@anov/3d 0.0.4-alpha.1 → 0.0.4-alpha13

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 (588) 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 +27 -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 -50
  17. package/dist/utils/index.js +29 -92
  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/events.d.ts +0 -16
  29. package/dist/core/events.js +0 -38
  30. package/dist/core/global/global.d.ts +0 -27
  31. package/dist/core/global/global.js +0 -72
  32. package/dist/core/global/globalControl.d.ts +0 -17
  33. package/dist/core/global/globalControl.js +0 -62
  34. package/dist/core/group.d.ts +0 -57
  35. package/dist/core/group.js +0 -157
  36. package/dist/core/line.d.ts +0 -13
  37. package/dist/core/line.js +0 -83
  38. package/dist/core/mesh.d.ts +0 -59
  39. package/dist/core/mesh.js +0 -180
  40. package/dist/core/model.d.ts +0 -30
  41. package/dist/core/model.js +0 -109
  42. package/dist/core/scene.d.ts +0 -175
  43. package/dist/core/scene.js +0 -381
  44. package/dist/core/use/useScene.d.ts +0 -10
  45. package/dist/core/use/useScene.js +0 -14
  46. package/dist/core/use/useframe.d.ts +0 -6
  47. package/dist/core/use/useframe.js +0 -11
  48. package/dist/export.d.ts +0 -40
  49. package/dist/export.js +0 -36
  50. package/dist/threeCell.d.ts +0 -8
  51. package/dist/threeCell.js +0 -16
  52. package/dist/type.d.ts +0 -3
  53. package/dist/type.js +0 -1
  54. package/dist/utils/createElement.d.ts +0 -103
  55. package/dist/utils/createElement.js +0 -145
  56. package/dist/utils/createLabel.d.ts +0 -2
  57. package/dist/utils/createLabel.js +0 -4
  58. package/dist/utils/line.d.ts +0 -0
  59. package/dist/utils/line.js +0 -0
  60. package/dist/utils/move.d.ts +0 -48
  61. package/dist/utils/move.js +0 -149
  62. package/examples/fonts/LICENSE +0 -13
  63. package/examples/fonts/README.md +0 -11
  64. package/examples/fonts/droid/NOTICE +0 -190
  65. package/examples/fonts/droid/README.txt +0 -18
  66. package/examples/fonts/droid/droid_sans_bold.typeface.json +0 -1
  67. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +0 -1
  68. package/examples/fonts/droid/droid_sans_regular.typeface.json +0 -1
  69. package/examples/fonts/droid/droid_serif_bold.typeface.json +0 -1
  70. package/examples/fonts/droid/droid_serif_regular.typeface.json +0 -1
  71. package/examples/fonts/gentilis_bold.typeface.json +0 -1
  72. package/examples/fonts/gentilis_regular.typeface.json +0 -1
  73. package/examples/fonts/helvetiker_bold.typeface.json +0 -1
  74. package/examples/fonts/helvetiker_regular.typeface.json +0 -1
  75. package/examples/fonts/optimer_bold.typeface.json +0 -1
  76. package/examples/fonts/optimer_regular.typeface.json +0 -1
  77. package/examples/fonts/ttf/README.md +0 -9
  78. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  79. package/examples/jsm/animation/AnimationClipCreator.js +0 -116
  80. package/examples/jsm/animation/CCDIKSolver.js +0 -482
  81. package/examples/jsm/animation/MMDAnimationHelper.js +0 -1207
  82. package/examples/jsm/animation/MMDPhysics.js +0 -1406
  83. package/examples/jsm/cameras/CinematicCamera.js +0 -208
  84. package/examples/jsm/capabilities/WebGL.js +0 -91
  85. package/examples/jsm/capabilities/WebGPU.js +0 -53
  86. package/examples/jsm/controls/ArcballControls.js +0 -3224
  87. package/examples/jsm/controls/DragControls.js +0 -220
  88. package/examples/jsm/controls/FirstPersonControls.js +0 -325
  89. package/examples/jsm/controls/FlyControls.js +0 -300
  90. package/examples/jsm/controls/MapControls.js +0 -28
  91. package/examples/jsm/controls/OrbitControls.js +0 -1388
  92. package/examples/jsm/controls/PointerLockControls.js +0 -162
  93. package/examples/jsm/controls/TrackballControls.js +0 -828
  94. package/examples/jsm/controls/TransformControls.js +0 -1557
  95. package/examples/jsm/csm/CSM.js +0 -384
  96. package/examples/jsm/csm/CSMFrustum.js +0 -152
  97. package/examples/jsm/csm/CSMHelper.js +0 -193
  98. package/examples/jsm/csm/CSMShader.js +0 -252
  99. package/examples/jsm/curves/CurveExtras.js +0 -422
