@zephyr3d/scene 0.9.27 → 0.10.0
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.
- package/README.md +60 -27
- package/dist/animation/animation_bank.js +634 -0
- package/dist/animation/animation_bank.js.map +1 -0
- package/dist/animation/animation_bank_gpu.js +256 -0
- package/dist/animation/animation_bank_gpu.js.map +1 -0
- package/dist/animation/animationset.js +54 -0
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/cloth/gpu_cloth_component.js +406 -0
- package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
- package/dist/animation/cloth/gpu_cloth_system.js +332 -202
- package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
- package/dist/animation/gpu_animation_driver.js +289 -0
- package/dist/animation/gpu_animation_driver.js.map +1 -0
- package/dist/animation/joint_dynamics/collision.js +112 -1
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +6 -0
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +50 -12
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/animation/skeleton.js +279 -55
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skin_palette_atlas.js +252 -0
- package/dist/animation/skin_palette_atlas.js.map +1 -0
- package/dist/animation/spring/multi_chain_spring_system.js +298 -38
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_chain.js +2 -0
- package/dist/animation/spring/spring_chain.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +159 -21
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_particle.js +1 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_solver.js +173 -0
- package/dist/animation/spring/spring_solver.js.map +1 -0
- package/dist/animation/spring/spring_system.js +249 -24
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring_modifier.js +32 -1
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/app.js +26 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/engine.js +86 -15
- package/dist/app/engine.js.map +1 -1
- package/dist/app/gamepad.js +191 -0
- package/dist/app/gamepad.js.map +1 -0
- package/dist/app/inputactions.js +271 -0
- package/dist/app/inputactions.js.map +1 -0
- package/dist/app/inputmgr.js +331 -22
- package/dist/app/inputmgr.js.map +1 -1
- package/dist/app/loading.js +138 -0
- package/dist/app/loading.js.map +1 -0
- package/dist/app/pipelinecache.js +209 -0
- package/dist/app/pipelinecache.js.map +1 -0
- package/dist/app/runtimescript.js +25 -0
- package/dist/app/runtimescript.js.map +1 -1
- package/dist/app/scriptingsystem.js +54 -0
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +7 -2
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/asset_manifest.js +59 -0
- package/dist/asset/asset_manifest.js.map +1 -0
- package/dist/asset/asset_preload.js +258 -0
- package/dist/asset/asset_preload.js.map +1 -0
- package/dist/asset/assetmanager.js +117 -65
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
- package/dist/asset/loaders/ktx2/basis_location.js +17 -0
- package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
- package/dist/asset/mesh_lod_builder.js +104 -0
- package/dist/asset/mesh_lod_builder.js.map +1 -0
- package/dist/asset/mesh_settings.js +111 -0
- package/dist/asset/mesh_settings.js.map +1 -0
- package/dist/asset/meshopt_decoder.js +18 -0
- package/dist/asset/meshopt_decoder.js.map +1 -0
- package/dist/asset/meshopt_simplifier.js +26 -0
- package/dist/asset/meshopt_simplifier.js.map +1 -0
- package/dist/asset/model.js +171 -1
- package/dist/asset/model.js.map +1 -1
- package/dist/asset/texture_settings.js +231 -0
- package/dist/asset/texture_settings.js.map +1 -0
- package/dist/asset/zmsh_binary.js +131 -0
- package/dist/asset/zmsh_binary.js.map +1 -0
- package/dist/asset/zsdf_binary.js +111 -0
- package/dist/asset/zsdf_binary.js.map +1 -0
- package/dist/blitter/bilateralblur.js +1 -2
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/gaussianblur.js +1 -6
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +31 -10
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +104 -178
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/follow.js +342 -0
- package/dist/camera/follow.js.map +1 -0
- package/dist/camera/fps.js +9 -7
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +46 -19
- package/dist/camera/orbit.js.map +1 -1
- package/dist/index.d.ts +25436 -15990
- package/dist/index.js +65 -11
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +3 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/eye.js +1 -1
- package/dist/material/eye.js.map +1 -1
- package/dist/material/hair.js +2 -3
- package/dist/material/hair.js.map +1 -1
- package/dist/material/lambert.js +4 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +66 -4
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +118 -45
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +191 -83
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +31 -206
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +1 -1
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrmr.js +3 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +3 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/sdf_debug.js +78 -0
- package/dist/material/sdf_debug.js.map +1 -0
- package/dist/material/shader/helper.js +333 -191
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/shader/terrain_blend.js +204 -43
- package/dist/material/shader/terrain_blend.js.map +1 -1
- package/dist/material/skin.js +331 -297
- package/dist/material/skin.js.map +1 -1
- package/dist/material/skinprofile.js +1058 -0
- package/dist/material/skinprofile.js.map +1 -0
- package/dist/material/sss.js +353 -0
- package/dist/material/sss.js.map +1 -0
- package/dist/material/sss_kernel.js +265 -0
- package/dist/material/sss_kernel.js.map +1 -0
- package/dist/material/sssprofile.js +879 -0
- package/dist/material/sssprofile.js.map +1 -0
- package/dist/material/subsurfaceprofile.js +4 -8
- package/dist/material/subsurfaceprofile.js.map +1 -1
- package/dist/material/terrain-cm.js +464 -188
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/unlit.js +3 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +1261 -1438
- package/dist/material/water.js.map +1 -1
- package/dist/node_modules/meshoptimizer/LICENSE +21 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
- package/dist/physics/character.js +226 -0
- package/dist/physics/character.js.map +1 -0
- package/dist/physics/collider.js +209 -0
- package/dist/physics/collider.js.map +1 -0
- package/dist/physics/events.js +79 -0
- package/dist/physics/events.js.map +1 -0
- package/dist/physics/joint.js +272 -0
- package/dist/physics/joint.js.map +1 -0
- package/dist/physics/node_physics.js +234 -0
- package/dist/physics/node_physics.js.map +1 -0
- package/dist/physics/part.js +91 -0
- package/dist/physics/part.js.map +1 -0
- package/dist/physics/rigid_body.js +379 -0
- package/dist/physics/rigid_body.js.map +1 -0
- package/dist/physics/vehicle.js +335 -0
- package/dist/physics/vehicle.js.map +1 -0
- package/dist/physics/world.js +25 -0
- package/dist/physics/world.js.map +1 -0
- package/dist/posteffect/bloom.js +49 -14
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/motionblur.js +106 -106
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/postsss.js +572 -0
- package/dist/posteffect/postsss.js.map +1 -0
- package/dist/posteffect/sao.js +2 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +605 -355
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +91 -162
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +3 -11
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +4 -13
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +1 -0
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +3 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +179 -64
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +958 -224
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +25 -5
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/debug_views.js +37 -0
- package/dist/render/debug_views.js.map +1 -0
- package/dist/render/depthpass.js +5 -1
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +53 -6
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +5 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +196 -113
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +5 -10
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/fft_wavegenerator.js +247 -157
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +16 -38
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/gi/probe_volume.js +1334 -0
- package/dist/render/gi/probe_volume.js.map +1 -0
- package/dist/render/gi/scene_gi.js +282 -0
- package/dist/render/gi/scene_gi.js.map +1 -0
- package/dist/render/gi/voxel_atlas.js +198 -0
- package/dist/render/gi/voxel_atlas.js.map +1 -0
- package/dist/render/gi/voxel_lighting.js +652 -0
- package/dist/render/gi/voxel_lighting.js.map +1 -0
- package/dist/render/gi/voxel_scene.js +642 -0
- package/dist/render/gi/voxel_scene.js.map +1 -0
- package/dist/render/gi/voxelize_pass.js +223 -0
- package/dist/render/gi/voxelize_pass.js.map +1 -0
- package/dist/render/globalbindgroup_allocator.js +3 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/gpu_picking.js +9 -36
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/instance_culling.js +499 -0
- package/dist/render/instance_culling.js.map +1 -0
- package/dist/render/lightpass.js +19 -8
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/lod.js +46 -0
- package/dist/render/lod.js.map +1 -0
- package/dist/render/primitive.js +301 -9
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/primitive_readback.js +209 -0
- package/dist/render/primitive_readback.js.map +1 -0
- package/dist/render/render_queue.js +162 -11
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +10 -7
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +14 -1
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/executor.js +136 -0
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +272 -55
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +41 -0
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
- package/dist/render/rendergraph/scene_render_context.js +31 -2
- package/dist/render/rendergraph/scene_render_context.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +28 -5
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/sdf/box_allocator.js +98 -0
- package/dist/render/sdf/box_allocator.js.map +1 -0
- package/dist/render/sdf/global_sdf.js +865 -0
- package/dist/render/sdf/global_sdf.js.map +1 -0
- package/dist/render/sdf/scene_sdf.js +562 -0
- package/dist/render/sdf/scene_sdf.js.map +1 -0
- package/dist/render/sdf/sdf_atlas.js +227 -0
- package/dist/render/sdf/sdf_atlas.js.map +1 -0
- package/dist/render/sdf/sdf_programs.js +42 -0
- package/dist/render/sdf/sdf_programs.js.map +1 -0
- package/dist/render/sdf/sdf_view.js +199 -0
- package/dist/render/sdf/sdf_view.js.map +1 -0
- package/dist/render/sdf/waterline.js +610 -0
- package/dist/render/sdf/waterline.js.map +1 -0
- package/dist/render/shadow_mask_pass.js +142 -25
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/shore_wave_generator.js +1193 -0
- package/dist/render/shore_wave_generator.js.map +1 -0
- package/dist/render/sky.js +516 -86
- package/dist/render/sky.js.map +1 -1
- package/dist/render/transmission_thickness_pass.js +477 -0
- package/dist/render/transmission_thickness_pass.js.map +1 -0
- package/dist/render/underwater.js +58 -158
- package/dist/render/underwater.js.map +1 -1
- package/dist/render/virtualtexture/virtual_texture.js +1214 -0
- package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_common.js +472 -0
- package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
- package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
- package/dist/render/volumetric_cloud/debug_view.js +131 -0
- package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
- package/dist/render/volumetric_cloud/resources.js +380 -0
- package/dist/render/volumetric_cloud/resources.js.map +1 -0
- package/dist/render/volumetric_cloud/sky_cache.js +380 -0
- package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
- package/dist/render/water_caustics.js +134 -319
- package/dist/render/water_caustics.js.map +1 -1
- package/dist/render/water_foam.js +627 -0
- package/dist/render/water_foam.js.map +1 -0
- package/dist/render/water_interaction.js +1795 -0
- package/dist/render/water_interaction.js.map +1 -0
- package/dist/render/weightedblended_oit.js +3 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +9 -4
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +108 -12
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +28 -7
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/foliage.js +1020 -0
- package/dist/scene/foliage.js.map +1 -0
- package/dist/scene/foliage_buckets.js +147 -0
- package/dist/scene/foliage_buckets.js.map +1 -0
- package/dist/scene/foliage_mask.js +358 -0
- package/dist/scene/foliage_mask.js.map +1 -0
- package/dist/scene/hair.js +15 -4
- package/dist/scene/hair.js.map +1 -1
- package/dist/scene/light.js +179 -13
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +327 -45
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +9 -3
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +9 -3
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +8 -2
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/physics_settings.js +157 -0
- package/dist/scene/physics_settings.js.map +1 -0
- package/dist/scene/scene.js +190 -44
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +147 -6
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
- package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +881 -42
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grass_gpu.js +929 -0
- package/dist/scene/terrain-cm/grass_gpu.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +180 -9
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +465 -36
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/terrain-cm/terrain_gi_albedo.js +257 -0
- package/dist/scene/terrain-cm/terrain_gi_albedo.js.map +1 -0
- package/dist/scene/terrain-cm/terrain_rvt.js +395 -0
- package/dist/scene/terrain-cm/terrain_rvt.js.map +1 -0
- package/dist/scene/update_queue.js +54 -0
- package/dist/scene/update_queue.js.map +1 -0
- package/dist/scene/water.js +633 -268
- package/dist/scene/water.js.map +1 -1
- package/dist/scene/water_surface_sampler.js +324 -0
- package/dist/scene/water_surface_sampler.js.map +1 -0
- package/dist/scene/wind.js +317 -0
- package/dist/scene/wind.js.map +1 -0
- package/dist/shaders/atmosphere.js +388 -166
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +100 -32
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/gi.js +365 -0
- package/dist/shaders/gi.js.map +1 -0
- package/dist/shaders/ltc_rect.js +202 -0
- package/dist/shaders/ltc_rect.js.map +1 -0
- package/dist/shaders/misc.js +1 -10
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js +5 -1
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/probes.js +309 -0
- package/dist/shaders/probes.js.map +1 -0
- package/dist/shaders/sdf.js +537 -0
- package/dist/shaders/sdf.js.map +1 -0
- package/dist/shaders/shadow.js +104 -70
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/skin_brdf.js +243 -0
- package/dist/shaders/skin_brdf.js.map +1 -0
- package/dist/shaders/ssgi.js +63 -0
- package/dist/shaders/ssgi.js.map +1 -0
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +6 -159
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js +38 -27
- package/dist/shaders/temporal.js.map +1 -1
- package/dist/shaders/water.js +32 -82
- package/dist/shaders/water.js.map +1 -1
- package/dist/shaders/water_medium.js +7 -21
- package/dist/shaders/water_medium.js.map +1 -1
- package/dist/shadow/dom.js +110 -19
- package/dist/shadow/dom.js.map +1 -1
- package/dist/shadow/esm.js +3 -3
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +15 -48
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +15 -53
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +34 -9
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +3 -8
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +40 -2
- package/dist/shadow/shadow_region.js.map +1 -1
- package/dist/shadow/shadowmapper.js +93 -53
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +18 -72
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +3 -3
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/shape.js +44 -1
- package/dist/shapes/shape.js.map +1 -1
- package/dist/utility/buoyancy.js +287 -0
- package/dist/utility/buoyancy.js.map +1 -0
- package/dist/utility/physical.js +10 -1
- package/dist/utility/physical.js.map +1 -1
- package/dist/utility/pmrem.js +17 -43
- package/dist/utility/pmrem.js.map +1 -1
- package/dist/utility/sdf/bake.js +435 -0
- package/dist/utility/sdf/bake.js.map +1 -0
- package/dist/utility/sdf/bvh.js +576 -0
- package/dist/utility/sdf/bvh.js.map +1 -0
- package/dist/utility/serialization/manager.js +34 -6
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +46 -5
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +11 -4
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +87 -254
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/cloth.js +25 -0
- package/dist/utility/serialization/scene/cloth.js.map +1 -0
- package/dist/utility/serialization/scene/common.js +14 -6
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/foliage.js +821 -0
- package/dist/utility/serialization/scene/foliage.js.map +1 -0
- package/dist/utility/serialization/scene/hair.js +11 -4
- package/dist/utility/serialization/scene/hair.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +115 -7
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +388 -220
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +69 -4
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +140 -5
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/node_physics.js +1318 -0
- package/dist/utility/serialization/scene/node_physics.js.map +1 -0
- package/dist/utility/serialization/scene/particle.js +11 -4
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/physics.js +120 -0
- package/dist/utility/serialization/scene/physics.js.map +1 -0
- package/dist/utility/serialization/scene/primitive.js +124 -10
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +1687 -51
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +11 -4
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +163 -33
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +11 -4
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +1543 -264
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/utility/shprojector.js +10 -22
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/utility/textures/foam.js +170 -0
- package/dist/utility/textures/foam.js.map +1 -0
- package/dist/utility/textures/ggxlut.js +17 -43
- package/dist/utility/textures/ggxlut.js.map +1 -1
- package/dist/utility/textures/ltcdata.js +4 -4
- package/dist/utility/textures/ltcdata.js.map +1 -1
- package/dist/utility/textures/ltclut.js +16 -6
- package/dist/utility/textures/ltclut.js.map +1 -1
- package/dist/utility/unsupported.js +24 -0
- package/dist/utility/unsupported.js.map +1 -0
- package/dist/values.js +13 -1
- package/dist/values.js.map +1 -1
- package/package.json +25 -12
- package/src/asset/loaders/ktx2/basis/LICENSE +201 -0
- package/src/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
- package/src/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
- package/src/asset/meshoptimizer/LICENSE +21 -0
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
package/dist/material/water.js
CHANGED
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@@ -1,14 +1,20 @@
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1
1
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import { applyMaterialMixins, MeshMaterial } from './meshmaterial.js';
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import {
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import { InteractiveWaveGenerator } from '../render/water_interaction.js';
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import { ShoreWaveGenerator } from '../render/shore_wave_generator.js';
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import { WaterFoamField, FoamFieldWaveGenerator, WaveFoamSource } from '../render/water_foam.js';
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import { MaterialVaryingFlags, LIGHT_TYPE_RECT, LIGHT_TYPE_DIRECTIONAL } from '../values.js';
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import { ShaderHelper } from './shader/helper.js';
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import {
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import { Vector4, Vector3, DRef } from '@zephyr3d/base';
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import { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr.js';
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9
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import { fetchSampler } from '../utility/misc.js';
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import { PHYSICAL_BAKE_EXPOSURE } from '../utility/physical.js';
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11
