@anov/3d 0.0.3 → 0.0.4-alpha12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (586) hide show
  1. package/README.md +1 -144
  2. package/dist/applicationApi.d.ts +34 -0
  3. package/dist/{core/cssRenderer.js → applicationApi.js} +53 -21
  4. package/dist/environment/index.d.ts +24 -0
  5. package/dist/environment/index.js +84 -0
  6. package/dist/environment/time/index.d.ts +12 -0
  7. package/dist/environment/time/index.js +27 -0
  8. package/dist/environment/weather/type.d.ts +15 -0
  9. package/dist/environment/weather/type.js +27 -0
  10. package/dist/hooksManager.d.ts +2 -0
  11. package/dist/hooksManager.js +15 -0
  12. package/dist/index.d.ts +15 -3
  13. package/dist/index.js +38 -5
  14. package/dist/messageStatus.d.ts +49 -0
  15. package/dist/messageStatus.js +50 -0
  16. package/dist/utils/index.d.ts +11 -44
  17. package/dist/utils/index.js +29 -73
  18. package/dist/utils/messageFn.d.ts +12 -0
  19. package/dist/utils/messageFn.js +33 -0
  20. package/package.json +8 -24
  21. package/dist/commonEnu.d.ts +0 -5
  22. package/dist/commonEnu.js +0 -6
  23. package/dist/core/camera.d.ts +0 -32
  24. package/dist/core/camera.js +0 -74
  25. package/dist/core/control/transformControls.d.ts +0 -12
  26. package/dist/core/control/transformControls.js +0 -72
  27. package/dist/core/cssRenderer.d.ts +0 -17
  28. package/dist/core/global/global.d.ts +0 -27
  29. package/dist/core/global/global.js +0 -72
  30. package/dist/core/global/globalControl.d.ts +0 -17
  31. package/dist/core/global/globalControl.js +0 -62
  32. package/dist/core/group.d.ts +0 -53
  33. package/dist/core/group.js +0 -135
  34. package/dist/core/line.d.ts +0 -13
  35. package/dist/core/line.js +0 -83
  36. package/dist/core/mesh.d.ts +0 -49
  37. package/dist/core/mesh.js +0 -146
  38. package/dist/core/model.d.ts +0 -29
  39. package/dist/core/model.js +0 -85
  40. package/dist/core/scene.d.ts +0 -175
  41. package/dist/core/scene.js +0 -389
  42. package/dist/core/use/useScene.d.ts +0 -10
  43. package/dist/core/use/useScene.js +0 -14
  44. package/dist/core/use/useframe.d.ts +0 -6
  45. package/dist/core/use/useframe.js +0 -11
  46. package/dist/export.d.ts +0 -40
  47. package/dist/export.js +0 -36
  48. package/dist/threeCell.d.ts +0 -8
  49. package/dist/threeCell.js +0 -16
  50. package/dist/type.d.ts +0 -4
  51. package/dist/type.js +0 -1
  52. package/dist/utils/createElement.d.ts +0 -103
  53. package/dist/utils/createElement.js +0 -145
  54. package/dist/utils/createLabel.d.ts +0 -2
  55. package/dist/utils/createLabel.js +0 -4
  56. package/dist/utils/line.d.ts +0 -0
  57. package/dist/utils/line.js +0 -0
  58. package/dist/utils/move.d.ts +0 -48
  59. package/dist/utils/move.js +0 -149
  60. package/examples/fonts/LICENSE +0 -13
  61. package/examples/fonts/README.md +0 -11
  62. package/examples/fonts/droid/NOTICE +0 -190
  63. package/examples/fonts/droid/README.txt +0 -18
  64. package/examples/fonts/droid/droid_sans_bold.typeface.json +0 -1
  65. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +0 -1
  66. package/examples/fonts/droid/droid_sans_regular.typeface.json +0 -1
  67. package/examples/fonts/droid/droid_serif_bold.typeface.json +0 -1
  68. package/examples/fonts/droid/droid_serif_regular.typeface.json +0 -1
  69. package/examples/fonts/gentilis_bold.typeface.json +0 -1
  70. package/examples/fonts/gentilis_regular.typeface.json +0 -1
  71. package/examples/fonts/helvetiker_bold.typeface.json +0 -1
  72. package/examples/fonts/helvetiker_regular.typeface.json +0 -1
  73. package/examples/fonts/optimer_bold.typeface.json +0 -1
  74. package/examples/fonts/optimer_regular.typeface.json +0 -1
  75. package/examples/fonts/ttf/README.md +0 -9
  76. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  77. package/examples/jsm/animation/AnimationClipCreator.js +0 -116
  78. package/examples/jsm/animation/CCDIKSolver.js +0 -482
  79. package/examples/jsm/animation/MMDAnimationHelper.js +0 -1207
  80. package/examples/jsm/animation/MMDPhysics.js +0 -1406
  81. package/examples/jsm/cameras/CinematicCamera.js +0 -208
  82. package/examples/jsm/capabilities/WebGL.js +0 -91
  83. package/examples/jsm/capabilities/WebGPU.js +0 -53
  84. package/examples/jsm/controls/ArcballControls.js +0 -3224
  85. package/examples/jsm/controls/DragControls.js +0 -220
  86. package/examples/jsm/controls/FirstPersonControls.js +0 -325
  87. package/examples/jsm/controls/FlyControls.js +0 -300
  88. package/examples/jsm/controls/MapControls.js +0 -28
  89. package/examples/jsm/controls/OrbitControls.js +0 -1388
  90. package/examples/jsm/controls/PointerLockControls.js +0 -162
  91. package/examples/jsm/controls/TrackballControls.js +0 -828
  92. package/examples/jsm/controls/TransformControls.js +0 -1557
  93. package/examples/jsm/csm/CSM.js +0 -384
  94. package/examples/jsm/csm/CSMFrustum.js +0 -152
  95. package/examples/jsm/csm/CSMHelper.js +0 -193
  96. package/examples/jsm/csm/CSMShader.js +0 -252
  97. package/examples/jsm/curves/CurveExtras.js +0 -422
  98. package/examples/jsm/curves/NURBSCurve.js +0 -80