  100. package/examples/jsm/curves/NURBSCurve.js +0 -80
  101. package/examples/jsm/curves/NURBSSurface.js +0 -52
  102. package/examples/jsm/curves/NURBSUtils.js +0 -487
  103. package/examples/jsm/effects/AnaglyphEffect.js +0 -154
  104. package/examples/jsm/effects/AsciiEffect.js +0 -263
  105. package/examples/jsm/effects/OutlineEffect.js +0 -539
  106. package/examples/jsm/effects/ParallaxBarrierEffect.js +0 -119
  107. package/examples/jsm/effects/PeppersGhostEffect.js +0 -153
  108. package/examples/jsm/effects/StereoEffect.js +0 -55
  109. package/examples/jsm/environments/DebugEnvironment.js +0 -52
  110. package/examples/jsm/environments/RoomEnvironment.js +0 -148
  111. package/examples/jsm/exporters/DRACOExporter.js +0 -267
  112. package/examples/jsm/exporters/EXRExporter.js +0 -501
  113. package/examples/jsm/exporters/GLTFExporter.js +0 -3161
  114. package/examples/jsm/exporters/KTX2Exporter.js +0 -292
  115. package/examples/jsm/exporters/MMDExporter.js +0 -217
  116. package/examples/jsm/exporters/OBJExporter.js +0 -284
  117. package/examples/jsm/exporters/PLYExporter.js +0 -528
  118. package/examples/jsm/exporters/STLExporter.js +0 -199
  119. package/examples/jsm/exporters/USDZExporter.js +0 -711
  120. package/examples/jsm/geometries/BoxLineGeometry.js +0 -69
  121. package/examples/jsm/geometries/ConvexGeometry.js +0 -53
  122. package/examples/jsm/geometries/DecalGeometry.js +0 -356
  123. package/examples/jsm/geometries/ParametricGeometries.js +0 -254
  124. package/examples/jsm/geometries/ParametricGeometry.js +0 -139
  125. package/examples/jsm/geometries/RoundedBoxGeometry.js +0 -155
  126. package/examples/jsm/geometries/TeapotGeometry.js +0 -704
  127. package/examples/jsm/geometries/TextGeometry.js +0 -57
  128. package/examples/jsm/helpers/LightProbeHelper.js +0 -130
  129. package/examples/jsm/helpers/OctreeHelper.js +0 -73
  130. package/examples/jsm/helpers/PositionalAudioHelper.js +0 -109
  131. package/examples/jsm/helpers/RectAreaLightHelper.js +0 -85
  132. package/examples/jsm/helpers/VertexNormalsHelper.js +0 -96
  133. package/examples/jsm/helpers/VertexTangentsHelper.js +0 -88
  134. package/examples/jsm/helpers/ViewHelper.js +0 -333
  135. package/examples/jsm/interactive/HTMLMesh.js +0 -565
  136. package/examples/jsm/interactive/InteractiveGroup.js +0 -116
  137. package/examples/jsm/interactive/SelectionBox.js +0 -227
  138. package/examples/jsm/interactive/SelectionHelper.js +0 -104
  139. package/examples/jsm/libs/ammo.wasm.js +0 -822
  140. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  141. package/examples/jsm/libs/basis/README.md +0 -46
  142. package/examples/jsm/libs/basis/basis_transcoder.js +0 -21
  143. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  144. package/examples/jsm/libs/chevrotain.module.min.js +0 -141
  145. package/examples/jsm/libs/draco/README.md +0 -32
  146. package/examples/jsm/libs/draco/draco_decoder.js +0 -34
  147. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  148. package/examples/jsm/libs/draco/draco_encoder.js +0 -33
  149. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +0 -117
  150. package/examples/jsm/libs/draco/gltf/draco_decoder.js +0 -33
  151. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  152. package/examples/jsm/libs/draco/gltf/draco_encoder.js +0 -33
  153. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +0 -116
  154. package/examples/jsm/libs/ecsy.module.js +0 -1792
  155. package/examples/jsm/libs/fflate.module.js +0 -2474
  156. package/examples/jsm/libs/ktx-parse.module.js +0 -1
  157. package/examples/jsm/libs/lil-gui.module.min.js +0 -8
  158. package/examples/jsm/libs/lottie_canvas.module.js +0 -14844
  159. package/examples/jsm/libs/meshopt_decoder.module.js +0 -178
  160. package/examples/jsm/libs/mikktspace.module.js +0 -128
  161. package/examples/jsm/libs/mmdparser.module.js +0 -11530
  162. package/examples/jsm/libs/motion-controllers.module.js +0 -397
  163. package/examples/jsm/libs/opentype.module.js +0 -14568
