee.com/cf-fz/WebCAD.git
parent
a216845d1b
commit
8c4872847c
@ -0,0 +1,40 @@
|
||||
import * as THREE from 'three';
|
||||
|
||||
import { app } from '../ApplicationServices/Application';
|
||||
import { Command } from '../Editor/CommandMachine';
|
||||
import { Sky } from './Sky';
|
||||
|
||||
export class DrawSky implements Command
|
||||
{
|
||||
async exec()
|
||||
{
|
||||
let sky = new Sky();
|
||||
app.m_Viewer.m_Scene.add(sky);
|
||||
sky.scale.setScalar(50);
|
||||
|
||||
sky.rotateY(Math.PI);
|
||||
let mat = sky.material as THREE.ShaderMaterial;
|
||||
mat.uniforms.sub
|
||||
window["sky"] = sky;
|
||||
}
|
||||
async exec2()
|
||||
{
|
||||
let vertexShader = require("../glsl/sky.vs");
|
||||
let fragmentShader = require("../glsl/sky.fs");
|
||||
|
||||
var uniforms = {
|
||||
topColor: { value: new THREE.Color(0x0077ff) },
|
||||
bottomColor: { value: new THREE.Color(0xffffff) },
|
||||
offset: { value: 33 },
|
||||
exponent: { value: 0.6 }
|
||||
};
|
||||
uniforms.topColor.value.copy(new THREE.Color(0.6, 1, 0.6));
|
||||
|
||||
|
||||
var skyGeo = new THREE.SphereGeometry(40, 32, 15);
|
||||
var skyMat = new THREE.ShaderMaterial({ vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide });
|
||||
|
||||
var sky = new THREE.Mesh(skyGeo, skyMat);
|
||||
app.m_Viewer.m_Scene.add(sky);
|
||||
}
|
||||
}
|
@ -0,0 +1,237 @@
|
||||
import * as THREE from "three";
|
||||
|
||||
/**
|
||||
* @author zz85 / https://github.com/zz85
|
||||
*
|
||||
* Based on "A Practical Analytic Model for Daylight"
|
||||
* aka The Preetham Model, the de facto standard analytic skydome model
|
||||
* http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
|
||||
*
|
||||
* First implemented by Simon Wallner
|
||||
* http://www.simonwallner.at/projects/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
|
||||
*/
|
||||
|
||||
export class Sky extends THREE.Mesh
|
||||
{
|
||||
constructor()
|
||||
{
|
||||
super();
|
||||
this.geometry = new THREE.SphereBufferGeometry(1, 32, 15);
|
||||
this.material = new THREE.ShaderMaterial({
|
||||
fragmentShader: SkyShader.fragmentShader,
|
||||
vertexShader: SkyShader.vertexShader,
|
||||
uniforms: THREE.UniformsUtils.clone(SkyShader.uniforms),
|
||||
side: THREE.BackSide
|
||||
})
|
||||
|
||||
this.material.needsUpdate = true;
|
||||
}
|
||||
get Uniforms()
|
||||
{
|
||||
let mat = this.material as THREE.ShaderMaterial;
|
||||
return mat.uniforms as SkyUniforms;
|
||||
}
|
||||
}
|
||||
|
||||
const SkyShader =
|
||||
{
|
||||
uniforms: {
|
||||
luminance: { value: 1 },
|
||||
turbidity: { value: 2 },
|
||||
rayleigh: { value: 1 },
|
||||
mieCoefficient: { value: 0.005 },
|
||||
mieDirectionalG: { value: 0.8 },
|
||||
sunPosition: { value: new THREE.Vector3(0, 50, 20) }
|
||||
},
|
||||
|
||||
vertexShader: [
|
||||
'uniform vec3 sunPosition;',
|
||||
'uniform float rayleigh;',
|
||||
'uniform float turbidity;',
|
||||
'uniform float mieCoefficient;',
|
||||
|
||||
'varying vec3 vWorldPosition;',
|
||||
'varying vec3 vSunDirection;',
|
||||
'varying float vSunfade;',
|
||||
'varying vec3 vBetaR;',
|
||||
'varying vec3 vBetaM;',
|
||||
'varying float vSunE;',
|
||||
|
||||
'const vec3 up = vec3( 0.0, 0.0, 1.0 );',
|
||||
|
||||
// constants for atmospheric scattering
|
||||
'const float e = 2.71828182845904523536028747135266249775724709369995957;',
|
||||
'const float pi = 3.141592653589793238462643383279502884197169;',
|
||||
|
||||
// wavelength of used primaries, according to preetham
|
||||
'const vec3 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 vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
|
||||
|
||||
// mie stuff
|
||||
// K coefficient for the primaries
|
||||
'const float v = 4.0;',
|
||||
'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
|
||||
// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
|
||||
'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
|
||||
|
||||
// earth shadow hack
|
||||
// cutoffAngle = pi / 1.95;
|
||||
'const float cutoffAngle = 1.6110731556870734;',
|
||||
'const float steepness = 1.5;',
|
||||
'const float EE = 1000.0;',
|
||||
|
||||
'float sunIntensity( float zenithAngleCos ) {',
|
||||
' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
|
||||
' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
|
||||
'}',
|
||||
|
||||
'vec3 totalMie( float T ) {',
|
||||
' float c = ( 0.2 * T ) * 10E-18;',
|
||||
' return 0.434 * c * MieConst;',
|
||||
'}',
|
||||
|
||||
'void main() {',
|
||||
|
||||
' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
|
||||
' vWorldPosition = worldPosition.xyz;',
|
||||
|
||||
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
||||
|
||||