  99. package/examples/jsm/curves/NURBSSurface.js +0 -52
  100. package/examples/jsm/curves/NURBSUtils.js +0 -487
  101. package/examples/jsm/effects/AnaglyphEffect.js +0 -154
  102. package/examples/jsm/effects/AsciiEffect.js +0 -263
  103. package/examples/jsm/effects/OutlineEffect.js +0 -539
  104. package/examples/jsm/effects/ParallaxBarrierEffect.js +0 -119
  105. package/examples/jsm/effects/PeppersGhostEffect.js +0 -153
  106. package/examples/jsm/effects/StereoEffect.js +0 -55
  107. package/examples/jsm/environments/DebugEnvironment.js +0 -52
  108. package/examples/jsm/environments/RoomEnvironment.js +0 -148
  109. package/examples/jsm/exporters/DRACOExporter.js +0 -267
  110. package/examples/jsm/exporters/EXRExporter.js +0 -501
  111. package/examples/jsm/exporters/GLTFExporter.js +0 -3161
  112. package/examples/jsm/exporters/KTX2Exporter.js +0 -292
  113. package/examples/jsm/exporters/MMDExporter.js +0 -217
  114. package/examples/jsm/exporters/OBJExporter.js +0 -284
  115. package/examples/jsm/exporters/PLYExporter.js +0 -528
  116. package/examples/jsm/exporters/STLExporter.js +0 -199
  117. package/examples/jsm/exporters/USDZExporter.js +0 -711
  118. package/examples/jsm/geometries/BoxLineGeometry.js +0 -69
  119. package/examples/jsm/geometries/ConvexGeometry.js +0 -53
  120. package/examples/jsm/geometries/DecalGeometry.js +0 -356
  121. package/examples/jsm/geometries/ParametricGeometries.js +0 -254
  122. package/examples/jsm/geometries/ParametricGeometry.js +0 -139
  123. package/examples/jsm/geometries/RoundedBoxGeometry.js +0 -155
  124. package/examples/jsm/geometries/TeapotGeometry.js +0 -704
  125. package/examples/jsm/geometries/TextGeometry.js +0 -57
  126. package/examples/jsm/helpers/LightProbeHelper.js +0 -130
  127. package/examples/jsm/helpers/OctreeHelper.js +0 -73
  128. package/examples/jsm/helpers/PositionalAudioHelper.js +0 -109
  129. package/examples/jsm/helpers/RectAreaLightHelper.js +0 -85
  130. package/examples/jsm/helpers/VertexNormalsHelper.js +0 -96
  131. package/examples/jsm/helpers/VertexTangentsHelper.js +0 -88
  132. package/examples/jsm/helpers/ViewHelper.js +0 -333
  133. package/examples/jsm/interactive/HTMLMesh.js +0 -565
  134. package/examples/jsm/interactive/InteractiveGroup.js +0 -116
  135. package/examples/jsm/interactive/SelectionBox.js +0 -227
  136. package/examples/jsm/interactive/SelectionHelper.js +0 -104
  137. package/examples/jsm/libs/ammo.wasm.js +0 -822
  138. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  139. package/examples/jsm/libs/basis/README.md +0 -46
  140. package/examples/jsm/libs/basis/basis_transcoder.js +0 -21
  141. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  142. package/examples/jsm/libs/chevrotain.module.min.js +0 -141
  143. package/examples/jsm/libs/draco/README.md +0 -32
  144. package/examples/jsm/libs/draco/draco_decoder.js +0 -34
  145. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  146. package/examples/jsm/libs/draco/draco_encoder.js +0 -33
  147. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +0 -117
  148. package/examples/jsm/libs/draco/gltf/draco_decoder.js +0 -33
  149. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  150. package/examples/jsm/libs/draco/gltf/draco_encoder.js +0 -33
  151. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +0 -116
  152. package/examples/jsm/libs/ecsy.module.js +0 -1792
  153. package/examples/jsm/libs/fflate.module.js +0 -2474
  154. package/examples/jsm/libs/ktx-parse.module.js +0 -1
  155. package/examples/jsm/libs/lil-gui.module.min.js +0 -8
  156. package/examples/jsm/libs/lottie_canvas.module.js +0 -14844
  157. package/examples/jsm/libs/meshopt_decoder.module.js +0 -178
  158. package/examples/jsm/libs/mikktspace.module.js +0 -128
  159. package/examples/jsm/libs/mmdparser.module.js +0 -11530
  160. package/examples/jsm/libs/motion-controllers.module.js +0 -397
  161. package/examples/jsm/libs/opentype.module.js +0 -14568
  162. package/examples/jsm/libs/potpack.module.js +0 -125
  163. package/examples/jsm/libs/rhino3dm/rhino3dm.js +0 -21
  164. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +0 -16
  165. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  166. package/examples/jsm/libs/stats.module.js +0 -167
  167. package/examples/jsm/libs/tween.module.js +0 -803
  168. package/examples/jsm/libs/utif.module.js +0 -1579
  169. package/examples/jsm/libs/zstddec.module.js +0 -1
  170. package/examples/jsm/lights/IESSpotLight.js +0 -25
  171. package/examples/jsm/lights/LightProbeGenerator.js +0 -252
  172. package/examples/jsm/lights/RectAreaLightUniformsLib.js +0 -79
  173. package/examples/jsm/lines/Line2.js +0 -19
  174. package/examples/jsm/lines/LineGeometry.js +0 -79
  175. package/examples/jsm/lines/LineMaterial.js +0 -702
  176. package/examples/jsm/lines/LineSegments2.js +0 -361
  177. package/examples/jsm/lines/LineSegmentsGeometry.js +0 -241
  178. package/examples/jsm/lines/Wireframe.js +0 -56
  179. package/examples/jsm/lines/WireframeGeometry2.js +0 -24