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import { mixinLight } from './mixins/lit.js';
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import { fresnelSchlick, distributionGGX, visGGX } from '../shaders/pbr.js';
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import { valueNoise, interleavedGradientNoise } from '../shaders/noise.js';
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import { waterScatterPhase } from '../shaders/water_medium.js';
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import {
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import { evaluateLTCRectLightTerms } from '../shaders/ltc_rect.js';
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import { getLTCMatLUT, getLTCAmpLUT } from '../utility/textures/ltclut.js';
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import { sampleFoamTexture, foamTexelSize, getDefaultFoamTexture } from '../utility/textures/foam.js';
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import { RenderGraphExecutor } from '../render/rendergraph/executor.js';
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18
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19
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/** Label/value pairs for {@link WaterDebugOutput}, for editor enumerations. */ const WATER_DEBUG_OUTPUTS = [
|
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20
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{
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@@ -19,26 +25,10 @@ import { getDevice } from '../app/api.js';
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label: 'Normal',
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26
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value: 'normal'
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27
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},
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{
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label: 'Diffuse normal',
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value: 'diffuseNormal'
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},
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{
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label: 'View facing',
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value: 'viewFacing'
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},
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{
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label: 'Front facing',
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value: 'frontFacing'
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},
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28
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{
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label: 'Foam',
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value: 'foam'
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31
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},
|
|
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{
|
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label: 'Shore foam',
|
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40
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value: 'shoreFoam'
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-
},
|
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42
32
|
{
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33
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label: 'Water depth',
|
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44
34
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value: 'waterDepth'
|
|
@@ -67,18 +57,6 @@ import { getDevice } from '../app/api.js';
|
|
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67
57
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label: 'Sun scattering',
|
|
68
58
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value: 'sunScattering'
|
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69
59
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},
|
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70
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-
{
|
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label: 'Sun phase',
|
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72
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value: 'sunPhase'
|
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73
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-
},
|
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74
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{
|
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label: 'Sun integral',
|
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value: 'sunIntegral'
|
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},
|
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78
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-
{
|
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label: 'Sun NoL',
|
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value: 'sunNoL'
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-
},
|
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82
60
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{
|
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61
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label: 'Shadow',
|
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62
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value: 'shadow'
|
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@@ -87,6 +65,10 @@ import { getDevice } from '../app/api.js';
|
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87
65
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label: 'Subsurface',
|
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66
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value: 'subsurface'
|
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89
67
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},
|
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68
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{
|
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label: 'Subsurface thickness',
|
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value: 'subsurfaceThickness'
|
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+
},
|
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90
72
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{
|
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73
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label: 'Specular',
|
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74
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value: 'specular'
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@@ -96,221 +78,188 @@ import { getDevice } from '../app/api.js';
|
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96
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value: 'depth'
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},
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80
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{
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label: '
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value: '
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label: 'Interaction',
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value: 'interaction'
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},
|
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{
|
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label: 'Foam field',
|
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value: 'foamField'
|
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101
87
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},
|
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88
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{
|
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label: '
|
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value: '
|
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label: 'Shore regions (geometry)',
|
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+
value: 'shoreRegions'
|
|
91
|
+
},
|
|
92
|
+
{
|
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+
label: 'Shore field levels',
|
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94
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+
value: 'shoreLevels'
|
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95
|
+
},
|
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96
|
+
{
|
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+
label: 'Swash handover (RGB)',
|
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value: 'swashHandover'
|
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+
},
|
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100
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{
|
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label: 'Swash foam sources (RGB)',
|
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+
value: 'swashFoamSources'
|
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103
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+
},
|
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104
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+
{
|
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105
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+
label: 'Swash foam cuts (RGB)',
|
|
106
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+
value: 'swashFoamCuts'
|
|
107
|
+
},
|
|
108
|
+
{
|
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109
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+
label: 'Swash visibility (RGB)',
|
|
110
|
+
value: 'swashVisibility'
|
|
111
|
+
},
|
|
112
|
+
{
|
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113
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+
label: 'Swash ground support (RGB)',
|
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114
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+
value: 'swashGroundSupport'
|
|
105
115
|
}
|
|
106
116
|
];
|
|
107
|
-
/** Fresnel reflectance of water at normal incidence,
|
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108
|
-
/** Specular roughness
|
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109
|
-
/**
|
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110
|
-
|
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111
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*
|
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112
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*
|
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113
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-
|
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114
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|
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115
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116
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|
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117
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118
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|
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* the
|
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121
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-
|
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122
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|
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123
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-
|
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124
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-
|
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126
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|
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*
|
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128
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|
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129
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-
|
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/**
|
|
131
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-
|
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132
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-
|
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133
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-
|
|
134
|
-
|
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135
|
-
|
|
117
|
+
/** Fresnel reflectance of water at normal incidence, n = 1.333. */ const WATER_F0 = 0.02;
|
|
118
|
+
/** Specular roughness with the waves resolved. */ const WATER_BASE_ROUGHNESS = 0.04;
|
|
119
|
+
/** Specular roughness once distance has flattened the wave normals. */ const WATER_DISTANT_ROUGHNESS = 0.35;
|
|
120
|
+
/**
|
|
121
|
+
* Slope variance of a wind-driven sea for the mean Fresnel of the slopes
|
|
122
|
+
* distance flattens out of the normals, from the clean-surface fit of Cox &
|
|
123
|
+
* Munk, "Measurement of the roughness of the sea surface from photographs of
|
|
124
|
+
* the sun's glitter" (JOSA 44(11), 1954): upwind sigma_u^2 = 3.16e-3 U and
|
|
125
|
+
* crosswind sigma_c^2 = 0.003 + 1.92e-3 U, U the wind speed in m/s.
|
|
126
|
+
*/ const COX_MUNK_UPWIND = 3.16e-3;
|
|
127
|
+
const COX_MUNK_CROSSWIND_BASE = 0.003;
|
|
128
|
+
const COX_MUNK_CROSSWIND = 1.92e-3;
|
|
129
|
+
/**
|
|
130
|
+
* Roughness over which the sky reflection hands over from the sharp baked sky
|
|
131
|
+
* to the environment's GGX-prefiltered radiance map, as Crest picks its
|
|
132
|
+
* reflection mip by roughness.
|
|
133
|
+
*/ const SKY_PREFILTER_START = 0.06;
|
|
134
|
+
const SKY_PREFILTER_FULL = 0.15;
|
|
135
|
+
/** Wrap of the foam's diffuse lighting, `(N.L + w) / (1 + w)`. At 0 a lee slope is unlit. */ const FOAM_LIGHT_WRAP = 0.5;
|
|
136
|
+
/**
|
|
137
|
+
* Share of the edge fade width over which the foam on a thin sheet fades: the
|
|
138
|
+
* foam outlasts the water it floats on, down to the last centimetre or so.
|
|
139
|
+
*/ const FOAM_EDGE_FADE_SHARE = 0.2;
|
|
140
|
+
/** Index of refraction of water. Must match the caustics pass. */ const WATER_IOR = 1.333;
|
|
141
|
+
const AIR_TO_WATER_ETA = 1 / WATER_IOR;
|
|
142
|
+
const WATER_TO_AIR_ETA = WATER_IOR;
|
|
143
|
+
/** Cap on the refracted path, as a multiple of the straight-line distance. */ const REFRACT_MAX_PATH_RATIO = 4;
|
|
144
|
+
/** Steps of the refracted-ray march over {@link REFRACT_MAX_PATH_RATIO}. */ const REFRACT_MARCH_STEPS = 24;
|
|
145
|
+
/** Depth tolerance, in meters, for a march step to count as a hit. */ const REFRACT_MARCH_THICKNESS = 0.05;
|
|
146
|
+
/**
|
|
147
|
+
* Fraction of the far plane an infinite surface is pulled in to. Must stay
|
|
148
|
+
* below 1: the cleared depth value is tested for by equality.
|
|
136
149
|
*/ const INFINITE_DEPTH_PULLIN = 0.99;
|
|
137
|
-
/**
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
*/ const
|
|
144
|
-
/**
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
* Normalized linear depth at or above which what is behind the water is taken to
|
|
151
|
-
* be the sky, and the refraction can skip its march.
|
|
152
|
-
*/ const SCENE_SKY_DEPTH01 = 0.999;
|
|
153
|
-
/**
|
|
154
|
-
* How far the surface normal bends the transmitted direction in the subsurface
|
|
155
|
-
* term. This is what lets the wave itself modulate the glow.
|
|
156
|
-
*/ const SSS_DISTORTION = 0.25;
|
|
157
|
-
/** Falloff of the subsurface lobe. Higher keeps the glow closer to the sun. */ const SSS_POWER = 4;
|
|
158
|
-
/**
|
|
159
|
-
* Mean cosine of one scattering event in the water body.
|
|
160
|
-
*
|
|
161
|
-
* Real sea water measures near 0.9, but at that value almost nothing comes back
|
|
162
|
-
* towards a camera looking down at the water. The default gives up some of that
|
|
163
|
-
* peak for a term that reads from above; the multiple-scattering blend in
|
|
164
|
-
* {@link WaterMaterial.waterSunScattering} restores the isotropy.
|
|
150
|
+
/** Minimum reflection y for the sky bake lookup; its lower hemisphere is black. */ const HORIZON_REFLECT_BIAS = 0.08;
|
|
151
|
+
/** UV width of the band the refraction offset fades over at the screen border. */ const REFRACT_EDGE_FADE = 0.06;
|
|
152
|
+
/** Normalized depth at or above which the scene behind the water is sky. */ const SCENE_SKY_DEPTH01 = 0.999;
|
|
153
|
+
/** Medium path, in meters, through water with only sky behind it: deep enough to absorb everything. */ const SKY_MEDIUM_PATH = 1e4;
|
|
154
|
+
/** Floor on the subsurface term's sun-alignment factor. */ const SSS_SUN_ALIGN_FLOOR = 0.15;
|
|
155
|
+
/** Floor on the subsurface term's grazing-view factor. */ const SSS_GRAZING_FLOOR = 0.1;
|
|
156
|
+
/** Softplus width of the crest gate, as a fraction of the crest height. */ const SSS_HEIGHT_SOFTNESS = 0.6;
|
|
157
|
+
/** Least crest height the gate is worked out over, in metres. See {@link WaterMaterial.subsurfaceCrestHeight}. */ const SSS_CREST_HEIGHT_MIN = 0.05;
|
|
158
|
+
/** Floor on the crest gate's path length. */ const SSS_CREST_PATH_FLOOR = 0.2;
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/** Extinction multiplier of the crest gate over a unit path. */ const SSS_ABSORPTION_SCALE = 3;
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/**
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* Mean cosine of one scattering event. Real sea water is near 0.9, at which
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* almost nothing returns to a camera looking down.
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*/ const DEFAULT_SCATTER_ANISOTROPY = 0.7;
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/**
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*
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*
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*
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*
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* Cap on the refraction blur LOD.
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*
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* average of the frame. Six levels is a 64x footprint, already far wider than
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* any real forward-scattering kernel.
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*/ const REFRACT_BLUR_MAX_LOD = 6;
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/**
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* Share of the shoreline ramp the foam pattern is allowed to eat into.
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*
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* edge into clumps. Below 1 so the foam at the contact line survives it.
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*/ const SHORE_FOAM_NOISE_BITE = 0.6;
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/** World-space drift of the foam pattern, m/s. Off-axis so it has no grain. */ const SHORE_FOAM_DRIFT_X = 0.11;
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/** @see SHORE_FOAM_DRIFT_X */ const SHORE_FOAM_DRIFT_Z = -0.07;
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/** Frequency ratio between octaves. Not 2, which would align the lattices. */ const SHORE_FOAM_OCTAVE_RATIO = 2.17;
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/**
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* Weight of each foam pattern octave, coarsest first. Three octaves span about
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* five times in feature size, so one authored clump size serves both a wide
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* shoreline and a narrow collar.
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*/ const SHORE_FOAM_OCTAVE_WEIGHTS = [
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0.3,
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0.2
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];
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/**
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* Width of the band's gradient, as a fraction of the distance it reaches,
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* running inward from the reach. 1 fades across the whole band, 0 makes it a
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* hard-edged slab. The pattern can only break up what is still in the gradient.
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*/ const SHORE_FOAM_EDGE_SOFTNESS = 0.85;
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/**
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* Hi-Z cells the proximity query's window spreads over its radius, which sets
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* the pyramid level. Higher locates surfaces more precisely but stops covering
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* the whole footprint, and geometry in the uncovered corners is missed.