  164. package/examples/jsm/libs/potpack.module.js +0 -125
  165. package/examples/jsm/libs/rhino3dm/rhino3dm.js +0 -21
  166. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +0 -16
  167. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  168. package/examples/jsm/libs/stats.module.js +0 -167
  169. package/examples/jsm/libs/tween.module.js +0 -803
  170. package/examples/jsm/libs/utif.module.js +0 -1579
  171. package/examples/jsm/libs/zstddec.module.js +0 -1
  172. package/examples/jsm/lights/IESSpotLight.js +0 -25
  173. package/examples/jsm/lights/LightProbeGenerator.js +0 -252
  174. package/examples/jsm/lights/RectAreaLightUniformsLib.js +0 -79
  175. package/examples/jsm/lines/Line2.js +0 -19
  176. package/examples/jsm/lines/LineGeometry.js +0 -79
  177. package/examples/jsm/lines/LineMaterial.js +0 -702
  178. package/examples/jsm/lines/LineSegments2.js +0 -361
  179. package/examples/jsm/lines/LineSegmentsGeometry.js +0 -241
  180. package/examples/jsm/lines/Wireframe.js +0 -56
  181. package/examples/jsm/lines/WireframeGeometry2.js +0 -24
  182. package/examples/jsm/loaders/3DMLoader.js +0 -1497
  183. package/examples/jsm/loaders/3MFLoader.js +0 -1478
  184. package/examples/jsm/loaders/AMFLoader.js +0 -521
  185. package/examples/jsm/loaders/BVHLoader.js +0 -437
  186. package/examples/jsm/loaders/ColladaLoader.js +0 -4122
  187. package/examples/jsm/loaders/DDSLoader.js +0 -274
  188. package/examples/jsm/loaders/DRACOLoader.js +0 -612
  189. package/examples/jsm/loaders/EXRLoader.js +0 -2309
  190. package/examples/jsm/loaders/FBXLoader.js +0 -4142
  191. package/examples/jsm/loaders/FontLoader.js +0 -183
  192. package/examples/jsm/loaders/GCodeLoader.js +0 -261
  193. package/examples/jsm/loaders/GLTFLoader.js +0 -4576
  194. package/examples/jsm/loaders/HDRCubeTextureLoader.js +0 -115
  195. package/examples/jsm/loaders/IESLoader.js +0 -337
  196. package/examples/jsm/loaders/KMZLoader.js +0 -130
  197. package/examples/jsm/loaders/KTX2Loader.js +0 -868
  198. package/examples/jsm/loaders/KTXLoader.js +0 -176
  199. package/examples/jsm/loaders/LDrawLoader.js +0 -2464
  200. package/examples/jsm/loaders/LUT3dlLoader.js +0 -151
  201. package/examples/jsm/loaders/LUTCubeLoader.js +0 -153
  202. package/examples/jsm/loaders/LWOLoader.js +0 -1052
  203. package/examples/jsm/loaders/LogLuvLoader.js +0 -606
  204. package/examples/jsm/loaders/LottieLoader.js +0 -77
  205. package/examples/jsm/loaders/MD2Loader.js +0 -399
  206. package/examples/jsm/loaders/MDDLoader.js +0 -102
  207. package/examples/jsm/loaders/MMDLoader.js +0 -2273
  208. package/examples/jsm/loaders/MTLLoader.js +0 -567
  209. package/examples/jsm/loaders/MaterialXLoader.js +0 -734
  210. package/examples/jsm/loaders/NRRDLoader.js +0 -699
  211. package/examples/jsm/loaders/OBJLoader.js +0 -905
  212. package/examples/jsm/loaders/PCDLoader.js +0 -467
  213. package/examples/jsm/loaders/PDBLoader.js +0 -232
  214. package/examples/jsm/loaders/PLYLoader.js +0 -771
  215. package/examples/jsm/loaders/PVRLoader.js +0 -251
  216. package/examples/jsm/loaders/RGBELoader.js +0 -468
  217. package/examples/jsm/loaders/RGBMLoader.js +0 -1065
  218. package/examples/jsm/loaders/STLLoader.js +0 -403
  219. package/examples/jsm/loaders/SVGLoader.js +0 -3172
  220. package/examples/jsm/loaders/TDSLoader.js +0 -1124
  221. package/examples/jsm/loaders/TGALoader.js +0 -517
  222. package/examples/jsm/loaders/TIFFLoader.js +0 -36
  223. package/examples/jsm/loaders/TTFLoader.js +0 -214
  224. package/examples/jsm/loaders/TiltLoader.js +0 -520
  225. package/examples/jsm/loaders/USDZLoader.js +0 -633
  226. package/examples/jsm/loaders/VOXLoader.js +0 -311
  227. package/examples/jsm/loaders/VRMLLoader.js +0 -3533
  228. package/examples/jsm/loaders/VTKLoader.js +0 -1163
  229. package/examples/jsm/loaders/XYZLoader.js +0 -106
  230. package/examples/jsm/loaders/lwo/IFFParser.js +0 -1218
  231. package/examples/jsm/loaders/lwo/LWO2Parser.js +0 -414
  232. package/examples/jsm/loaders/lwo/LWO3Parser.js +0 -373