  180. package/examples/jsm/loaders/3DMLoader.js +0 -1497
  181. package/examples/jsm/loaders/3MFLoader.js +0 -1478
  182. package/examples/jsm/loaders/AMFLoader.js +0 -521
  183. package/examples/jsm/loaders/BVHLoader.js +0 -437
  184. package/examples/jsm/loaders/ColladaLoader.js +0 -4122
  185. package/examples/jsm/loaders/DDSLoader.js +0 -274
  186. package/examples/jsm/loaders/DRACOLoader.js +0 -612
  187. package/examples/jsm/loaders/EXRLoader.js +0 -2309
  188. package/examples/jsm/loaders/FBXLoader.js +0 -4142
  189. package/examples/jsm/loaders/FontLoader.js +0 -183
  190. package/examples/jsm/loaders/GCodeLoader.js +0 -261
  191. package/examples/jsm/loaders/GLTFLoader.js +0 -4576
  192. package/examples/jsm/loaders/HDRCubeTextureLoader.js +0 -115
  193. package/examples/jsm/loaders/IESLoader.js +0 -337
  194. package/examples/jsm/loaders/KMZLoader.js +0 -130
  195. package/examples/jsm/loaders/KTX2Loader.js +0 -868
  196. package/examples/jsm/loaders/KTXLoader.js +0 -176
  197. package/examples/jsm/loaders/LDrawLoader.js +0 -2464
  198. package/examples/jsm/loaders/LUT3dlLoader.js +0 -151
  199. package/examples/jsm/loaders/LUTCubeLoader.js +0 -153
  200. package/examples/jsm/loaders/LWOLoader.js +0 -1052
  201. package/examples/jsm/loaders/LogLuvLoader.js +0 -606
  202. package/examples/jsm/loaders/LottieLoader.js +0 -77
  203. package/examples/jsm/loaders/MD2Loader.js +0 -399
  204. package/examples/jsm/loaders/MDDLoader.js +0 -102
  205. package/examples/jsm/loaders/MMDLoader.js +0 -2273
  206. package/examples/jsm/loaders/MTLLoader.js +0 -567
  207. package/examples/jsm/loaders/MaterialXLoader.js +0 -734
  208. package/examples/jsm/loaders/NRRDLoader.js +0 -699
  209. package/examples/jsm/loaders/OBJLoader.js +0 -905
  210. package/examples/jsm/loaders/PCDLoader.js +0 -467
  211. package/examples/jsm/loaders/PDBLoader.js +0 -232
  212. package/examples/jsm/loaders/PLYLoader.js +0 -771
  213. package/examples/jsm/loaders/PVRLoader.js +0 -251
  214. package/examples/jsm/loaders/RGBELoader.js +0 -468
  215. package/examples/jsm/loaders/RGBMLoader.js +0 -1065
  216. package/examples/jsm/loaders/STLLoader.js +0 -403
  217. package/examples/jsm/loaders/SVGLoader.js +0 -3172
  218. package/examples/jsm/loaders/TDSLoader.js +0 -1124
  219. package/examples/jsm/loaders/TGALoader.js +0 -517
  220. package/examples/jsm/loaders/TIFFLoader.js +0 -36
  221. package/examples/jsm/loaders/TTFLoader.js +0 -214
  222. package/examples/jsm/loaders/TiltLoader.js +0 -520
  223. package/examples/jsm/loaders/USDZLoader.js +0 -633
  224. package/examples/jsm/loaders/VOXLoader.js +0 -311
  225. package/examples/jsm/loaders/VRMLLoader.js +0 -3533
  226. package/examples/jsm/loaders/VTKLoader.js +0 -1163
  227. package/examples/jsm/loaders/XYZLoader.js +0 -106
  228. package/examples/jsm/loaders/lwo/IFFParser.js +0 -1218
  229. package/examples/jsm/loaders/lwo/LWO2Parser.js +0 -414
  230. package/examples/jsm/loaders/lwo/LWO3Parser.js +0 -373
  231. package/examples/jsm/materials/MeshGouraudMaterial.js +0 -420
  232. package/examples/jsm/math/Capsule.js +0 -137
  233. package/examples/jsm/math/ColorConverter.js +0 -36
  234. package/examples/jsm/math/ConvexHull.js +0 -1271
  235. package/examples/jsm/math/ImprovedNoise.js +0 -71
  236. package/examples/jsm/math/Lut.js +0 -204
  237. package/examples/jsm/math/MeshSurfaceSampler.js +0 -250
  238. package/examples/jsm/math/OBB.js +0 -423
  239. package/examples/jsm/math/Octree.js +0 -462
  240. package/examples/jsm/math/SimplexNoise.js +0 -444
  241. package/examples/jsm/misc/ConvexObjectBreaker.js +0 -519
  242. package/examples/jsm/misc/GPUComputationRenderer.js +0 -446
  243. package/examples/jsm/misc/Gyroscope.js +0 -66
  244. package/examples/jsm/misc/MD2Character.js +0 -276
  245. package/examples/jsm/misc/MD2CharacterComplex.js +0 -576
  246. package/examples/jsm/misc/MorphAnimMesh.js +0 -75
  247. package/examples/jsm/misc/MorphBlendMesh.js +0 -322
  248. package/examples/jsm/misc/ProgressiveLightMap.js +0 -323
  249. package/examples/jsm/misc/RollerCoaster.js +0 -566
  250. package/examples/jsm/misc/TubePainter.js +0 -205
  251. package/examples/jsm/misc/Volume.js +0 -473
  252. package/examples/jsm/misc/VolumeSlice.js +0 -229
  253. package/examples/jsm/modifiers/CurveModifier.js +0 -326
  254. package/examples/jsm/modifiers/EdgeSplitModifier.js +0 -279
  255. package/examples/jsm/modifiers/SimplifyModifier.js +0 -525
  256. package/examples/jsm/modifiers/TessellateModifier.js +0 -307
  257. package/examples/jsm/nodes/Nodes.js +0 -171
  258. package/examples/jsm/nodes/accessors/BitangentNode.js +0 -89
  259. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +0 -99
  260. package/examples/jsm/nodes/accessors/BufferNode.js +0 -30
  261. package/examples/jsm/nodes/accessors/CameraNode.js +0 -98
  262. package/examples/jsm/nodes/accessors/CubeTextureNode.js +0 -103
  263. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +0 -77
  264. package/examples/jsm/nodes/accessors/InstanceNode.js +0 -71