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*/ const SHORE_QUERY_TAP_SPREAD = 1.5;
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/**
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* Softness of the proximity query's minimum, as a fraction of its radius. A hard
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* minimum leaves the band in cell-shaped squares; the trade is that the band
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* sits a little tighter than the authored reach.
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*/ const SHORE_QUERY_SOFTMIN = 0.25;
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/**
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* Distance, in radii, that an empty neighbourhood resolves to. Distances are
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* clamped to it before the exponential, so nothing can underflow every term and
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* leave the logarithm with nothing to take.
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*/ const SHORE_QUERY_MISS_REACH = 2;
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/** Advance of the dither's hash input per frame, for TAA to average over. */ const SHORE_QUERY_DITHER_STRIDE = 5.588238;
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/**
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* How thick a cell's frustum block may be, in multiples of its own width. A cell
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* spanning an object's edge would otherwise stretch down the view ray and grow
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* foam on water far behind the object.
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*/ const SHORE_QUERY_CELL_DEPTH_SPAN = 2;
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/** Floor on the refracted sun ray's descent; only reached by a sun below the horizon. */ const MIN_SUN_SLOPE = 0.05;
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/** Refraction blur per meter of path from geometry alone, in mip widths. */ const REFRACT_BLUR_GEOMETRIC = 0.02;
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/** Maps the scattering coefficient (1/m) onto refraction blur mip widths per meter. */ const REFRACT_BLUR_DENSITY = 1.5;
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/** Cap on the refraction blur LOD. */ const REFRACT_BLUR_MAX_LOD = 6;
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/**
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* The foam's look follows Crest's OceanFoam.hlsl (Wave Harmonic, MIT): a
|
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* white foam layer cut from the foam texture by the foam density with a
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* feathered black point, lit through a normal taken from the slope of that
|
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* cut over a step of a quarter texel per metre of view depth, with a narrow
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* glint; and beneath it bubbles, the same texture blurred three mips and
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|
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* shifted by parallax as if under the surface, tinted and lit by the sky.
|
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|
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* The texture drifts at FOAM_DRIFT metres per second along x and z, Crest's
|
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|
+
* time / 10.
|
|
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|
+
*/ const FOAM_DRIFT = 0.1;
|
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|
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const FOAM_BUBBLE_MIP_SCALE = 8;
|
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|
+
const FOAM_SPECULAR_POWER = 293;
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|
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const FOAM_SPECULAR_BOOST = 0.15;
|
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class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
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|
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static FEATURE_MEDIUM_MODE = this.defineFeature();
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static FEATURE_REFRACTION_MODE = this.defineFeature();
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static FEATURE_INFINITE = this.defineFeature();
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|
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static FEATURE_SHORE_FOAM = this.defineFeature();
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static FEATURE_DEBUG_OUTPUT = this.defineFeature();
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|
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static _absorptionGrad = new Interpolator('linear', 'vec3', new Float32Array([
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0,
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0.082,
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0.318,
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0.665,
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1
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]), new Float32Array([
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1,
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1,
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1,
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0.22,
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0.87,
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0.87,
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0,
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0.47,
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0.49,
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0,
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0.275,
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0.44,
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0,
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0,
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0
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]));
|
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|
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static _scatterGrad = new Interpolator('linear', 'vec3', new Float32Array([
|
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0,
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0.15,
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0.42,
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1
|
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]), new Float32Array([
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0,
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0,
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0,
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0.08,
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0.41,
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|
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0.34,
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0.13,
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0.4,
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0.45,
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|
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0.21,
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0.5,
|
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|
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0.6
|
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|
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]));
|
|
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|
-
static _defaultScatterRampTexture = new DWeakRef();
|
|
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|
-
static _defaultAbsorptionRampTexture = new DWeakRef();
|
|
283
185
|
static _waveUpdateState = new WeakMap();
|
|
186
|
+
static _interactionUpdateState = new WeakMap();
|
|
284
187
|
_region;
|
|
285
188
|
_refractionScale;
|
|
286
|
-
_depthMulti;
|
|
287
189
|
_reflectionStrength;
|
|
288
|
-
_scatterRampTexture;
|
|
289
|
-
_absorptionRampTexture;
|
|
290
190
|
_waveGenerator;
|
|
291
|
-
|
|
292
|
-
|
|
293
|
-
*
|
|
294
|
-
*
|
|
295
|
-
*
|
|
296
|
-
|
|
297
|
-
|
|
191
|
+
_interaction;
|
|
192
|
+
/**
|
|
193
|
+
* The generator the shaders and every other consumer of the surface use: the
|
|
194
|
+
* base generator wrapped with the interaction field while one is attached,
|
|
195
|
+
* the base generator itself otherwise.
|
|
196
|
+
*/ _effectiveWaveGenerator;
|
|
197
|
+
/** Settings of the shore waves, shared by reference with their generator. */ _shoreWaves = {
|
|
198
|
+
height: 0,
|
|
199
|
+
wavelength: 8,
|
|
200
|
+
period: 6,
|
|
201
|
+
zone: 20,
|
|
202
|
+
sharpness: 0.7,
|
|
203
|
+
lean: 0.5,
|
|
204
|
+
irregularity: 0.6,
|
|
205
|
+
waveFoamStrength: 1,
|
|
206
|
+
waveFoamCoverage: 0.55,
|
|
207
|
+
shorelineFoamMaxDepth: 0.65,
|
|
208
|
+
shorelineFoamStrength: 2,
|
|
209
|
+
wallFoamStrength: 1,
|
|
210
|
+
wallFoamMinSpeed: 0.2,
|
|
211
|
+
wallFoamMaxSpeed: 1.5,
|
|
212
|
+
wallFoamDrift: 0.3,
|
|
213
|
+
surfFoamDuration: 1.5,
|
|
214
|
+
foamSettleDepth: 0.02,
|
|
215
|
+
foamDriftDepth: 0.3,
|
|
216
|
+
settledFoamFade: 0.25
|
|
217
|
+
};
|
|
218
|
+
/** The shore wave layer of the effective generator, while the waves are on. */ _shoreWaveGenerator = null;
|
|
219
|
+
/** Foam with memory, carried by the water; kept across rebuilds of the generators. */ _foamField = new WaterFoamField();
|
|
220
|
+
/** The foam field layered over the base generator, innermost in the effective generator. */ _foamFieldGenerator = null;
|
|
221
|
+
/**
|
|
222
|
+
* The interaction layer of the effective generator while a field is attached,
|
|
223
|
+
* wherever it sits in the chain (the shore waves wrap it when they are on).
|
|
224
|
+
*/ _interactiveWaveGenerator = null;
|
|
225
|
+
/** What feeds the foam field: the shore waves while they are on, else the open water. */ _foamSource = null;
|
|
226
|
+
/** Frame the foam field was last stepped in. */ _foamFrameId = -1;
|
|
227
|
+
/** Frame of the last update. */ _frameId = 0;
|
|
228
|
+
_edgeFadeWidth = 0.05;
|
|
229
|
+
/**
|
|
230
|
+
* Thickness in metres over which a thin sheet of water fades in from the
|
|
231
|
+
* ground under it, so swash running up the sand shows the sand through it.
|
|
232
|
+
* 0 disables it.
|
|
233
|
+
*/ get edgeFadeWidth() {
|
|
234
|
+
return this._edgeFadeWidth;
|
|
235
|
+
}
|
|
236
|
+
set edgeFadeWidth(val) {
|
|
237
|
+
val = Math.max(0, val);
|
|
238
|
+
if (val !== this._edgeFadeWidth) {
|
|
239
|
+
this._edgeFadeWidth = val;
|
|
240
|
+
this.uniformChanged();
|
|
241
|
+
}
|
|
242
|
+
}
|
|
243
|
+
/** Seconds of water clock at the last update, for the shore waves. */ _waveClock = 0;
|
|
244
|
+
/** Wave uniform version last written, per bind group. */ _waveVersionByBindGroup;
|
|
298
245
|
_clipmapInfo;
|
|
299
246
|
_clipmapGridInfo;
|
|
300
247
|
_skirtDistance;
|
|
301
248
|
_ssrParams;
|
|
302
|
-
/**
|
|
303
|
-
/**
|
|
304
|
-
/**
|
|
305
|
-
/**
|
|
306
|
-
/**
|
|
307
|
-
|
|
249
|
+
/** (wind direction x, z, Cox-Munk upwind slope variance, crosswind slope variance) */ _unresolvedSlope;
|
|
250
|
+
/** sigma_a, 1/m, per RGB channel. */ _absorption;
|
|
251
|
+
/** sigma_s, 1/m, per RGB channel. */ _scattering;
|
|
252
|
+
/** sigma_t = sigma_a + sigma_s. */ _extinction;
|
|
253
|
+
/** sigma_s / sigma_t. */ _scatterAlbedo;
|
|
254
|
+
_absorptionScale;
|
|
255
|
+
_scatteringScale;
|
|
308
256
|
_causticsEnabled;
|
|
309
257
|
_causticsIntensity;
|
|
310
258
|
_causticsDepth;
|
|
311
259
|
_causticsRange;
|
|
312
260
|
_causticsFadeDistance;
|
|
313
261
|
_causticsWarp;
|
|
262
|
+
_causticsMinDepth;
|
|
314
263
|
_causticsSceneDepth;
|
|
315
264
|
_causticsDefocus;
|
|
316
265
|
_causticsResolution;
|
|
@@ -325,7 +274,8 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
325
274
|
_underwaterGodRayShadow;
|
|
326
275
|
_underwaterHysteresis;
|
|
327
276
|
_subsurfaceIntensity;
|
|
328
|
-
|
|
277
|
+
_subsurfaceCrestHeight;
|
|
278
|
+
_subsurfaceTint;
|
|
329
279
|
_subsurfaceParams;
|
|
330
280
|
_sunScatteringIntensity;
|
|
331
281
|
_scatterAnisotropy;
|
|
@@ -336,20 +286,17 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
336
286
|
_foamFalloff;
|
|
337
287
|
_foamColor;
|
|
338
288
|
_foamParams;
|
|
339
|
-
|
|
340
|
-
|
|
341
|
-
|
|
342
|
-
|
|
343
|
-
|
|
344
|
-
|
|
345
|
-
|
|
346
|
-
|
|
347
|
-
_shoreFoamWashParams;
|
|
289
|
+
_foamFeather;
|
|
290
|
+
_foamNormalStrength;
|
|
291
|
+
_foamBubbleColor;
|
|
292
|
+
_foamBubbleCoverage;
|
|
293
|
+
_foamBubbleDepth;
|
|
294
|
+
_foamLookParams;
|
|
295
|
+
_foamTexture;
|
|
296
|
+
_foamTextureSize = 4;
|
|
348
297
|
constructor(){
|
|
349
298
|
super();
|
|
350
299
|
this._region = new Vector4(-99999, -99999, 99999, 99999);
|
|
351
|
-
// Fitted to the legacy absorption ramp at depthMulti = 0.1, so switching the
|
|
352
|
-
// medium to physical does not change the out-of-box look much.
|
|
353
300
|
this._absorption = new Vector3(1.0, 0.25, 0.15);
|
|
354
301
|
this._scattering = new Vector3(0.05, 0.12, 0.18);
|
|
355
302
|
this._extinction = new Vector3();
|
|
@@ -361,12 +308,12 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
361
308
|
this._clipmapGridInfo = new Vector4();
|
|
362
309
|
this._skirtDistance = 0;
|
|
363
310
|
this._waveGenerator = new DRef();
|
|
311
|
+
this._interaction = new DRef();
|
|
312
|
+
this._effectiveWaveGenerator = null;
|
|
364
313
|
this._waveVersionByBindGroup = new WeakMap();
|
|
365
314
|
this._ssrParams = new Vector4(1000, 160, 0.5, 2);
|
|
366
|
-
this.
|
|
367
|
-
this._absorptionRampTexture = new DRef();
|
|
315
|
+
this._unresolvedSlope = new Vector4();
|
|
368
316
|
this._refractionScale = 1;
|
|
369
|
-
this._depthMulti = 0.1;
|
|
370
317
|
this._reflectionStrength = 1;
|
|
371
318
|
this._causticsEnabled = true;
|
|
372
319
|
this._causticsIntensity = 1;
|
|
@@ -374,6 +321,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
374
321
|
this._causticsRange = 60;
|
|
375
322
|
this._causticsFadeDistance = 0;
|
|
376
323
|
this._causticsWarp = 1.5;
|
|
324
|
+
this._causticsMinDepth = 0.15;
|
|
377
325
|
this._causticsSceneDepth = true;
|
|
378
326
|
this._causticsDefocus = 0.12;
|
|
379
327
|
this._causticsResolution = 1024;
|
|
@@ -385,76 +333,47 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
385
333
|
this._underwaterGodRays = true;
|
|
386
334
|
this._underwaterGodRayIntensity = 1;
|
|
387
335
|
this._underwaterGodRaySteps = 24;
|
|
388
|
-
// Off by default: it is a shadow map lookup per march step on top of the
|
|
389
|
-
// caustic lookup already there, which roughly doubles the cost of the
|
|
390
|
-
// shafts. Worth turning on for a scene with something large standing in the
|
|
391
|
-
// water, where a shaft running through it unbroken is the obvious artefact.
|
|
392
336
|
this._underwaterGodRayShadow = false;
|
|
393
|
-
// A few centimetres. Wide enough that floating-point noise on the camera
|
|
394
|
-
// height cannot flip the state, narrow enough that the transition still
|
|
395
|
-
// happens where the eye expects it.
|
|
396
337
|
this._underwaterHysteresis = 0.05;
|
|
397
|
-
|
|
398
|
-
|
|
399
|
-
this.
|
|
400
|
-
// At 4 the wave flanks carry the glow and the troughs stay dark; 20 turns
|
|
401
|
-
// the whole sea into a lamp.
|
|
402
|
-
this._subsurfaceSteepness = 4;
|
|
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|
+
this._subsurfaceIntensity = 0.5;
|
|
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|
+
this._subsurfaceCrestHeight = 1.5;
|
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|
+
this._subsurfaceTint = new Vector3(0.86, 0.98, 0.71);
|
|
403
341
|
this._subsurfaceParams = new Vector4();
|
|
404
|
-
// The integral is derived, not fitted, so 1 is what the medium coefficients
|
|
405
|
-
// already imply.
|
|
406
342
|
this._sunScatteringIntensity = 1;
|
|
407
343
|
this._scatterAnisotropy = DEFAULT_SCATTER_ANISOTROPY;
|
|
408
344
|
this._sunScatterParams = new Vector4();
|
|
409
345
|
this._refractionBlur = 1;
|
|
410
|
-
// A shallow-pool depth: the offset stays plausible on thin water and cannot
|
|
411
|
-
// reach across a large object's silhouette.