' vSunDirection = normalize( sunPosition );',
|
||||
|
||||
' vSunE = sunIntensity( dot( vSunDirection, up ) );',
|
||||
|
||||
' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
|
||||
|
||||
' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
|
||||
|
||||
// extinction (absorbtion + out scattering)
|
||||
// rayleigh coefficients
|
||||
' vBetaR = totalRayleigh * rayleighCoefficient;',
|
||||
|
||||
// mie coefficients
|
||||
' vBetaM = totalMie( turbidity ) * mieCoefficient;',
|
||||
|
||||
'}'
|
||||
].join('\n'),
|
||||
|
||||
fragmentShader: [
|
||||
'varying vec3 vWorldPosition;',
|
||||
'varying vec3 vSunDirection;',
|
||||
'varying float vSunfade;',
|
||||
'varying vec3 vBetaR;',
|
||||
'varying vec3 vBetaM;',
|
||||
'varying float vSunE;',
|
||||
|
||||
'uniform float luminance;',
|
||||
'uniform float mieDirectionalG;',
|
||||
|
||||
'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
|
||||
|
||||
// constants for atmospheric scattering
|
||||
'const float pi = 3.141592653589793238462643383279502884197169;',
|
||||
|
||||
'const float n = 1.0003;', // refractive index of air
|
||||
'const float N = 2.545E25;', // number of molecules per unit volume for air at
|
||||
// 288.15K and 1013mb (sea level -45 celsius)
|
||||
|
||||
// optical length at zenith for molecules
|
||||
'const float rayleighZenithLength = 8.4E3;',
|
||||
'const float mieZenithLength = 1.25E3;',
|
||||
'const vec3 up = vec3( 0.0, 0.0, 1.0 );',
|
||||
// 66 arc seconds -> degrees, and the cosine of that
|
||||
'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
|
||||
|
||||
// 3.0 / ( 16.0 * pi )
|
||||
'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
|
||||
// 1.0 / ( 4.0 * pi )
|
||||
'const float ONE_OVER_FOURPI = 0.07957747154594767;',
|
||||
|
||||
'float rayleighPhase( float cosTheta ) {',
|
||||
' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
|
||||
'}',
|
||||
|
||||
'float hgPhase( float cosTheta, float g ) {',
|
||||
' float g2 = pow( g, 2.0 );',
|
||||
' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
|
||||
' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
|
||||
'}',
|
||||
|
||||
// Filmic ToneMapping http://filmicgames.com/archives/75
|
||||
'const float A = 0.15;',
|
||||
'const float B = 0.50;',
|
||||
'const float C = 0.10;',
|
||||
'const float D = 0.20;',
|
||||
'const float E = 0.02;',
|
||||
'const float F = 0.30;',
|
||||
|
||||
'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
|
||||
|
||||
'vec3 Uncharted2Tonemap( vec3 x ) {',
|
||||
' return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
|
||||
'}',
|
||||
|
||||
|
||||
'void main() {',
|
||||
// optical length
|
||||
// cutoff angle at 90 to avoid singularity in next formula.
|
||||
' float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
|
||||
' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
|
||||
' float sR = rayleighZenithLength * inverse;',
|
||||
' float sM = mieZenithLength * inverse;',
|
||||
|
||||
// combined extinction factor
|
||||
' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
|
||||
|
||||
// in scattering
|
||||
' float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
|
||||
|
||||
' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
|
||||
' vec3 betaRTheta = vBetaR * rPhase;',
|
||||
|
||||
' float mPhase = hgPhase( cosTheta, mieDirectionalG );',
|
||||
' vec3 betaMTheta = vBetaM * mPhase;',
|
||||
|
||||
' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );',
|
||||
' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
|
||||
|
||||
// nightsky
|
||||
' vec3 direction = normalize( vWorldPosition - cameraPos );',
|
||||
' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
|
||||
' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
|
||||
' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',
|
||||
' vec3 L0 = vec3( 0.1 ) * Fex;',
|
||||
|
||||
// composition + solar disc
|
||||
' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
|
||||
' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
|
||||
|
||||
' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );',
|
||||
|
||||
' vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );',
|
||||
' vec3 color = curr * whiteScale;',
|
||||
|
||||
' vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
|
||||
|
||||
' gl_FragColor = vec4( retColor, 1.0 );',
|
||||
|
||||
'}'
|
||||
].join('\n')
|
||||
|
||||
};
|
||||
|
||||
type SkyUniforms = {
|
||||
luminance: { value: 1 },
|
||||
turbidity: { value: 2 },
|
||||
rayleigh: { value: 1 },
|
||||
mieCoefficient: { value: 0.005 },
|
||||
mieDirectionalG: { value: 0.8 },
|
||||
sunPosition: { value: THREE.Vector3 }
|
||||
}
|
Loading…
Reference in new issue