  265. package/examples/jsm/nodes/accessors/MaterialNode.js +0 -267
  266. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +0 -39
  267. package/examples/jsm/nodes/accessors/ModelNode.js +0 -34
  268. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +0 -29
  269. package/examples/jsm/nodes/accessors/MorphNode.js +0 -70
  270. package/examples/jsm/nodes/accessors/NormalNode.js +0 -96
  271. package/examples/jsm/nodes/accessors/Object3DNode.js +0 -150
  272. package/examples/jsm/nodes/accessors/PointUVNode.js +0 -26
  273. package/examples/jsm/nodes/accessors/PositionNode.js +0 -104
  274. package/examples/jsm/nodes/accessors/ReferenceNode.js +0 -72
  275. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +0 -35
  276. package/examples/jsm/nodes/accessors/SceneNode.js +0 -52
  277. package/examples/jsm/nodes/accessors/SkinningNode.js +0 -93
  278. package/examples/jsm/nodes/accessors/StorageBufferNode.js +0 -27
  279. package/examples/jsm/nodes/accessors/TangentNode.js +0 -103
  280. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +0 -94
  281. package/examples/jsm/nodes/accessors/TextureNode.js +0 -271
  282. package/examples/jsm/nodes/accessors/TextureSizeNode.js +0 -35
  283. package/examples/jsm/nodes/accessors/UVNode.js +0 -47
  284. package/examples/jsm/nodes/accessors/UserDataNode.js +0 -29
  285. package/examples/jsm/nodes/code/CodeNode.js +0 -78
  286. package/examples/jsm/nodes/code/ExpressionNode.js +0 -37
  287. package/examples/jsm/nodes/code/FunctionCallNode.js +0 -96
  288. package/examples/jsm/nodes/code/FunctionNode.js +0 -127
  289. package/examples/jsm/nodes/code/ScriptableNode.js +0 -488
  290. package/examples/jsm/nodes/code/ScriptableValueNode.js +0 -167
  291. package/examples/jsm/nodes/core/ArrayUniformNode.js +0 -26
  292. package/examples/jsm/nodes/core/AttributeNode.js +0 -102
  293. package/examples/jsm/nodes/core/BypassNode.js +0 -45
  294. package/examples/jsm/nodes/core/CacheNode.js +0 -46
  295. package/examples/jsm/nodes/core/ConstNode.js +0 -32
  296. package/examples/jsm/nodes/core/ContextNode.js +0 -61
  297. package/examples/jsm/nodes/core/IndexNode.js +0 -66
  298. package/examples/jsm/nodes/core/InputNode.js +0 -83
  299. package/examples/jsm/nodes/core/LightingModel.js +0 -15
  300. package/examples/jsm/nodes/core/Node.js +0 -454
  301. package/examples/jsm/nodes/core/NodeAttribute.js +0 -15
  302. package/examples/jsm/nodes/core/NodeBuilder.js +0 -1016
  303. package/examples/jsm/nodes/core/NodeCache.js +0 -26
  304. package/examples/jsm/nodes/core/NodeCode.js +0 -15
  305. package/examples/jsm/nodes/core/NodeFrame.js +0 -110
  306. package/examples/jsm/nodes/core/NodeFunction.js +0 -22
  307. package/examples/jsm/nodes/core/NodeFunctionInput.js +0 -17
  308. package/examples/jsm/nodes/core/NodeKeywords.js +0 -80
  309. package/examples/jsm/nodes/core/NodeParser.js +0 -11
  310. package/examples/jsm/nodes/core/NodeUniform.js +0 -28
  311. package/examples/jsm/nodes/core/NodeUtils.js +0 -212
  312. package/examples/jsm/nodes/core/NodeVar.js +0 -14
  313. package/examples/jsm/nodes/core/NodeVarying.js +0 -17
  314. package/examples/jsm/nodes/core/PropertyNode.js +0 -61
  315. package/examples/jsm/nodes/core/StackNode.js +0 -99
  316. package/examples/jsm/nodes/core/TempNode.js +0 -58
  317. package/examples/jsm/nodes/core/UniformNode.js +0 -61
  318. package/examples/jsm/nodes/core/VarNode.js +0 -87
  319. package/examples/jsm/nodes/core/VaryingNode.js +0 -69
  320. package/examples/jsm/nodes/core/constants.js +0 -27
  321. package/examples/jsm/nodes/display/BlendModeNode.js +0 -99
  322. package/examples/jsm/nodes/display/BumpMapNode.js +0 -77
  323. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +0 -100
  324. package/examples/jsm/nodes/display/ColorSpaceNode.js +0 -108
  325. package/examples/jsm/nodes/display/FrontFacingNode.js +0 -27
  326. package/examples/jsm/nodes/display/NormalMapNode.js +0 -106
  327. package/examples/jsm/nodes/display/PosterizeNode.js +0 -32
  328. package/examples/jsm/nodes/display/ToneMappingNode.js +0 -141
  329. package/examples/jsm/nodes/display/ViewportDepthNode.js +0 -69
  330. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +0 -34
  331. package/examples/jsm/nodes/display/ViewportNode.js +0 -115
  332. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +0 -31
  333. package/examples/jsm/nodes/display/ViewportTextureNode.js +0 -75
  334. package/examples/jsm/nodes/fog/FogExp2Node.js +0 -35
  335. package/examples/jsm/nodes/fog/FogNode.js +0 -37
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  337. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +0 -40
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@@ -1,324 +0,0 @@
1
- import {
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- Color,
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- Matrix4,
4
- Mesh,
5
- PerspectiveCamera,
6
- Plane,
7
- Quaternion,
8
- ShaderMaterial,
9
- UniformsUtils,
10
- Vector3,
11
- Vector4,
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- WebGLRenderTarget,
13
- HalfFloatType