|
|
412
346
|
this._cheapRefractionDepth = 1;
|
|
413
|
-
// Coverage from the generator is a folded-surface measure, not an area
|
|
414
|
-
// fraction; these map it onto one. The falloff above 1 keeps light folding
|
|
415
|
-
// from reading as foam.
|
|
416
347
|
this._foamAmount = 1;
|
|
417
348
|
this._foamFalloff = 1.5;
|
|
418
|
-
// Slightly off-white and slightly blue: sea foam is water and air, and a
|
|
419
|
-
// pure white one reads as snow.
|
|
420
349
|
this._foamColor = new Vector3(0.92, 0.95, 0.97);
|
|
421
350
|
this._foamParams = new Vector4();
|
|
422
|
-
//
|
|
423
|
-
|
|
424
|
-
|
|
425
|
-
this.
|
|
426
|
-
|
|
427
|
-
|
|
428
|
-
this.
|
|
429
|
-
|
|
430
|
-
// the whole band.
|
|
431
|
-
this._shoreFoamFalloff = 1.5;
|
|
432
|
-
// A couple of clumps across the band's width, whatever that width is.
|
|
433
|
-
this._shoreFoamScale = 2.5;
|
|
434
|
-
// Half the band's depth, so the waterline visibly advances and retreats
|
|
435
|
-
// without the band ever closing completely.
|
|
436
|
-
this._shoreFoamWashAmount = 0.5;
|
|
437
|
-
// One wash every eight seconds or so - the band is what a set of waves does,
|
|
438
|
-
// not what one wave does.
|
|
439
|
-
this._shoreFoamWashSpeed = 0.12;
|
|
440
|
-
// Wash phase decorrelates over ~30 m, so a long shoreline breaks in sections
|
|
441
|
-
// instead of pulsing as one.
|
|
442
|
-
this._shoreFoamWashScale = 0.03;
|
|
443
|
-
this._shoreFoamParams = new Vector4();
|
|
444
|
-
this._shoreFoamWashParams = new Vector4();
|
|
351
|
+
// Crest's defaults
|
|
352
|
+
this._foamFeather = 0.4;
|
|
353
|
+
this._foamNormalStrength = 3.5;
|
|
354
|
+
this._foamBubbleColor = new Vector3(0.64, 0.83, 0.82);
|
|
355
|
+
this._foamBubbleCoverage = 1.68;
|
|
356
|
+
this._foamBubbleDepth = 0.14;
|
|
357
|
+
this._foamLookParams = new Vector4();
|
|
358
|
+
this._foamTexture = new DRef();
|
|
445
359
|
this.cullMode = 'none';
|
|
446
|
-
this.useFeature(WaterMaterial.FEATURE_MEDIUM_MODE, 'physical');
|
|
447
360
|
this.useFeature(WaterMaterial.FEATURE_REFRACTION_MODE, 'march');
|
|
448
361
|
this.useFeature(WaterMaterial.FEATURE_INFINITE, false);
|
|
449
|
-
this.useFeature(WaterMaterial.FEATURE_SHORE_FOAM, false);
|
|
450
362
|
this.useFeature(WaterMaterial.FEATURE_DEBUG_OUTPUT, 'none');
|
|
451
|
-
//this.TAADisabled = true;
|
|
452
363
|
}
|
|
453
364
|
/** {@inheritDoc Material.onDispose} */ onDispose() {
|
|
454
365
|
super.onDispose();
|
|
455
366
|
this._waveGenerator.dispose();
|
|
456
|
-
this.
|
|
457
|
-
this.
|
|
367
|
+
this._interaction.dispose();
|
|
368
|
+
this._shoreWaveGenerator?.dispose();
|
|
369
|
+
this._shoreWaveGenerator = null;
|
|
370
|
+
this._foamFieldGenerator?.dispose();
|
|
371
|
+
this._foamFieldGenerator = null;
|
|
372
|
+
this._foamSource = null;
|
|
373
|
+
this._interactiveWaveGenerator = null;
|
|
374
|
+
this._foamField.dispose();
|
|
375
|
+
this._effectiveWaveGenerator = null;
|
|
376
|
+
this._foamTexture.dispose();
|
|
458
377
|
}
|
|
459
378
|
/** @internal */ get region() {
|
|
460
379
|
return this._region;
|
|
@@ -465,58 +384,86 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
465
384
|
this.uniformChanged();
|
|
466
385
|
}
|
|
467
386
|
}
|
|
468
|
-
|
|
469
|
-
|
|
387
|
+
/**
|
|
388
|
+
* The wave generator the surface is evaluated with.
|
|
389
|
+
*
|
|
390
|
+
* While an {@link interaction} is attached this is a wrapper that layers the
|
|
391
|
+
* interaction field over {@link baseWaveGenerator}; every consumer of the
|
|
392
|
+
* surface (the shaders, the surface-point query, the caustics) goes through
|
|
393
|
+
* it and sees one displaced surface. Setting it sets the base generator.
|
|
394
|
+
*/ get waveGenerator() {
|
|
395
|
+
return this._effectiveWaveGenerator;
|
|
470
396
|
}
|
|
471
397
|
set waveGenerator(waveGenerator) {
|
|
472
398
|
if (this._waveGenerator.get() !== waveGenerator) {
|
|
473
399
|
this._waveGenerator.set(waveGenerator);
|
|
474
|
-
|
|
475
|
-
// not suppress the upload for a new generator.
|
|
476
|
-
this._waveVersionByBindGroup = new WeakMap();
|
|
477
|
-
this.optionChanged(true);
|
|
400
|
+
this._rebuildEffectiveWaveGenerator();
|
|
478
401
|
}
|
|
479
402
|
}
|
|
480
|
-
get
|
|
481
|
-
|
|
482
|
-
return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;
|
|
403
|
+
/** The generator supplying the ambient surface, without any interaction field. */ get baseWaveGenerator() {
|
|
404
|
+
return this._waveGenerator.get();
|
|
483
405
|
}
|
|
484
|
-
|
|
485
|
-
|
|
486
|
-
|
|
487
|
-
|
|
406
|
+
/**
|
|
407
|
+
* Dynamic height field layered over the surface, or null for none. See
|
|
408
|
+
* {@link WaterInteraction}.
|
|
409
|
+
*
|
|
410
|
+
* Ignored, with the base generator used on its own, on a device that cannot
|
|
411
|
+
* host the field.
|
|
412
|
+
*/ get interaction() {
|
|
413
|
+
return this._interaction.get();
|
|
414
|
+
}
|
|
415
|
+
set interaction(val) {
|
|
416
|
+
if (this._interaction.get() !== val) {
|
|
417
|
+
this._interaction.set(val);
|
|
418
|
+
this._rebuildEffectiveWaveGenerator();
|
|
488
419
|
}
|
|
489
420
|
}
|
|
490
|
-
|
|
491
|
-
const
|
|
492
|
-
|
|
493
|
-
|
|
494
|
-
|
|
495
|
-
|
|
496
|
-
|
|
497
|
-
|
|
421
|
+
/** @internal */ _rebuildEffectiveWaveGenerator() {
|
|
422
|
+
const base = this._waveGenerator.get();
|
|
423
|
+
const interaction = this._interaction.get();
|
|
424
|
+
this._shoreWaveGenerator?.dispose();
|
|
425
|
+
this._shoreWaveGenerator = null;
|
|
426
|
+
this._foamFieldGenerator?.dispose();
|
|
427
|
+
this._foamFieldGenerator = null;
|
|
428
|
+
this._foamSource = null;
|
|
429
|
+
// A field left behind must not hold on to the generators disposed here
|
|
430
|
+
this._interactiveWaveGenerator?.interaction.setAmbientSurface(null);
|
|
431
|
+
this._interactiveWaveGenerator = null;
|
|
432
|
+
let effective = null;
|
|
433
|
+
if (base) {
|
|
434
|
+
// Innermost the foam field, whose foam the shore waves and the
|
|
435
|
+
// interaction field compose theirs over
|
|
436
|
+
const that = this;
|
|
437
|
+
this._foamFieldGenerator = new FoamFieldWaveGenerator(base, this._foamField, {
|
|
438
|
+
getFoamTexture: ()=>that.foamTexture,
|
|
439
|
+
getFoamTextureSize: ()=>that._foamTextureSize
|
|
440
|
+
});
|
|
441
|
+
effective = this._foamFieldGenerator;
|
|
442
|
+
this._foamSource = new WaveFoamSource(base, this._foamField);
|
|
498
443
|
}
|
|
499
|
-
|
|
500
|
-
|
|
501
|
-
|
|
502
|
-
|
|
503
|
-
|
|
504
|
-
* scenes that were tuned against it.
|
|
505
|
-
*/ get mediumMode() {
|
|
506
|
-
return this.featureUsed(WaterMaterial.FEATURE_MEDIUM_MODE) ?? 'physical';
|
|
507
|
-
}
|
|
508
|
-
set mediumMode(val) {
|
|
509
|
-
if (val !== this.mediumMode) {
|
|
510
|
-
this.useFeature(WaterMaterial.FEATURE_MEDIUM_MODE, val);
|
|
444
|
+
if (effective && this._shoreWaves.height > 0) {
|
|
445
|
+
this._shoreWaveGenerator = new ShoreWaveGenerator(effective, this._shoreWaves, this._foamSource);
|
|
446
|
+
this._foamFieldGenerator.flowSource = this._shoreWaveGenerator;
|
|
447
|
+
this._foamSource = this._shoreWaveGenerator;
|
|
448
|
+
effective = this._shoreWaveGenerator;
|
|
511
449
|
}
|
|
450
|
+
// Outermost the interaction field: its ripples ride the shore waves rather
|
|
451
|
+
// than being faded with the open water's chop near the shore, and a query
|
|
452
|
+
// of the surface without the disturbers finds it on top to rebuild
|
|
453
|
+
if (effective && interaction && interaction.isOk()) {
|
|
454
|
+
// The field reads the surface beneath it under each disturber, so a hull
|
|
455
|
+
// riding the waves is measured against the water it floats on
|
|
456
|
+
interaction.setAmbientSurface(effective);
|
|
457
|
+
effective = new InteractiveWaveGenerator(effective, interaction);
|
|
458
|
+
this._interactiveWaveGenerator = effective;
|
|
459
|
+
interaction.ensureResources();
|
|
460
|
+
}
|
|
461
|
+
this._effectiveWaveGenerator = effective;
|
|
462
|
+
// Bind groups are pooled; a stale version must not suppress the upload.
|
|
463
|
+
this._waveVersionByBindGroup = new WeakMap();
|
|
464
|
+
this.optionChanged(true);
|
|
512
465
|
}
|
|
513
|
-
/**
|
|
514
|
-
* How the refracted view sample is located. Defaults to `march`.
|
|
515
|
-
*
|
|
516
|
-
* Set `offset` on hardware that cannot afford the depth-buffer search - the
|
|
517
|
-
* water still refracts, it just refracts to the wrong place. A compile-time
|
|
518
|
-
* feature, so the cheap variant carries no trace of the march.
|
|
519
|
-
*/ get refractionMode() {
|
|
466
|
+
/** How the refracted view sample is located. Defaults to `march`. Compile-time feature. */ get refractionMode() {
|
|
520
467
|
return this.featureUsed(WaterMaterial.FEATURE_REFRACTION_MODE) ?? 'march';
|
|
521
468
|
}
|
|
522
469
|
set refractionMode(val) {
|
|
@@ -524,9 +471,9 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
524
471
|
this.useFeature(WaterMaterial.FEATURE_REFRACTION_MODE, val);
|
|
525
472
|
}
|
|
526
473
|
}
|
|
527
|
-
/**
|
|
528
|
-
* Which intermediate shading term to display instead of the final colour.
|
|
529
|
-
* Defaults to `none`. See {@link WaterDebugOutput}.
|
|
474
|
+
/**
|
|
475
|
+
* Which intermediate shading term to display instead of the final colour.
|
|
476
|
+
* Defaults to `none`. See {@link WaterDebugOutput}.
|
|
530
477
|
*/ get debugOutput() {
|
|
531
478
|
return this.featureUsed(WaterMaterial.FEATURE_DEBUG_OUTPUT) ?? 'none';
|
|
532
479
|
}
|
|
@@ -535,13 +482,9 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
535
482
|
this.useFeature(WaterMaterial.FEATURE_DEBUG_OUTPUT, val);
|
|
536
483
|
}
|
|
537
484
|
}
|
|
538
|
-
/**
|
|
539
|
-
* Whether the surface
|
|
540
|
-
*
|
|
541
|
-
*
|
|
542
|
-
* The region test is not emitted at all, so the surface has no edge, and the
|
|
543
|
-
* clipmap's outermost ring becomes a horizon skirt that survives clipping past
|
|
544
|
-
* the camera's far plane. Use it for an ocean, not for a pond or a pool.
|
|
485
|
+
/**
|
|
486
|
+
* Whether the surface reaches the horizon rather than ending at {@link region}.
|
|
487
|
+
* Off by default. The clipmap's outermost ring becomes a horizon skirt.
|
|
545
488
|
*/ get infinite() {
|
|
546
489
|
return this.featureUsed(WaterMaterial.FEATURE_INFINITE) ?? false;
|
|
547
490
|
}
|
|
@@ -590,50 +533,30 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
590
533
|
this.uniformChanged();
|
|
591
534
|
}
|
|
592
535
|
}
|
|
593
|
-
/**
|
|
594
|
-
* Extinction coefficient sigma_t = sigma_a + sigma_s in 1/m.
|
|
595
|
-
*
|
|
596
|
-
* Read by the caustics pass so the light attenuated along the refracted path
|
|
597
|
-
* uses the same medium as the surface shading. Do not mutate the result.
|
|
598
|
-
*/ get extinction() {
|
|
536
|
+
/** sigma_t = sigma_a + sigma_s in 1/m. Shared with the caustics pass. Do not mutate. */ get extinction() {
|
|
599
537
|
return this._extinction;
|
|
600
538
|
}
|
|
601
|
-
/** Single-scattering albedo sigma_s / sigma_t. Do not mutate
|
|
539
|
+
/** Single-scattering albedo sigma_s / sigma_t. Do not mutate. */ get scatterAlbedo() {
|
|
602
540
|
return this._scatterAlbedo;
|
|
603
541
|
}
|
|
604
|
-
/**
|
|
605
|
-
* Whether a camera inside this body of water sees the
|
|
606
|
-
*
|
|
607
|
-
* surface read from below.
|
|
608
|
-
*
|
|
609
|
-
* The medium coefficients are the ones the surface already uses
|
|
610
|
-
* ({@link WaterMaterial.absorption}, {@link WaterMaterial.scattering} and
|
|
611
|
-
* their scales), so the volume and the surface never disagree.