  233. package/examples/jsm/materials/MeshGouraudMaterial.js +0 -420
  234. package/examples/jsm/math/Capsule.js +0 -137
  235. package/examples/jsm/math/ColorConverter.js +0 -36
  236. package/examples/jsm/math/ConvexHull.js +0 -1271
  237. package/examples/jsm/math/ImprovedNoise.js +0 -71
  238. package/examples/jsm/math/Lut.js +0 -204
  239. package/examples/jsm/math/MeshSurfaceSampler.js +0 -250
  240. package/examples/jsm/math/OBB.js +0 -423
  241. package/examples/jsm/math/Octree.js +0 -462
  242. package/examples/jsm/math/SimplexNoise.js +0 -444
  243. package/examples/jsm/misc/ConvexObjectBreaker.js +0 -519
  244. package/examples/jsm/misc/GPUComputationRenderer.js +0 -446
  245. package/examples/jsm/misc/Gyroscope.js +0 -66
  246. package/examples/jsm/misc/MD2Character.js +0 -276
  247. package/examples/jsm/misc/MD2CharacterComplex.js +0 -576
  248. package/examples/jsm/misc/MorphAnimMesh.js +0 -75
  249. package/examples/jsm/misc/MorphBlendMesh.js +0 -322
  250. package/examples/jsm/misc/ProgressiveLightMap.js +0 -323
  251. package/examples/jsm/misc/RollerCoaster.js +0 -566
  252. package/examples/jsm/misc/TubePainter.js +0 -205
  253. package/examples/jsm/misc/Volume.js +0 -473
  254. package/examples/jsm/misc/VolumeSlice.js +0 -229
  255. package/examples/jsm/modifiers/CurveModifier.js +0 -326
  256. package/examples/jsm/modifiers/EdgeSplitModifier.js +0 -279
  257. package/examples/jsm/modifiers/SimplifyModifier.js +0 -525
  258. package/examples/jsm/modifiers/TessellateModifier.js +0 -307
  259. package/examples/jsm/nodes/Nodes.js +0 -171
  260. package/examples/jsm/nodes/accessors/BitangentNode.js +0 -89
  261. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +0 -99
  262. package/examples/jsm/nodes/accessors/BufferNode.js +0 -30
  263. package/examples/jsm/nodes/accessors/CameraNode.js +0 -98
  264. package/examples/jsm/nodes/accessors/CubeTextureNode.js +0 -103
  265. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +0 -77
  266. package/examples/jsm/nodes/accessors/InstanceNode.js +0 -71
  267. package/examples/jsm/nodes/accessors/MaterialNode.js +0 -267
  268. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +0 -39
  269. package/examples/jsm/nodes/accessors/ModelNode.js +0 -34
  270. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +0 -29
  271. package/examples/jsm/nodes/accessors/MorphNode.js +0 -70
  272. package/examples/jsm/nodes/accessors/NormalNode.js +0 -96
  273. package/examples/jsm/nodes/accessors/Object3DNode.js +0 -150
  274. package/examples/jsm/nodes/accessors/PointUVNode.js +0 -26
  275. package/examples/jsm/nodes/accessors/PositionNode.js +0 -104
  276. package/examples/jsm/nodes/accessors/ReferenceNode.js +0 -72
  277. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +0 -35
  278. package/examples/jsm/nodes/accessors/SceneNode.js +0 -52
  279. package/examples/jsm/nodes/accessors/SkinningNode.js +0 -93
  280. package/examples/jsm/nodes/accessors/StorageBufferNode.js +0 -27
  281. package/examples/jsm/nodes/accessors/TangentNode.js +0 -103
  282. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +0 -94
  283. package/examples/jsm/nodes/accessors/TextureNode.js +0 -271
  284. package/examples/jsm/nodes/accessors/TextureSizeNode.js +0 -35
  285. package/examples/jsm/nodes/accessors/UVNode.js +0 -47
  286. package/examples/jsm/nodes/accessors/UserDataNode.js +0 -29
  287. package/examples/jsm/nodes/code/CodeNode.js +0 -78
  288. package/examples/jsm/nodes/code/ExpressionNode.js +0 -37
  289. package/examples/jsm/nodes/code/FunctionCallNode.js +0 -96
  290. package/examples/jsm/nodes/code/FunctionNode.js +0 -127
  291. package/examples/jsm/nodes/code/ScriptableNode.js +0 -488
  292. package/examples/jsm/nodes/code/ScriptableValueNode.js +0 -167
  293. package/examples/jsm/nodes/core/ArrayUniformNode.js +0 -26
  294. package/examples/jsm/nodes/core/AttributeNode.js +0 -102
  295. package/examples/jsm/nodes/core/BypassNode.js +0 -45
  296. package/examples/jsm/nodes/core/CacheNode.js +0 -46
  297. package/examples/jsm/nodes/core/ConstNode.js +0 -32