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- } from 'three';
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-
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- class Refractor extends Mesh {
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-
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- constructor( geometry, options = {} ) {
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-
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- super( geometry );
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-
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- this.isRefractor = true;
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-
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- this.type = 'Refractor';
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- this.camera = new PerspectiveCamera();
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-
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- const scope = this;
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-
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- const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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- const textureWidth = options.textureWidth || 512;
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- const textureHeight = options.textureHeight || 512;
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- const clipBias = options.clipBias || 0;
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- const shader = options.shader || Refractor.RefractorShader;
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- const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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-
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- //
37
-
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- const virtualCamera = this.camera;
39
- virtualCamera.matrixAutoUpdate = false;
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- virtualCamera.userData.refractor = true;
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-
42
- //
43
-
44
- const refractorPlane = new Plane();
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- const textureMatrix = new Matrix4();
46
-
47
- // render target
48
-
49
- const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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-
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- // material
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-
53
- this.material = new ShaderMaterial( {
54
- uniforms: UniformsUtils.clone( shader.uniforms ),
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- vertexShader: shader.vertexShader,
56
- fragmentShader: shader.fragmentShader,
57
- transparent: true // ensures, refractors are drawn from farthest to closest
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- } );
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-
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- this.material.uniforms[ 'color' ].value = color;
61
- this.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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- this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
63
-
64
- // functions
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-
66
- const visible = ( function () {
67
-
68
- const refractorWorldPosition = new Vector3();
69
- const cameraWorldPosition = new Vector3();
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- const rotationMatrix = new Matrix4();
71
-
72
- const view = new Vector3();
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- const normal = new Vector3();
74
-
75
- return function visible( camera ) {
76
-
77
- refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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- cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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-
80
- view.subVectors( refractorWorldPosition, cameraWorldPosition );
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-
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- rotationMatrix.extractRotation( scope.matrixWorld );
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-
84
- normal.set( 0, 0, 1 );
85
- normal.applyMatrix4( rotationMatrix );
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-
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- return view.dot( normal ) < 0;
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-
89
- };
90
-
91
- } )();
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-
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- const updateRefractorPlane = ( function () {
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-
95
- const normal = new Vector3();
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- const position = new Vector3();
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- const quaternion = new Quaternion();
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- const scale = new Vector3();
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-
100