|
|
542
|
+
/**
|
|
543
|
+
* Whether a camera inside this body of water sees the medium applied to the
|
|
544
|
+
* whole scene. Uses the same coefficients as the surface shading.
|
|
612
545
|
*/ get underwaterEnabled() {
|
|
613
546
|
return this._underwaterEnabled;
|
|
614
547
|
}
|
|
615
548
|
set underwaterEnabled(val) {
|
|
616
549
|
this._underwaterEnabled = !!val;
|
|
617
550
|
}
|
|
618
|
-
/**
|
|
619
|
-
* Scale on the downwelling sky radiance that lights the water column from
|
|
620
|
-
* inside, 1 for the value the sky implies.
|
|
621
|
-
*
|
|
622
|
-
* This is what the water fades to in the distance, so it is also what decides
|
|
623
|
-
* how bright the underwater "fog" reads.
|
|
624
|
-
*/ get underwaterAmbientIntensity() {
|
|
551
|
+
/** Scale on the downwelling sky radiance lighting the column from inside, 1 for physical. */ get underwaterAmbientIntensity() {
|
|
625
552
|
return this._underwaterAmbientIntensity;
|
|
626
553
|
}
|
|
627
554
|
set underwaterAmbientIntensity(val) {
|
|
628
555
|
this._underwaterAmbientIntensity = Math.max(0, val);
|
|
629
556
|
}
|
|
630
|
-
/**
|
|
631
|
-
* Whether shafts
|
|
632
|
-
*
|
|
633
|
-
* Reads the caustic map as the surface's transmittance, so the shafts carry
|
|
634
|
-
* the same focusing pattern that lands on the sea bed. Switches itself off
|
|
635
|
-
* wherever the caustic map is unavailable - WebGL1, no shadow-casting
|
|
636
|
-
* directional light, or a sun too close to the horizon.
|
|
557
|
+
/**
|
|
558
|
+
* Whether sunlight shafts are marched through the water column. Reads the
|
|
559
|
+
* caustic map, so it is off wherever that is unavailable.
|
|
637
560
|
*/ get underwaterGodRays() {
|
|
638
561
|
return this._underwaterGodRays;
|
|
639
562
|
}
|
|
@@ -646,50 +569,33 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
646
569
|
set underwaterGodRayIntensity(val) {
|
|
647
570
|
this._underwaterGodRayIntensity = Math.max(0, val);
|
|
648
571
|
}
|
|
649
|
-
/**
|
|
650
|
-
* Samples taken along each view ray for the light shafts.
|
|
651
|
-
*
|
|
652
|
-
* The march is dithered, so a low count reads as noise rather than as banding;
|
|
653
|
-
* below about 8 the noise stops resolving into shafts at all.
|
|
654
|
-
*/ get underwaterGodRaySteps() {
|
|
572
|
+
/** Samples per view ray for the light shafts. Dithered; below about 8 reads as noise. */ get underwaterGodRaySteps() {
|
|
655
573
|
return this._underwaterGodRaySteps;
|
|
656
574
|
}
|
|
657
575
|
set underwaterGodRaySteps(val) {
|
|
658
576
|
this._underwaterGodRaySteps = Math.max(1, Math.floor(val));
|
|
659
577
|
}
|
|
660
|
-
/**
|
|
661
|
-
* Whether geometry
|
|
662
|
-
*
|
|
663
|
-
* Off by default. The shafts are built from the caustic map, which knows what
|
|
664
|
-
* the *surface* did to the sunlight and nothing about what is under it, so
|
|
665
|
-
* without this a shaft runs straight through a piling or a hull. Turning it on
|
|
666
|
-
* samples the sun's shadow map once per march step, which roughly doubles what
|
|
667
|
-
* the shafts cost; the sea bed's own shadows are unaffected either way, since
|
|
668
|
-
* those come from the ordinary lighting path.
|
|
669
|
-
*
|
|
670
|
-
* Needs the caustic light to be casting shadows, which it already must be for
|
|
671
|
-
* the caustics themselves to exist.
|
|
578
|
+
/**
|
|
579
|
+
* Whether geometry in the water breaks the light shafts. Off by default; one
|
|
580
|
+
* shadow map lookup per march step, roughly doubling the shafts' cost.
|
|
672
581
|
*/ get underwaterGodRayShadow() {
|
|
673
582
|
return this._underwaterGodRayShadow;
|
|
674
583
|
}
|
|
675
584
|
set underwaterGodRayShadow(val) {
|
|
676
585
|
this._underwaterGodRayShadow = !!val;
|
|
677
586
|
}
|
|
678
|
-
/**
|
|
679
|
-
* Half-width in meters of the dead band
|
|
680
|
-
*
|
|
681
|
-
* frame. The test is against the rest plane, not the displaced surface.
|
|
587
|
+
/**
|
|
588
|
+
* Half-width in meters of the dead band the submerged test uses around the
|
|
589
|
+
* rest plane, so a camera at water level does not flip state every frame.
|
|
682
590
|
*/ get underwaterHysteresis() {
|
|
683
591
|
return this._underwaterHysteresis;
|
|
684
592
|
}
|
|
685
593
|
set underwaterHysteresis(val) {
|
|
686
594
|
this._underwaterHysteresis = Math.max(0, val);
|
|
687
595
|
}
|
|
688
|
-
/**
|
|
689
|
-
* Whether this water projects caustics onto the geometry below it.
|
|
690
|
-
*
|
|
691
|
-
* Requires a shadow-casting directional light and a non-WebGL1 device; the
|
|
692
|
-
* caustics pass disables itself when either is missing.
|
|
596
|
+
/**
|
|
597
|
+
* Whether this water projects caustics onto the geometry below it. Requires a
|
|
598
|
+
* shadow-casting directional light.
|
|
693
599
|
*/ get causticsEnabled() {
|
|
694
600
|
return this._causticsEnabled;
|
|
695
601
|
}
|
|
@@ -702,79 +608,56 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
702
608
|
set causticsIntensity(val) {
|
|
703
609
|
this._causticsIntensity = val;
|
|
704
610
|
}
|
|
705
|
-
/**
|
|
706
|
-
* Depth in meters below the surface where the caustics are in focus.
|
|
707
|
-
*
|
|
708
|
-
* Receivers away from this depth are progressively defocused rather than
|
|
709
|
-
* displaced, so set it near the depth of the sea bed that should show the
|
|
710
|
-
* sharpest pattern.
|
|
711
|
-
*/ get causticsDepth() {
|
|
611
|
+
/** Depth in meters below the surface where the caustics are in focus. */ get causticsDepth() {
|
|
712
612
|
return this._causticsDepth;
|
|
713
613
|
}
|
|
714
614
|
set causticsDepth(val) {
|
|
715
615
|
this._causticsDepth = Math.max(0.01, val);
|
|
716
616
|
}
|
|
717
|
-
/**
|
|
718
|
-
* Furthest distance in meters from the camera the caustic map reaches.
|
|
719
|
-
*
|
|
720
|
-
* A cap rather than a fixed extent: the map is fitted to the part of the water
|
|
721
|
-
* within this distance. Raise it to light more of the scene, at the cost of
|
|
722
|
-
* resolution wherever the water is large enough to fill it.
|
|
723
|
-
*/ get causticsRange() {
|
|
617
|
+
/** Furthest distance in meters from the camera the caustic map reaches. */ get causticsRange() {
|
|
724
618
|
return this._causticsRange;
|
|
725
619
|
}
|
|
726
620
|
set causticsRange(val) {
|
|
727
621
|
this._causticsRange = Math.max(1, val);
|
|
728
622
|
}
|
|
729
|
-
/**
|
|
730
|
-
* Width in meters of the band the
|
|
731
|
-
*
|
|
732
|
-
*
|
|
733
|
-
* Too narrow a band makes the map boundary read as a hard line across the sea
|
|
734
|
-
* bed. Auto scales with the range but puts a floor under it in meters. Capped
|
|
735
|
-
* at 90% of the range, so a core of the map always survives.
|
|
623
|
+
/**
|
|
624
|
+
* Width in meters of the fade band at the edge of the caustic map, or 0 to
|
|
625
|
+
* derive it from {@link causticsRange}. Capped at 90% of the range.
|
|
736
626
|
*/ get causticsFadeDistance() {
|
|
737
627
|
return this._causticsFadeDistance;
|
|
738
628
|
}
|
|
739
629
|
set causticsFadeDistance(val) {
|
|
740
630
|
this._causticsFadeDistance = Math.max(0, val);
|
|
741
631
|
}
|
|
742
|
-
/**
|
|
743
|
-
* Whether photons land on the scene
|
|
744
|
-
* {@link causticsDepth}.
|
|
745
|
-
*
|
|
746
|
-
* On by default. The plane displaces the pattern sideways on any receiver not
|
|
747
|
-
* at that depth, which is badly wrong under a low sun and on a sea bed with
|
|
748
|
-
* relief. Resolving the real depth reuses the sun's shadow cascade, so it
|
|
749
|
-
* costs no extra geometry pass, and falls back to the plane wherever that
|
|
750
|
-
* cascade has nothing to say.
|
|
751
|
-
*
|
|
752
|
-
* {@link causticsDepth} still sets where the iteration starts and what the
|
|
753
|
-
* defocus is measured against.
|
|
632
|
+
/**
|
|
633
|
+
* Whether photons land on the scene (via the sun's shadow cascade) instead of
|
|
634
|
+
* on a plane at {@link causticsDepth}. On by default.
|
|
754
635
|
*/ get causticsSceneDepth() {
|
|
755
636
|
return this._causticsSceneDepth;
|
|
756
637
|
}
|
|
757
638
|
set causticsSceneDepth(val) {
|
|
758
639
|
this._causticsSceneDepth = !!val;
|
|
759
640
|
}
|
|
760
|
-
/**
|
|
761
|
-
* How strongly caustic map texels are concentrated near the camera, 0
|
|
762
|
-
*
|
|
763
|
-
*
|
|
764
|
-
* Texel density is `1 + causticsWarp` times uniform at the centre and
|
|
765
|
-
* `1 / (1 + causticsWarp)` times it at the border. Raise it when a
|
|
766
|
-
* {@link causticsRange} large enough to light the scene is too coarse to
|
|
767
|
-
* resolve a caustic cell.
|
|
768
|
-
*
|
|
769
|
-
* Ignored while the map already fits the water within range, which is the case
|
|
770
|
-
* a bounded pool inside {@link causticsRange} always lands in.
|
|
641
|
+
/**
|
|
642
|
+
* How strongly caustic map texels are concentrated near the camera, 0 for
|
|
643
|
+
* uniform. Density is `1 + warp` times uniform at the centre and
|
|
644
|
+
* `1 / (1 + warp)` at the border. Ignored while the map fits the water.
|
|
771
645
|
*/ get causticsWarp() {
|
|
772
646
|
return this._causticsWarp;
|
|
773
647
|
}
|
|
774
648
|
set causticsWarp(val) {
|
|
775
649
|
this._causticsWarp = Math.max(0, Math.min(8, val));
|
|
776
650
|
}
|
|
777
|
-
/**
|
|
651
|
+
/**
|
|
652
|
+
* Water depth in metres below which no caustics show, faded in over half
|
|
653
|
+
* of it either side; 0 shows them right up to the water's edge.
|
|
654
|
+
*/ get causticsMinDepth() {
|
|
655
|
+
return this._causticsMinDepth;
|
|
656
|
+
}
|
|
657
|
+
set causticsMinDepth(val) {
|
|
658
|
+
this._causticsMinDepth = Math.max(0, val);
|
|
659
|
+
}
|
|
660
|
+
/** Caustic contrast falloff per meter away from {@link causticsDepth}. */ get causticsDefocus() {
|
|
778
661
|
return this._causticsDefocus;
|
|
779
662
|
}
|
|
780
663
|
set causticsDefocus(val) {
|
|
@@ -786,51 +669,29 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
786
669
|
set causticsResolution(val) {
|
|
787
670
|
this._causticsResolution = Math.max(16, Math.min(2048, val | 0));
|
|
788
671
|
}
|
|
789
|
-
/**
|
|
790
|
-
* Edge length of the photon grid, or 0 to size it from the map.
|
|
791
|
-
*
|
|
792
|
-
* Auto solves for photons per map texel, which is the density that governs
|
|
793
|
-
* quality; a fixed grid over-spends on a small pool and under-spends on open
|
|
794
|
-
* water. Set a value to pin the grid explicitly; the cost is the square of it.
|
|
795
|
-
*/ get causticsPhotonResolution() {
|
|
672
|
+
/** Edge length of the photon grid, or 0 to size it from the map. Cost is quadratic. */ get causticsPhotonResolution() {
|
|
796
673
|
return this._causticsPhotonResolution;
|
|
797
674
|
}
|
|
798
675
|
set causticsPhotonResolution(val) {
|
|
799
676
|
const n = val | 0;
|
|
800
677
|
this._causticsPhotonResolution = n <= 0 ? 0 : Math.max(16, Math.min(4096, n));
|
|
801
678
|
}
|
|
802
|
-
/**
|
|
803
|
-
* Number of 2x2 blur iterations applied to the accumulated map. Rounded up to
|
|
804
|
-
* an even count.
|
|
805
|
-
*/ get causticsBlurPasses() {
|
|
679
|
+
/** Number of 2x2 blur iterations on the caustic map. Rounded up to even. */ get causticsBlurPasses() {
|
|
806
680
|
return this._causticsBlurPasses;
|
|
807
681
|
}
|
|
808
682
|
set causticsBlurPasses(val) {
|
|
809
683
|
const clamped = Math.max(0, Math.min(4, val | 0));
|
|
810
684
|
this._causticsBlurPasses = clamped + (clamped & 1);
|
|
811
685
|
}
|
|
812
|
-
/**
|
|
813
|
-
* Weight the previous frame's caustic map keeps in the current one, 0 to
|
|
814
|
-
* disable.
|
|
815
|
-
*
|
|
816
|
-
* Averages away the scintillation a moving photon lattice produces, in effect
|
|
817
|
-
* multiplying the photon count for free. The resolve clamps the reprojected
|
|
818
|
-
* value to its own 3x3 neighbourhood, so still regions accumulate while moving
|
|
819
|
-
* ones fall back to the current frame. Raising this past the default buys
|
|
820
|
-
* diminishing stability and starts to smear the animation.
|
|
821
|
-
*/ get causticsTemporalStrength() {
|
|
686
|
+
/** Weight of the previous frame's caustic map in the current one, 0 to disable. */ get causticsTemporalStrength() {
|
|
822
687
|
return this._causticsTemporalStrength;
|
|
823
688
|
}
|
|
824
689
|
set causticsTemporalStrength(val) {
|
|
825
690
|
this._causticsTemporalStrength = Math.max(0, Math.min(0.95, val));
|
|
826
691
|
}
|
|
827
|
-
/**
|
|
828
|
-
* Strength of the
|
|
829
|
-
*
|
|
830
|
-
*
|
|
831
|
-
* This is the term that makes a backlit crest glow. Authored rather than
|
|
832
|
-
* derived; the medium's albedo supplies the colour, so raising this brightens
|
|
833
|
-
* the glow without shifting its hue.