  298. package/examples/jsm/nodes/core/ContextNode.js +0 -61
  299. package/examples/jsm/nodes/core/IndexNode.js +0 -66
  300. package/examples/jsm/nodes/core/InputNode.js +0 -83
  301. package/examples/jsm/nodes/core/LightingModel.js +0 -15
  302. package/examples/jsm/nodes/core/Node.js +0 -454
  303. package/examples/jsm/nodes/core/NodeAttribute.js +0 -15
  304. package/examples/jsm/nodes/core/NodeBuilder.js +0 -1016
  305. package/examples/jsm/nodes/core/NodeCache.js +0 -26
  306. package/examples/jsm/nodes/core/NodeCode.js +0 -15
  307. package/examples/jsm/nodes/core/NodeFrame.js +0 -110
  308. package/examples/jsm/nodes/core/NodeFunction.js +0 -22
  309. package/examples/jsm/nodes/core/NodeFunctionInput.js +0 -17
  310. package/examples/jsm/nodes/core/NodeKeywords.js +0 -80
  311. package/examples/jsm/nodes/core/NodeParser.js +0 -11
  312. package/examples/jsm/nodes/core/NodeUniform.js +0 -28
  313. package/examples/jsm/nodes/core/NodeUtils.js +0 -212
  314. package/examples/jsm/nodes/core/NodeVar.js +0 -14
  315. package/examples/jsm/nodes/core/NodeVarying.js +0 -17
  316. package/examples/jsm/nodes/core/PropertyNode.js +0 -61
  317. package/examples/jsm/nodes/core/StackNode.js +0 -99
  318. package/examples/jsm/nodes/core/TempNode.js +0 -58
  319. package/examples/jsm/nodes/core/UniformNode.js +0 -61
  320. package/examples/jsm/nodes/core/VarNode.js +0 -87
  321. package/examples/jsm/nodes/core/VaryingNode.js +0 -69
  322. package/examples/jsm/nodes/core/constants.js +0 -27
  323. package/examples/jsm/nodes/display/BlendModeNode.js +0 -99
  324. package/examples/jsm/nodes/display/BumpMapNode.js +0 -77
  325. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +0 -100
  326. package/examples/jsm/nodes/display/ColorSpaceNode.js +0 -108
  327. package/examples/jsm/nodes/display/FrontFacingNode.js +0 -27
  328. package/examples/jsm/nodes/display/NormalMapNode.js +0 -106
  329. package/examples/jsm/nodes/display/PosterizeNode.js +0 -32
  330. package/examples/jsm/nodes/display/ToneMappingNode.js +0 -141
  331. package/examples/jsm/nodes/display/ViewportDepthNode.js +0 -69
  332. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +0 -34
  333. package/examples/jsm/nodes/display/ViewportNode.js +0 -115
  334. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +0 -31
  335. package/examples/jsm/nodes/display/ViewportTextureNode.js +0 -75
  336. package/examples/jsm/nodes/fog/FogExp2Node.js +0 -35
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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,
12
- 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
-
38
- 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();
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-
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- // 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,
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- 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;
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-
64
- // functions
65
-
66
- const visible = ( function () {
67
-
68
- const refractorWorldPosition = new Vector3();
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- 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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-
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- const normal = new Vector3();
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- const position = new Vector3();
97
- 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 );
103
- 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();
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-
109
- refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
110
-
111
- };
112
-
113
- } )();
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-
115
- const updateVirtualCamera = ( function () {
116
-
117
- const clipPlane = new Plane();
118
- const clipVector = new Vector4();
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- 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 };