- return function updateRefractorPlane() {
101
-
102
- scope.matrixWorld.decompose( position, quaternion, scale );
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- normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
104
-
105
- // flip the normal because we want to cull everything above the plane
106
-
107
- normal.negate();
108
-
109
- refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
110
-
111
- };
112
-
113
- } )();
114
-
115
- const updateVirtualCamera = ( function () {
116
-
117
- const clipPlane = new Plane();
118
- const clipVector = new Vector4();
119
- const q = new Vector4();
120
-
121
- return function updateVirtualCamera( camera ) {
122
-
123
- virtualCamera.matrixWorld.copy( camera.matrixWorld );
124
- virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();
125
- virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
126
- virtualCamera.far = camera.far; // used in WebGLBackground
127
-
128
- // The following code creates an oblique view frustum for clipping.
129
- // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
130
- // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
131
-
132
- clipPlane.copy( refractorPlane );
133
- clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
134
-
135
- clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
136
-
137
- // calculate the clip-space corner point opposite the clipping plane and
138
- // transform it into camera space by multiplying it by the inverse of the projection matrix
139
-
140
- const projectionMatrix = virtualCamera.projectionMatrix;
141
-
142
- q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
143
- q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
144
- q.z = - 1.0;
145
- q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
146
-
147
- // calculate the scaled plane vector
148
-
149
- clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
150
-
151
- // replacing the third row of the projection matrix
152
-
153
- projectionMatrix.elements[ 2 ] = clipVector.x;
154
- projectionMatrix.elements[ 6 ] = clipVector.y;
155
- projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
156
- projectionMatrix.elements[ 14 ] = clipVector.w;
157
-
158
- };
159
-
160
- } )();
161
-
162
- // This will update the texture matrix that is used for projective texture mapping in the shader.
163
- // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
164
-
165
- function updateTextureMatrix( camera ) {
166
-
167
- // this matrix does range mapping to [ 0, 1 ]
168
-
169
- textureMatrix.set(
170
- 0.5, 0.0, 0.0, 0.5,
171
- 0.0, 0.5, 0.0, 0.5,
172
- 0.0, 0.0, 0.5, 0.5,
173
- 0.0, 0.0, 0.0, 1.0
174
- );
175
-
176
- // we use "Object Linear Texgen", so we need to multiply the texture matrix T
177
- // (matrix above) with the projection and view matrix of the virtual camera
178
- // and the model matrix of the refractor
179
-
180
- textureMatrix.multiply( camera.projectionMatrix );
181
- textureMatrix.multiply( camera.matrixWorldInverse );
182
- textureMatrix.multiply( scope.matrixWorld );
183
-
184
- }
185
-
186
- //
187
-
188
- function render( renderer, scene, camera ) {
189
-
190
- scope.visible = false;
191
-
192
- const currentRenderTarget = renderer.getRenderTarget();
193
- const currentXrEnabled = renderer.xr.enabled;
194
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
195
-
196
- renderer.xr.enabled = false; // avoid camera modification
197
- renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
198
-
199
- renderer.setRenderTarget( renderTarget );
200
- if ( renderer.autoClear === false ) renderer.clear();
201
- renderer.render( scene, virtualCamera );
202
-
203
- renderer.xr.enabled = currentXrEnabled;
204
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
205
- renderer.setRenderTarget( currentRenderTarget );
206
-
207
- // restore viewport
208
-
209
- const viewport = camera.viewport;
210
-
211
- if ( viewport !== undefined ) {
212
-
213
- renderer.state.viewport( viewport );
214
-
215
- }
216
-
217
- scope.visible = true;
218
-
219
- }
220
-
221
- //
222
-
223
- this.onBeforeRender = function ( renderer, scene, camera ) {
224
-
225
- // ensure refractors are rendered only once per frame
226
-
227
- if ( camera.userData.refractor === true ) return;
228
-
229
- // avoid rendering when the refractor is viewed from behind
230
-
231
- if ( ! visible( camera ) === true ) return;
232
-
233
- // update
234
-
235
- updateRefractorPlane();
236
-
237
- updateTextureMatrix( camera );
238
-
239
- updateVirtualCamera( camera );
240
-
241
- render( renderer, scene, camera );
242
-
243
- };
244
-
245
- this.getRenderTarget = function () {
246
-
247
- return renderTarget;
248
-
249
- };
250
-
251
- this.dispose = function () {
252
-
253
- renderTarget.dispose();
254
- scope.material.dispose();
255
-
256
- };
257
-
258
- }
259
-
260
- }
261
-
262
- Refractor.RefractorShader = {
263
-
264
- uniforms: {
265
-
266
- 'color': {
267
- value: null
268
- },
269
-
270
- 'tDiffuse': {
271
- value: null
272
- },
273
-
274
- 'textureMatrix': {
275
- value: null
276
- }
277
-
278
- },
279
-
280