|
|
692
|
+
/**
|
|
693
|
+
* Strength of the glow of a backlit wave crest, 0 to disable. Authored, not
|
|
694
|
+
* scaled by the light's intensity; {@link subsurfaceTint} supplies the hue.
|
|
834
695
|
*/ get subsurfaceIntensity() {
|
|
835
696
|
return this._subsurfaceIntensity;
|
|
836
697
|
}
|
|
@@ -840,31 +701,34 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
840
701
|
this.uniformChanged();
|
|
841
702
|
}
|
|
842
703
|
}
|
|
843
|
-
/**
|
|
844
|
-
*
|
|
845
|
-
*
|
|
846
|
-
*
|
|
847
|
-
|
|
848
|
-
|
|
849
|
-
|
|
850
|
-
|
|
851
|
-
|
|
852
|
-
|
|
853
|
-
|
|
854
|
-
if (
|
|
855
|
-
this.
|
|
704
|
+
/**
|
|
705
|
+
* Height above the still-water level, in meters, over which the lit wall of
|
|
706
|
+
* a crest thins by a factor of `e`. Lower for a calm sea, higher so only the
|
|
707
|
+
* tallest crests glow.
|
|
708
|
+
*/ get subsurfaceCrestHeight() {
|
|
709
|
+
return this._subsurfaceCrestHeight;
|
|
710
|
+
}
|
|
711
|
+
set subsurfaceCrestHeight(val) {
|
|
712
|
+
// The gate softens over SSS_HEIGHT_SOFTNESS of this; too small a height
|
|
713
|
+
// makes it a hard step at the still-water level.
|
|
714
|
+
const clamped = Math.max(SSS_CREST_HEIGHT_MIN, val);
|
|
715
|
+
if (clamped !== this._subsurfaceCrestHeight) {
|
|
716
|
+
this._subsurfaceCrestHeight = clamped;
|
|
856
717
|
this.uniformChanged();
|
|
857
718
|
}
|
|
858
719
|
}
|
|
859
|
-
/**
|
|
860
|
-
|
|
861
|
-
|
|
862
|
-
|
|
863
|
-
|
|
864
|
-
|
|
865
|
-
|
|
866
|
-
|
|
867
|
-
|
|
720
|
+
/** Colour of the crest glow, before the crest gate tints it with the medium's extinction. */ get subsurfaceTint() {
|
|
721
|
+
return this._subsurfaceTint;
|
|
722
|
+
}
|
|
723
|
+
set subsurfaceTint(val) {
|
|
724
|
+
if (!val.equalsTo(this._subsurfaceTint)) {
|
|
725
|
+
this._subsurfaceTint.set(val);
|
|
726
|
+
this.uniformChanged();
|
|
727
|
+
}
|
|
728
|
+
}
|
|
729
|
+
/**
|
|
730
|
+
* Strength of the sunlight scattered out of the water column towards the eye,
|
|
731
|
+
* 1 for the physical value. 0 disables the term.
|
|
868
732
|
*/ get sunScatteringIntensity() {
|
|
869
733
|
return this._sunScatteringIntensity;
|
|
870
734
|
}
|
|
@@ -875,14 +739,10 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
875
739
|
this.uniformChanged();
|
|
876
740
|
}
|
|
877
741
|
}
|
|
878
|
-
/**
|
|
879
|
-
*
|
|
880
|
-
*
|
|
881
|
-
*
|
|
882
|
-
* Sets how strong the distortion looks: raise it for water that should read as
|
|
883
|
-
* deep, lower it for a shallow film. A constant rather than the measured scene
|
|
884
|
-
* distance, which would double every submerged object across its silhouette;
|
|
885
|
-
* the price is that shallow and deep water distort equally.
|
|
742
|
+
/**
|
|
743
|
+
* Fixed depth in meters the `offset` refraction mode steps along the refracted
|
|
744
|
+
* ray. Ignored by `march`. Deliberately not the scene distance, which would
|
|
745
|
+
* double submerged objects across their silhouette.
|
|
886
746
|
*/ get cheapRefractionDepth() {
|
|
887
747
|
return this._cheapRefractionDepth;
|
|
888
748
|
}
|
|
@@ -893,14 +753,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
893
753
|
this.uniformChanged();
|
|
894
754
|
}
|
|
895
755
|
}
|
|
896
|
-
/**
|
|
897
|
-
* Scale on how much the medium blurs what is seen through it. 0 keeps the
|
|
898
|
-
* background perfectly sharp at any depth, 1 is what the medium implies.
|
|
899
|
-
*
|
|
900
|
-
* The width is derived from the scattering coefficient and the path length, so
|
|
901
|
-
* this is a stylisation knob rather than the magnitude itself. Costs nothing -
|
|
902
|
-
* it selects a mip of a chain that is generated regardless.
|
|
903
|
-
*/ get refractionBlur() {
|
|
756
|
+
/** Scale on the medium's refraction blur. 0 is sharp, 1 is what the medium implies. */ get refractionBlur() {
|
|
904
757
|
return this._refractionBlur;
|
|
905
758
|
}
|
|
906
759
|
set refractionBlur(val) {
|
|
@@ -910,15 +763,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
910
763
|
this.uniformChanged();
|
|
911
764
|
}
|
|
912
765
|
}
|
|
913
|
-
/**
|
|
914
|
-
* Mean cosine of a single scattering event, in `[0, 0.95]`.
|
|
915
|
-
*
|
|
916
|
-
* 0 scatters equally in all directions; higher values push light forward, so
|
|
917
|
-
* the water brightens when looking towards the sun through it and darkens
|
|
918
|
-
* when looking away. The term blends towards isotropic as the column gets
|
|
919
|
-
* optically thick, so the visible anisotropy is always less than this number
|
|
920
|
-
* alone suggests.
|
|
921
|
-
*/ get scatterAnisotropy() {
|
|
766
|
+
/** Mean cosine of a single scattering event, in `[0, 0.95]`. 0 is isotropic. */ get scatterAnisotropy() {
|
|
922
767
|
return this._scatterAnisotropy;
|
|
923
768
|
}
|
|
924
769
|
set scatterAnisotropy(val) {
|
|
@@ -928,10 +773,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
928
773
|
this.uniformChanged();
|
|
929
774
|
}
|
|
930
775
|
}
|
|
931
|
-
/**
|
|
932
|
-
* How much of a folded texel reads as foam, 0 to disable. Scales the wave
|
|
933
|
-
* generator's fold measure into a coverage fraction.
|
|
934
|
-
*/ get foamAmount() {
|
|
776
|
+
/** Scale from the generator's fold measure to foam coverage, 0 to disable. */ get foamAmount() {
|
|
935
777
|
return this._foamAmount;
|
|
936
778
|
}
|
|
937
779
|
set foamAmount(val) {
|
|
@@ -940,11 +782,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
940
782
|
this.uniformChanged();
|
|
941
783
|
}
|
|
942
784
|
}
|
|
943
|
-
/**
|
|
944
|
-
* Falloff applied to foam coverage before it is scaled. Above 1 only a crest
|
|
945
|
-
* that has genuinely broken shows any foam, which keeps a windy sea from
|
|
946
|
-
* turning uniformly white.
|
|
947
|
-
*/ get foamFalloff() {
|
|
785
|
+
/** Power applied to foam coverage before scaling. Above 1 restricts foam to broken crests. */ get foamFalloff() {
|
|
948
786
|
return this._foamFalloff;
|
|
949
787
|
}
|
|
950
788
|
set foamFalloff(val) {
|
|
@@ -962,172 +800,88 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
962
800
|
this.uniformChanged();
|
|
963
801
|
}
|
|
964
802
|
}
|
|
965
|
-
/**
|
|
966
|
-
*
|
|
967
|
-
*
|
|
968
|
-
|
|
969
|
-
|
|
970
|
-
|
|
971
|
-
|
|
972
|
-
|
|
973
|
-
|
|
974
|
-
|
|
975
|
-
|
|
976
|
-
*
|
|
977
|
-
* Drawn with {@link foamColor} and folded into the same coverage the crest foam
|
|
978
|
-
* feeds, so it suppresses the specular lobe and the water body underneath it
|
|
979
|
-
* exactly as that one does.
|
|
980
|
-
*/ get shoreFoamAmount() {
|
|
981
|
-
return this._shoreFoamAmount;
|
|
982
|
-
}
|
|
983
|
-
set shoreFoamAmount(val) {
|
|
984
|
-
const clamped = Math.max(0, val);
|
|
985
|
-
if (clamped !== this._shoreFoamAmount) {
|
|
986
|
-
// A compile-time feature, so crossing zero rebuilds the shader while
|
|
987
|
-
// changing the value either side of it does not. Forced off on WebGL1,
|
|
988
|
-
// which has no Hi-Z pyramid for the query to read.
|
|
989
|
-
const wasEnabled = this._shoreFoamAmount > 0;
|
|
990
|
-
this._shoreFoamAmount = clamped;
|
|
991
|
-
if (wasEnabled !== clamped > 0) {
|
|
992
|
-
this.useFeature(WaterMaterial.FEATURE_SHORE_FOAM, clamped > 0 && getDevice().type !== 'webgl');
|
|
993
|
-
} else {
|
|
994
|
-
this.uniformChanged();
|
|
995
|
-
}
|
|
803
|
+
/**
|
|
804
|
+
* How gradually the white foam fades out at its edges, from a crisp cut
|
|
805
|
+
* (near 0) to a soft blend into the bubbles beneath (1).
|
|
806
|
+
*/ get foamFeather() {
|
|
807
|
+
return this._foamFeather;
|
|
808
|
+
}
|
|
809
|
+
set foamFeather(val) {
|
|
810
|
+
const clamped = Math.min(Math.max(val, 0.001), 1);
|
|
811
|
+
if (clamped !== this._foamFeather) {
|
|
812
|
+
this._foamFeather = clamped;
|
|
813
|
+
this.uniformChanged();
|
|
996
814
|
}
|
|
997
815
|
}
|
|
998
|
-
/**
|
|
999
|
-
|
|
1000
|
-
|
|
1001
|
-
|
|
1002
|
-
|
|
1003
|
-
|
|
1004
|
-
|
|
1005
|
-
* depends on the geometry: on a steep drop-off the band is a thin line however
|
|
1006
|
-
* large this is, and on a flat shelf a small value already covers a wide
|
|
1007
|
-
* stretch.
|
|
1008
|
-
*/ get shoreFoamDepth() {
|
|
1009
|
-
return this._shoreFoamDepth;
|
|
1010
|
-
}
|
|
1011
|
-
set shoreFoamDepth(val) {
|
|
1012
|
-
const clamped = Math.max(0.001, val);
|
|
1013
|
-
if (clamped !== this._shoreFoamDepth) {
|
|
1014
|
-
this._shoreFoamDepth = clamped;
|
|
816
|
+
/** How much the white foam is lit as a lumpy relief rather than a flat sheet, 0 for flat. */ get foamNormalStrength() {
|
|
817
|
+
return this._foamNormalStrength;
|
|
818
|
+
}
|
|
819
|
+
set foamNormalStrength(val) {
|
|
820
|
+
const clamped = Math.max(0, val);
|
|
821
|
+
if (clamped !== this._foamNormalStrength) {
|
|
822
|
+
this._foamNormalStrength = clamped;
|
|
1015
823
|
this.uniformChanged();
|
|
1016
824
|
}
|
|
1017
825
|
}
|
|
1018
|
-
/**
|
|
1019
|
-
|
|
1020
|
-
* pushed towards the near end, keeping the outer edge thin and broken instead
|
|
1021
|
-
* of washing evenly over the whole range.
|
|
1022
|
-
*/ get shoreFoamFalloff() {
|
|
1023
|
-
return this._shoreFoamFalloff;
|
|
826
|
+
/** Tint of the bubbles under the white foam, lit by the sky. */ get foamBubbleColor() {
|
|
827
|
+
return this._foamBubbleColor;
|
|
1024
828
|
}
|
|
1025
|
-
set
|
|
1026
|
-
|
|
1027
|
-
|
|
1028
|
-
this._shoreFoamFalloff = clamped;
|
|
829
|
+
set foamBubbleColor(val) {
|
|
830
|
+
if (!val.equalsTo(this._foamBubbleColor)) {
|
|
831
|
+
this._foamBubbleColor.set(val);
|
|
1029
832
|
this.uniformChanged();
|
|
1030
833
|
}
|
|
1031
834
|
}
|
|
1032
|
-
/**
|
|
1033
|
-
|
|
1034
|
-
|
|
1035
|
-
|
|
1036
|
-
* setting serves both a shoreline metres across and a collar around a piling,
|
|
1037
|
-
* and widening the band widens its clumps with it.
|
|
1038
|
-
*
|
|
1039
|
-
* Evaluated in world space, so the pattern stays put as the camera moves.
|
|
1040
|
-
*/ get shoreFoamScale() {
|
|
1041
|
-
return this._shoreFoamScale;
|
|
1042
|
-
}
|
|
1043
|
-
set shoreFoamScale(val) {
|
|
835
|
+
/** How far the bubbles spread around the white foam and how strongly they show, 0 for none. */ get foamBubbleCoverage() {
|
|
836
|
+
return this._foamBubbleCoverage;
|
|
837
|
+
}
|
|
838
|
+
set foamBubbleCoverage(val) {
|
|
1044
839
|
const clamped = Math.max(0, val);
|
|
1045
|
-
if (clamped !== this.
|
|
1046
|
-
this.
|
|
840
|
+
if (clamped !== this._foamBubbleCoverage) {
|
|
841
|
+
this._foamBubbleCoverage = clamped;
|
|
1047
842
|
this.uniformChanged();
|
|
1048
843
|
}
|
|
1049
844
|
}
|
|
1050
|
-
/**
|
|
1051
|
-
*
|
|
1052
|
-
*
|
|
1053
|
-
*
|
|
1054
|
-
*
|
|
1055
|
-
*
|
|
1056
|
-
|
|
1057
|
-
|
|
1058
|
-
|
|
1059
|
-
|
|
1060
|
-
|
|
1061
|
-
|
|
1062
|
-
if (clamped !== this._shoreFoamWashAmount) {
|
|
1063
|
-
this._shoreFoamWashAmount = clamped;
|
|
845
|
+
/**
|
|
846
|
+
* Texture the foam is cut from, its value in the red channel: the foam
|
|
847
|
+
* density uncovers it from its brightest parts down, so bright clumps show
|
|
848
|
+
* first and dark holes last. Null for the built-in bubble pattern (see
|
|
849
|
+
* getDefaultFoamTexture), which reads as a texture of one's own would.
|
|
850
|
+
* Tiles every {@link foamTextureSize} metres.
|
|
851
|
+
*/ get foamTexture() {
|
|
852
|
+
return this._foamTexture.get() ?? null;
|
|
853
|
+
}
|
|
854
|
+
set foamTexture(tex) {
|
|
855
|
+
if (tex !== this.foamTexture) {
|
|
856
|
+
this._foamTexture.set(tex);
|
|
1064
857
|
this.uniformChanged();
|
|
1065
858
|
}
|
|
1066
859
|
}
|
|
1067
|
-
/**
|
|
1068
|
-
return this.
|
|
860
|
+
/** Metres of water one repeat of the {@link foamTexture} covers. */ get foamTextureSize() {
|
|
861
|
+
return this._foamTextureSize;
|
|
1069
862
|
}
|
|
1070
|
-
set
|
|
1071
|
-
const clamped = Math.max(0, val);
|
|
1072
|
-
if (clamped !== this.
|
|
1073
|
-
this.
|
|
863
|
+
set foamTextureSize(val) {
|
|
864
|
+
const clamped = Math.max(0.01, val);
|
|
865
|
+
if (clamped !== this._foamTextureSize) {
|
|
866
|
+
this._foamTextureSize = clamped;
|
|
1074
867
|
this.uniformChanged();
|
|
1075
868
|
}
|
|
1076
869
|
}
|
|
1077
|
-
/**
|
|
1078
|
-
|
|
1079
|
-
|
|
1080
|
-
|
|
1081
|
-
* and retreats in lockstep, which reads as the water level itself rising and
|
|
1082
|
-
* falling; a cycle every few tens of meters breaks a long shoreline into
|
|
1083
|
-
* sections that run up out of step with one another.
|
|
1084
|
-
*/ get shoreFoamWashScale() {
|
|
1085
|
-
return this._shoreFoamWashScale;
|
|
1086
|
-
}
|
|
1087
|
-
set shoreFoamWashScale(val) {
|
|
870
|
+
/** How deep under the surface the bubbles seem to float, in metres; they shift against the foam as the view moves. */ get foamBubbleDepth() {
|
|
871
|
+
return this._foamBubbleDepth;
|
|
872
|
+
}
|
|
873
|
+
set foamBubbleDepth(val) {
|
|
1088
874
|
const clamped = Math.max(0, val);
|
|
1089
|
-
if (clamped !== this.
|
|
1090
|
-
this.
|
|
875
|
+
if (clamped !== this._foamBubbleDepth) {
|
|
876
|
+
this._foamBubbleDepth = clamped;
|
|
1091
877
|
this.uniformChanged();
|
|
1092
878
|
}
|
|
1093
879
|
}
|
|
1094
|
-
/** Whether the shoreline foam contributes at all. @internal */ get _shoreFoamEnabled() {
|
|
1095
|
-
return this.featureUsed(WaterMaterial.FEATURE_SHORE_FOAM) ?? false;
|
|
1096
|
-
}
|
|
1097
|
-
/**
|
|
1098
|
-
* Whether this shader build can run the band: the feature is on *and* the
|
|
1099
|
-
* pyramid it queries is bound for this pass.
|
|
1100
|
-
*
|
|
1101
|
-
* A pass outside the main graph can shade water with no Hi-Z pass having run
|
|
1102
|
-
* for it, and compiling a fetch against an unbound texture is a build failure.
|
|
1103
|
-
* @internal
|
|
1104
|
-
*/ _shoreFoamAvailable(scope) {
|
|
1105
|
-
return this._shoreFoamEnabled && !!ShaderHelper.getHiZDepthTexture(scope);
|
|
1106
|
-
}
|
|
1107
880
|
/** @internal */ _updateMediumCoefficients() {
|
|
1108
881
|
this._extinction.setXYZ(this._absorption.x * this._absorptionScale + this._scattering.x * this._scatteringScale, this._absorption.y * this._absorptionScale + this._scattering.y * this._scatteringScale, this._absorption.z * this._absorptionScale + this._scattering.z * this._scatteringScale);
|
|
1109
|
-
// A channel with no interaction at all transmits fully and scatters nothing;
|
|
1110
|
-
// its albedo is arbitrary, so pick 0 rather than divide.
|
|
1111
882
|
this._scatterAlbedo.setXYZ(this._extinction.x > 0 ? this._scattering.x * this._scatteringScale / this._extinction.x : 0, this._extinction.y > 0 ? this._scattering.y * this._scatteringScale / this._extinction.y : 0, this._extinction.z > 0 ? this._scattering.z * this._scatteringScale / this._extinction.z : 0);
|
|
1112
883
|
}
|
|
1113
|
-
get
|
|
1114
|
-
return this._depthMulti;
|
|
1115
|
-
}
|
|
1116
|
-
set depthMulti(val) {
|
|
1117
|
-
if (val !== this._depthMulti) {
|
|
1118
|
-
this._depthMulti = val;
|
|
1119
|
-
this.uniformChanged();
|
|
1120
|
-
}
|
|
1121
|
-
}
|
|
1122
|
-
/**
|
|
1123
|
-
* Artistic scale on the refracted view offset. 1 is physical, 0 disables it.
|
|
1124
|
-
*
|
|
1125
|
-
* The offset is already derived from Snell's law and accounts for the
|
|
1126
|
-
* incidence angle, the receiver depth and the perspective foreshortening, so
|
|
1127
|
-
* this exists only to dial the result back for a stylised look. Values above 1
|
|
1128
|
-
* exaggerate; the surface stays continuous, but the sample can wander far
|
|
1129
|
-
* enough that the medium tint stops matching what is visible through it.
|
|
1130
|
-
*/ get refractionScale() {
|
|
884
|
+
/** Artistic scale on the refracted view offset. 1 is physical, 0 disables it. */ get refractionScale() {
|
|
1131
885
|
return this._refractionScale;
|
|
1132
886
|
}
|
|
1133
887
|
set refractionScale(val) {
|
|
@@ -1137,14 +891,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1137
891
|
this.uniformChanged();
|
|
1138
892
|
}
|
|
1139
893
|
}
|
|
1140
|
-
/**
|
|
1141
|
-
* Scale on the Fresnel reflectance, 1 for the physical value.
|
|
1142
|
-
*
|
|
1143
|
-
* Below 1 the surface reflects less than it should and shows more of what is
|
|
1144
|
-
* beneath it - useful when a physically correct grazing reflection buries a
|
|
1145
|
-
* sea bed the shot is about. The F0 floor is scaled with it, so 0 gives a
|
|
1146
|
-
* surface with no specular response at all.
|
|
1147
|
-
*/ get reflectionStrength() {
|
|
894
|
+
/** Scale on the Fresnel reflectance, 1 for physical. Scales F0 too, so 0 kills specular. */ get reflectionStrength() {
|
|
1148
895
|
return this._reflectionStrength;
|
|
1149
896
|
}
|
|
1150
897
|
set reflectionStrength(val) {
|
|
@@ -1160,12 +907,6 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1160
907
|
needSceneDepth() {
|
|
1161
908
|
return true;
|
|
1162
909
|
}
|
|
1163
|
-
/**
|
|
1164
|
-
* The shoreline foam reads the Hi-Z pyramid's nearest-depth channel. WebGL1
|
|
1165
|
-
* has no pyramid at all.
|
|
1166
|
-
*/ needHiZNearest() {
|
|
1167
|
-
return this._shoreFoamEnabled && getDevice().type !== 'webgl';
|
|
1168
|
-
}
|
|
1169
910
|
_createHash() {
|
|
1170
911
|
return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;
|
|
1171
912
|
}
|
|
@@ -1173,16 +914,16 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1173
914
|
this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);
|
|
1174
915
|
this.uniformChanged();
|
|
1175
916
|
}
|
|
1176
|
-
|
|
1177
|
-
|
|
1178
|
-
|
|
917
|
+
/**
|
|
918
|
+
* @param tileResolution - Cells along a clipmap tile, for the spacing of the
|
|
919
|
+
* mesh vertices the wave generator band-limits to; 0 for no limit.
|
|
920
|
+
*/ setClipmapGridInfo(gridScale, gridOffsetX, gridOffsetY, tileResolution = 0) {
|
|
921
|
+
if (this._clipmapGridInfo.x !== gridScale || this._clipmapGridInfo.y !== gridOffsetX || this._clipmapGridInfo.z !== gridOffsetY || this._clipmapGridInfo.w !== tileResolution) {
|
|
922
|
+
this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, tileResolution);
|
|
1179
923
|
this.uniformChanged();
|
|
1180
924
|
}
|
|
1181
925
|
}
|
|
1182
|
-
/**
|
|
1183
|
-
* How far from the camera the horizon skirt's outer edge is placed, in world
|
|
1184
|
-
* units. Only read while {@link infinite} is on.
|
|
1185
|
-
*/ setSkirtDistance(distance) {
|
|
926
|
+
/** Distance from the camera to the horizon skirt's outer edge. Only read while {@link infinite}. */ setSkirtDistance(distance) {
|
|
1186
927
|
if (this._skirtDistance !== distance) {
|
|
1187
928
|
this._skirtDistance = distance;
|
|
1188
929
|
this.uniformChanged();
|
|
@@ -1194,14 +935,11 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1194
935
|
supportLighting() {
|
|
1195
936
|
return true;
|
|
1196
937
|
}
|
|
1197
|
-
/**
|
|
1198
|
-
* {@inheritDoc IMixinLight.receivesWaterCaustics}
|
|
1199
|
-
*
|
|
1200
|
-
* Always false
|
|
1201
|
-
*
|
|
1202
|
-
* sun ray, so unless the sun is overhead every water fragment has some other
|
|
1203
|
-
* part of the same surface up-sun of it and reads as submerged wherever that
|
|
1204
|
-
* part rides a crest.
|
|
938
|
+
/**
|
|
939
|
+
* {@inheritDoc IMixinLight.receivesWaterCaustics}
|
|
940
|
+
*
|
|
941
|
+
* Always false: the submersion test would read a water fragment as submerged
|
|
942
|
+
* wherever the surface up-sun of it rides a crest.
|
|
1205
943
|
*/ receivesWaterCaustics() {
|
|
1206
944
|
return false;
|
|
1207
945
|
}
|
|
@@ -1220,54 +958,41 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1220
958
|
scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);
|
|
1221
959
|
scope.$l.clipmapMatrix = pb.mat4(pb.mul(scope.c, scope.scale2), pb.mul(scope.s, scope.scale2), 0, 0, pb.neg(pb.mul(scope.s, scope.scale2)), pb.mul(scope.c, scope.scale2), 0, 0, 0, 0, 1, 0, pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y), pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z), 0, 1);
|
|
1222
960
|
scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;
|
|
1223
|
-
|
|
1224
|
-
scope.clipmapWorldPos = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);
|
|
961
|
+
scope.clipmapWorldPos = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)).xyz;
|
|
1225
962
|
scope.worldNormal = pb.vec3(0, 1, 0);
|
|
1226
963
|
scope.worldPos = scope.clipmapWorldPos;
|
|
964
|
+
// Mesh vertex spacing: clipmap level L spans Chebyshev distances T 2^L to
|
|
965
|
+
// 2T 2^L cells with cells 2^L across, so distance / T bounds it. Taken from
|
|
966
|
+
// the distance, not the level, so both sides of a seam agree.
|
|
967
|
+
scope.$l.camOffset = pb.abs(pb.sub(scope.clipmapWorldPos.xz, ShaderHelper.getCameraPosition(scope).xz));
|
|
968
|
+
scope.$l.vertexSpacing = pb.mul(pb.max(scope.clipmapGridInfo.x, pb.div(pb.max(scope.camOffset.x, scope.camOffset.y), pb.max(scope.clipmapGridInfo.w, 1))), pb.step(0.5, scope.clipmapGridInfo.w));
|
|
1227
969
|
if (this.infinite) {
|
|
1228
970
|
const that = this;
|
|
1229
|
-
//
|
|
1230
|
-
// 1 on its outer edge. Its inner edge is welded to the outermost tiles and
|
|
1231
|
-
// is displaced with them, so the join stays closed.
|
|
971
|
+
// position.z is 1 on the skirt ring's outer edge, 0 everywhere else.
|
|
1232
972
|
scope.$l.skirt = pb.step(0.5, scope.$inputs.position.z);
|
|
1233
973
|
scope.$if(pb.greaterThan(scope.skirt, 0), function() {
|
|
1234
|
-
//
|
|
1235
|
-
// origin: the ring has to read as a horizon from where it is being
|
|
1236
|
-
// looked at, and the clipmap is snapped to a grid the camera wanders
|
|
1237
|
-
// within.
|
|
974
|
+
// Pushed radially out from the camera, undisplaced, at the still-water level.
|
|
1238
975
|
this.$l.camXZ = ShaderHelper.getCameraPosition(this).xz;
|
|
1239
976
|
this.$l.outDir = pb.normalize(pb.sub(this.clipmapWorldPos.xz, this.camXZ));
|
|
1240
977
|
this.$l.outXZ = pb.add(this.camXZ, pb.mul(this.outDir, this.skirtDistance));
|
|
1241
|
-
// Flat, at the still-water level. A displaced vertex out here would be
|
|
1242
|
-
// several kilometres from its neighbours, so any wave it sampled would
|
|
1243
|
-
// read as a jagged silhouette rather than a swell.
|
|
1244
978
|
this.worldPos = pb.vec3(this.outXZ.x, this.clipmapWorldPos.y, this.outXZ.y);
|
|
1245
979
|
}).$else(function() {
|
|
1246
|
-
that.waveGenerator?.calcVertexPositionAndNormal(this, this.clipmapWorldPos, this.worldPos, this.worldNormal);
|
|
980
|
+
that.waveGenerator?.calcVertexPositionAndNormal(this, this.clipmapWorldPos, this.worldPos, this.worldNormal, this.vertexSpacing);
|
|
1247
981
|
});
|
|
1248
982
|
scope.$outputs.skirt = scope.skirt;
|
|
1249
983
|
} else {
|
|
1250
|
-
this.waveGenerator?.calcVertexPositionAndNormal(scope, scope.clipmapWorldPos, scope.worldPos, scope.worldNormal);
|
|
984
|
+
this.waveGenerator?.calcVertexPositionAndNormal(scope, scope.clipmapWorldPos, scope.worldPos, scope.worldNormal, scope.vertexSpacing);
|
|
1251
985
|
}
|
|
1252
986
|
scope.$outputs.worldPos = scope.worldPos;
|
|
1253
987
|
scope.$outputs.clipmapPos = scope.clipmapWorldPos;
|
|
1254
988
|
scope.$outputs.worldNormal = scope.worldNormal;
|
|
1255
989
|
if (this.infinite) {
|
|
1256
|
-
//
|
|
1257
|
-
//
|
|
1258
|
-
//
|
|
1259
|
-
// encode anything past it. A perspective projection is invariant under
|
|
1260
|
-
// scaling about the eye, so moving a vertex along its own view ray leaves
|
|
1261
|
-
// its screen position untouched while bringing its depth back inside the
|
|
1262
|
-
// frustum - every vertex stays unclipped, so there is no seam to tear.