- vertexShader: /* glsl */`
281
-
282
- uniform mat4 textureMatrix;
283
-
284
- varying vec4 vUv;
285
-
286
- void main() {
287
-
288
- vUv = textureMatrix * vec4( position, 1.0 );
289
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
290
-
291
- }`,
292
-
293
- fragmentShader: /* glsl */`
294
-
295
- uniform vec3 color;
296
- uniform sampler2D tDiffuse;
297
-
298
- varying vec4 vUv;
299
-
300
- float blendOverlay( float base, float blend ) {
301
-
302
- return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
303
-
304
- }
305
-
306
- vec3 blendOverlay( vec3 base, vec3 blend ) {
307
-
308
- return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
309
-
310
- }
311
-
312
- void main() {
313
-
314
- vec4 base = texture2DProj( tDiffuse, vUv );
315
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
316
-
317
- #include <tonemapping_fragment>
318
- #include <colorspace_fragment>
319
-
320
- }`
321
-
322
- };
323
-
324
- export { Refractor };
@@ -1,80 +0,0 @@
1
- import {
2
- Matrix4,
3
- Mesh,
4
- MeshBasicMaterial,
5
- EqualStencilFunc,
6
- IncrementStencilOp
7
- } from 'three';
8
-
9
- /**
10
- * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
11
- */
12
-
13
- const _shadowMatrix = new Matrix4();
14
-
15
- class ShadowMesh extends Mesh {
16
-
17
- constructor( mesh ) {
18
-
19
- const shadowMaterial = new MeshBasicMaterial( {
20
-
21
- color: 0x000000,
22
- transparent: true,
23
- opacity: 0.6,
24
- depthWrite: false,
25
- stencilWrite: true,
26
- stencilFunc: EqualStencilFunc,
27
- stencilRef: 0,
28
- stencilZPass: IncrementStencilOp
29
-
30
- } );
31
-
32
- super( mesh.geometry, shadowMaterial );
33
-
34
- this.isShadowMesh = true;
35
-
36
- this.meshMatrix = mesh.matrixWorld;
37
-
38
- this.frustumCulled = false;
39
- this.matrixAutoUpdate = false;
40
-
41
- }
42
-
43
- update( plane, lightPosition4D ) {
44
-
45
- // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
46
-
47
- const dot = plane.normal.x * lightPosition4D.x +
48
- plane.normal.y * lightPosition4D.y +
49
- plane.normal.z * lightPosition4D.z +
50
- - plane.constant * lightPosition4D.w;
51
-
52
- const sme = _shadowMatrix.elements;
53
-
54
- sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
55
- sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
56
- sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
57
- sme[ 12 ] = - lightPosition4D.x * - plane.constant;
58
-
59
- sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
60
- sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
61
- sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
62
- sme[ 13 ] = - lightPosition4D.y * - plane.constant;
63
-
64
- sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
65
- sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
66
- sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
67
- sme[ 14 ] = - lightPosition4D.z * - plane.constant;
68
-
69
- sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
70
- sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
71
- sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
72
- sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
73
-
74
- this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
75
-
76
- }
77
-
78
- }
79
-
80
- export { ShadowMesh };
@@ -1,219 +0,0 @@
1
- import {
2
- BackSide,
3
- BoxGeometry,
4
- Mesh,
5
- ShaderMaterial,
6
- UniformsUtils,
7
- Vector3
8
- } from 'three';
9
-
10
- /**
11
- * Based on "A Practical Analytic Model for Daylight"
12
- * aka The Preetham Model, the de facto standard analytic skydome model
13
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
14
- *
15
- * First implemented by Simon Wallner
16
- * http://simonwallner.at/project/atmospheric-scattering/
17
- *
18
- * Improved by Martin Upitis
19
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
20
- *
21
- * Three.js integration by zz85 http://twitter.com/blurspline
22
- */
23
-
24
- class Sky extends Mesh {
25
-
26
- constructor() {
27
-
28
- const shader = Sky.SkyShader;
29
-
30
- const material = new ShaderMaterial( {
31
- name: 'SkyShader',
32
- fragmentShader: shader.fragmentShader,
33
- vertexShader: shader.vertexShader,
34
- uniforms: UniformsUtils.clone( shader.uniforms ),
35
- side: BackSide,
36
- depthWrite: false
37
- } );
38
-
39
- super( new BoxGeometry( 1, 1, 1 ), material );
40
-
41
- this.isSky = true;
42
-
43
- }
44
-
45
- }
46
-
47
- Sky.SkyShader = {
48
-
49
- uniforms: {
50
- 'turbidity': { value: 2 },
51
- 'rayleigh': { value: 1 },
52
- 'mieCoefficient': { value: 0.005 },
53
- 'mieDirectionalG': { value: 0.8 },
54
- 'sunPosition': { value: new Vector3() },
55
- 'up': { value: new Vector3( 0, 1, 0 ) }
56
- },
57
-
58
- vertexShader: /* glsl */`
59
- uniform vec3 sunPosition;
60
- uniform float rayleigh;
61
- uniform float turbidity;
62
- uniform float mieCoefficient;
63
- uniform vec3 up;
64
-
65
- varying vec3 vWorldPosition;
66
- varying vec3 vSunDirection;
67
- varying float vSunfade;
68
- varying vec3 vBetaR;
69
- varying vec3 vBetaM;
70
- varying float vSunE;
71
-
72
- // constants for atmospheric scattering
73
- const float e = 2.71828182845904523536028747135266249775724709369995957;
74
- const float pi = 3.141592653589793238462643383279502884197169;
75
-
76
- // wavelength of used primaries, according to preetham
77
- const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
78
- // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
79
- // (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))
80
- const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
81
-
82
- // mie stuff
83
- // K coefficient for the primaries
84
- const float v = 4.0;
85
- const vec3 K = vec3( 0.686, 0.678, 0.666 );
86
- // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
87
- const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
88
-
89
- // earth shadow hack
90
- // cutoffAngle = pi / 1.95;
91
- const float cutoffAngle = 1.6110731556870734;
92
- const float steepness = 1.5;
93
- const float EE = 1000.0;
94
-
95
- float sunIntensity( float zenithAngleCos ) {
96
- zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
97
- return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
98
- }
99
-
100
- vec3 totalMie( float T ) {
101
- float c = ( 0.2 * T ) * 10E-18;
102
- return 0.434 * c * MieConst;
103
- }
104
-
105
- void main() {
106
-
107
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
108
- vWorldPosition = worldPosition.xyz;
109
-
110
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
111
- gl_Position.z = gl_Position.w; // set z to camera.far
112
-
113
- vSunDirection = normalize( sunPosition );
114
-
115
- vSunE = sunIntensity( dot( vSunDirection, up ) );
116
-
117
- vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
118
-
119
- float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
120
-
121
- // extinction (absorbtion + out scattering)
122
- // rayleigh coefficients
123
- vBetaR = totalRayleigh * rayleighCoefficient;
124
-
125
- // mie coefficients
126
- vBetaM = totalMie( turbidity ) * mieCoefficient;
127
-
128
- }`,
129
-
130
- fragmentShader: /* glsl */`
131
- varying vec3 vWorldPosition;
132
- varying vec3 vSunDirection;
133
- varying float vSunfade;
134
- varying vec3 vBetaR;
135
- varying vec3 vBetaM;
136
- varying float vSunE;
137
-
138
- uniform float mieDirectionalG;
139
- uniform vec3 up;
140
-
141
- const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );
142
-
143
- // constants for atmospheric scattering
144
- const float pi = 3.141592653589793238462643383279502884197169;
145
-
146
- const float n = 1.0003; // refractive index of air
147
- const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
148
-
149
- // optical length at zenith for molecules
150
- const float rayleighZenithLength = 8.4E3;
151
- const float mieZenithLength = 1.25E3;
152
- // 66 arc seconds -> degrees, and the cosine of that
153
- const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
154
-
155
- // 3.0 / ( 16.0 * pi )
156
- const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
157
- // 1.0 / ( 4.0 * pi )
158
- const float ONE_OVER_FOURPI = 0.07957747154594767;
159
-
160
- float rayleighPhase( float cosTheta ) {
161
- return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
162
- }
163
-
164
- float hgPhase( float cosTheta, float g ) {
165
- float g2 = pow( g, 2.0 );
166
- float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
167
- return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
168
- }
169
-
170
- void main() {
171
-
172
- vec3 direction = normalize( vWorldPosition - cameraPos );
173
-
174
- // optical length
175
- // cutoff angle at 90 to avoid singularity in next formula.
176
- float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
177
- float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
178
- float sR = rayleighZenithLength * inverse;
179
- float sM = mieZenithLength * inverse;
180
-
181
- // combined extinction factor
182
- vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
183
-
184
- // in scattering
185
- float cosTheta = dot( direction, vSunDirection );
186
-
187
- float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
188
- vec3 betaRTheta = vBetaR * rPhase;
189
-
190
- float mPhase = hgPhase( cosTheta, mieDirectionalG );
191
- vec3 betaMTheta = vBetaM * mPhase;
192
-
193
- vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
194
- 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 ) );
195
-
196
- // nightsky
197
- float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
198
- float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
199
- vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
200
- vec3 L0 = vec3( 0.1 ) * Fex;
201
-
202
- // composition + solar disc
203
- float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );
204
- L0 += ( vSunE * 19000.0 * Fex ) * sundisk;
205
-
206
- vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
207
-
208
- vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
209
-
210
- gl_FragColor = vec4( retColor, 1.0 );
211
-
212
- #include <tonemapping_fragment>
213
- #include <colorspace_fragment>
214
-
215
- }`
216
-
217
- };
218
-
219
- export { Sky };