|
|
1263
|
-
//
|
|
1264
|
-
// Shading keeps the true world position, so only the written depth is
|
|
1265
|
-
// affected, and only past the far plane.
|
|
990
|
+
// Vertices past the far plane are pulled in along their own view ray:
|
|
991
|
+
// screen position is unchanged, only the written depth moves. Shading
|
|
992
|
+
// keeps the true world position.
|
|
1266
993
|
scope.$l.camPos = ShaderHelper.getCameraPosition(scope).xyz;
|
|
1267
994
|
scope.$l.viewVec = pb.sub(scope.$outputs.worldPos, scope.camPos);
|
|
1268
995
|
scope.$l.viewDist = pb.max(pb.length(scope.viewVec), 1e-6);
|
|
1269
|
-
// Just inside the far plane, so the vertex is never the one the hardware
|
|
1270
|
-
// decides to clip and never lands on the cleared depth value.
|
|
1271
996
|
scope.$l.maxDist = pb.mul(ShaderHelper.getCameraParams(scope).y, INFINITE_DEPTH_PULLIN);
|
|
1272
997
|
scope.$l.pullIn = pb.min(pb.div(scope.maxDist, scope.viewDist), 1);
|
|
1273
998
|
scope.$l.projPos = pb.add(scope.camPos, pb.mul(scope.viewVec, scope.pullIn));
|
|
@@ -1275,7 +1000,18 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1275
1000
|
} else {
|
|
1276
1001
|
ShaderHelper.setClipSpacePosition(scope, pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1)));
|
|
1277
1002
|
}
|
|
1278
|
-
|
|
1003
|
+
const gen = this.waveGenerator;
|
|
1004
|
+
if (gen?.calcPrevVertexPosition && ShaderHelper.getPrevUnjitteredViewProjectionMatrix(scope)) {
|
|
1005
|
+
scope.$l.prevWorldPos = pb.vec3();
|
|
1006
|
+
gen.calcPrevVertexPosition(scope, scope.clipmapWorldPos, scope.prevWorldPos, scope.vertexSpacing);
|
|
1007
|
+
if (this.infinite) {
|
|
1008
|
+
// The skirt does not move
|
|
1009
|
+
scope.prevWorldPos = pb.mix(scope.prevWorldPos, scope.$outputs.worldPos, scope.skirt);
|
|
1010
|
+
}
|
|
1011
|
+
ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.prevWorldPos);
|
|
1012
|
+
} else {
|
|
1013
|
+
ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);
|
|
1014
|
+
}
|
|
1279
1015
|
}
|
|
1280
1016
|
fragmentShader(scope) {
|
|
1281
1017
|
super.fragmentShader(scope);
|
|
@@ -1287,129 +1023,292 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1287
1023
|
if (this.needFragmentColor()) {
|
|
1288
1024
|
scope.refractionScale = pb.float().uniform(2);
|
|
1289
1025
|
if (this.refractionMode === 'offset') {
|
|
1290
|
-
// Only the cheap path has a fixed depth scale to step along; the march
|
|
1291
|
-
// derives its own from the scene.
|
|
1292
1026
|
scope.cheapRefractionDepth = pb.float().uniform(2);
|
|
1293
1027
|
}
|
|
1294
1028
|
scope.reflectionStrength = pb.float().uniform(2);
|
|
1029
|
+
// (wind direction x, z, upwind slope variance, crosswind slope variance)
|
|
1030
|
+
scope.unresolvedSlope = pb.vec4().uniform(2);
|
|
1031
|
+
// Sky bake to the live pre-exposed space, as the visible sky is drawn
|
|
1032
|
+
scope.skyReflectScale = pb.float().uniform(2);
|
|
1295
1033
|
scope.ssrParams = pb.vec4().uniform(2);
|
|
1296
|
-
//
|
|
1034
|
+
// Eye vs. rest plane from the CPU submersion test: 1 above, -1 below,
|
|
1035
|
+
// 0 unknown (compare in the shader).
|
|
1036
|
+
scope.eyeSide = pb.float().uniform(2);
|
|
1037
|
+
// (intensity, crest absorption height in m, 0, 0)
|
|
1297
1038
|
scope.subsurfaceParams = pb.vec4().uniform(2);
|
|
1039
|
+
scope.subsurfaceTint = pb.vec3().uniform(2);
|
|
1298
1040
|
// (coverage scale, coverage falloff, 0, 0)
|
|
1299
1041
|
scope.foamShadingParams = pb.vec4().uniform(2);
|
|
1300
1042
|
scope.foamColor = pb.vec3().uniform(2);
|
|
1301
|
-
|
|
1302
|
-
|
|
1303
|
-
|
|
1304
|
-
|
|
1305
|
-
|
|
1306
|
-
|
|
1043
|
+
// (white foam feather, foam normal strength, bubble coverage, bubble depth in m)
|
|
1044
|
+
scope.foamLookParams = pb.vec4().uniform(2);
|
|
1045
|
+
scope.foamBubbleColor = pb.vec3().uniform(2);
|
|
1046
|
+
scope.foamTex = pb.tex2D().uniform(2);
|
|
1047
|
+
// uv of the foam texture per metre
|
|
1048
|
+
scope.foamUVScale = pb.float().uniform(2);
|
|
1049
|
+
// Thickness in metres a sheet of water fades in over, 0 for none
|
|
1050
|
+
scope.edgeFadeWidth = pb.float().uniform(2);
|
|
1307
1051
|
// (intensity, anisotropy, 0, 0)
|
|
1308
1052
|
scope.sunScatterParams = pb.vec4().uniform(2);
|
|
1309
|
-
// Mip widths per meter of path
|
|
1310
|
-
// refraction blur. Resolved on the CPU from the per-channel scattering
|
|
1311
|
-
// coefficient, since the blur is one LOD for all three.
|
|
1053
|
+
// Mip widths per meter of path; one scalar LOD for all three channels.
|
|
1312
1054
|
scope.refractBlurDensity = pb.float().uniform(2);
|
|
1313
|
-
// Declared in both medium modes: the ramp only replaces the depth-driven
|
|
1314
|
-
// absorption and scattering, while the subsurface and sun-scattering terms
|
|
1315
|
-
// need the medium's hue and thickness regardless.
|
|
1316
1055
|
scope.mediumAlbedo = pb.vec3().uniform(2);
|
|
1317
1056
|
scope.mediumExtinction = pb.vec3().uniform(2);
|
|
1318
|
-
|
|
1319
|
-
|
|
1320
|
-
|
|
1321
|
-
scope.absorptionRampTex = pb.tex2D().uniform(2);
|
|
1322
|
-
}
|
|
1057
|
+
// Rect light specular (evaluateLTCRectLightTerms).
|
|
1058
|
+
scope.zLTCMatLut = pb.tex2D().uniform(2);
|
|
1059
|
+
scope.zLTCAmpLut = pb.tex2D().uniform(2);
|
|
1323
1060
|
}
|
|
1324
|
-
// An unbounded surface has no edge to clip against.
|
|
1325
1061
|
if (!this.infinite) {
|
|
1326
1062
|
scope.$l.discardable = pb.or(pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)), pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw)));
|
|
1327
1063
|
scope.$if(scope.discardable, function() {
|
|
1328
1064
|
pb.discard();
|
|
1329
1065
|
});
|
|
1330
1066
|
}
|
|
1067
|
+
if (this.debugOutput === 'shoreRegions' || this.debugOutput === 'shoreLevels') {
|
|
1068
|
+
// Show the actual displaced carrier in every pass. Wet-edge discard and
|
|
1069
|
+
// ground-depth projection would otherwise conceal its geometry or create
|
|
1070
|
+
// an apparent boundary unrelated to rasterized mesh coverage.
|
|
1071
|
+
if (this.needFragmentColor()) {
|
|
1072
|
+
if (this.debugOutput === 'shoreLevels') {
|
|
1073
|
+
scope.$l.outColor = pb.vec4(this._shoreWaveGenerator ? this._shoreWaveGenerator.calcDebugLevels(scope, scope.$inputs.clipmapPos.xz) : pb.vec3(0.1), 1);
|
|
1074
|
+
} else {
|
|
1075
|
+
scope.$l.shoreRegion = this._shoreWaveGenerator ? this._shoreWaveGenerator.calcDebugRegion(scope, scope.$inputs.clipmapPos.xz) : pb.vec3(0, 0, 1);
|
|
1076
|
+
scope.$l.shoreColor = scope.$choice(pb.greaterThan(scope.shoreRegion.y, 0.5), scope.$choice(pb.greaterThan(scope.shoreRegion.z, 1e-3), pb.vec3(1, 0.3, 0.02), pb.vec3(0.85, 0.02, 0.8)), pb.vec3(0, 0.85, 1));
|
|
1077
|
+
scope.$l.outColor = pb.vec4(pb.mix(pb.vec3(0.02, 0.12, 0.9), scope.shoreColor, scope.shoreRegion.x), 1);
|
|
1078
|
+
}
|
|
1079
|
+
if (this.drawContext.materialFlags & (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)) {
|
|
1080
|
+
this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor, pb.vec4(0), scope.outColor);
|
|
1081
|
+
} else {
|
|
1082
|
+
this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);
|
|
1083
|
+
}
|
|
1084
|
+
} else {
|
|
1085
|
+
this.outputFragmentColor(scope, scope.$inputs.worldPos, null);
|
|
1086
|
+
}
|
|
1087
|
+
return;
|
|
1088
|
+
}
|
|
1331
1089
|
if (this.needFragmentColor()) {
|
|
1332
|
-
|
|
1090
|
+
// Screen derivatives of the undisplaced position, taken here in uniform
|
|
1091
|
+
// control flow; the foam textures are sampled with them under branches.
|
|
1092
|
+
scope.$l.restXZGrad = pb.vec4(pb.dpdx(scope.$inputs.clipmapPos.xz), pb.dpdy(scope.$inputs.clipmapPos.xz));
|
|
1093
|
+
// The foam texture here, drifting; a generator carrying foam of its own
|
|
1094
|
+
// blends in where its foam is
|
|
1095
|
+
scope.$l.foamSample = sampleFoamTexture(scope, scope.foamTex, pb.mul(pb.add(scope.$inputs.clipmapPos.xz, pb.vec2(pb.mul(ShaderHelper.getElapsedTime(scope), FOAM_DRIFT))), scope.foamUVScale), scope.restXZGrad, scope.foamUVScale);
|
|
1096
|
+
scope.$l.normal = this.waveGenerator ? this.waveGenerator.calcFragmentNormalAndFoam(scope, scope.$inputs.clipmapPos.xz, scope.$inputs.worldNormal, scope.foamSample, this.waveGenerator.calcUnresolvedSlopeVariance ? scope.restXZGrad : undefined) : pb.vec4(scope.$inputs.worldNormal, 0);
|
|
1333
1097
|
if (this.infinite) {
|
|
1334
|
-
// Flat and foamless
|
|
1335
|
-
//
|
|
1336
|
-
// the geometry does not have - and at kilometres per pixel that detail
|
|
1337
|
-
// is under-sampled into crawling speckle. The screen-space fog pass is
|
|
1338
|
-
// what should be visible here.
|
|
1098
|
+
// Flat and foamless on the skirt: waves evaluated at kilometres per
|
|
1099
|
+
// pixel alias into speckle.
|
|
1339
1100
|
scope.normal = pb.mix(scope.normal, pb.vec4(0, 1, 0, 0), scope.$inputs.skirt);
|
|
1340
1101
|
}
|
|
1341
|
-
|
|
1102
|
+
// Vertical wave displacement, interpolated from the vertices. Zero on the skirt.
|
|
1103
|
+
scope.$l.crestHeight = pb.sub(scope.$inputs.worldPos.y, scope.$inputs.clipmapPos.y);
|
|
1104
|
+
const surfaceCoverage = this.waveGenerator?.calcSurfaceCoverage;
|
|
1105
|
+
scope.$l.surfaceCoverage = surfaceCoverage ? surfaceCoverage.call(this.waveGenerator, scope, scope.$inputs.clipmapPos.xz) : pb.float(1);
|
|
1106
|
+
const sheetThickness = this.waveGenerator?.calcSheetThickness;
|
|
1107
|
+
scope.$l.sheetThickness = sheetThickness ? sheetThickness.call(this.waveGenerator, scope, scope.$inputs.clipmapPos.xz) : pb.float(-1);
|
|
1108
|
+
if (this._shoreWaveGenerator) {
|
|
1109
|
+
// Near the shore the foam is at least the near-shore density, joining
|
|
1110
|
+
// the breaking waves' foam to the beach's (see nearShore).
|
|
1111
|
+
scope.normal.w = this._shoreWaveGenerator.calcNearShoreFoam(scope, scope.$inputs.clipmapPos.xz, scope.normal.w);
|
|
1112
|
+
}
|
|
1113
|
+
// Reconstruct the opaque surface before the swash's discard. Deposited
|
|
1114
|
+
// foam is projected onto this ground, independently of the raised mesh.
|
|
1115
|
+
scope.$l.scenePos = ShaderHelper.samplePositionFromDepth(scope, ShaderHelper.getLinearDepthTexture(scope), pb.div(scope.$builtins.fragCoord.xy, ShaderHelper.getRenderSize(scope)), ShaderHelper.getJitteredInvVPMatrix(scope), ShaderHelper.getCameraParams(scope).xy);
|
|
1116
|
+
scope.$l.groundFoamDensity = pb.float(0);
|
|
1117
|
+
scope.$l.groundFoamSample = pb.vec3(0);
|
|
1118
|
+
scope.$l.groundFoamWeight = pb.float(0);
|
|
1119
|
+
scope.$l.groundNormal = pb.vec3(0, 1, 0);
|
|
1120
|
+
if (this.debugOutput === 'swashVisibility') {
|
|
1121
|
+
scope.$l.visibilityDepthFail = pb.float(0);
|
|
1122
|
+
}
|
|
1123
|
+
if (this.debugOutput === 'swashGroundSupport') {
|
|
1124
|
+
scope.$l.groundFieldCoverage = pb.float(0);
|
|
1125
|
+
scope.$l.groundWetCoverage = pb.float(0);
|
|
1126
|
+
} else if (this.debugOutput === 'swashHandover') {
|
|
1127
|
+
scope.$l.groundWetCoverage = pb.float(0);
|
|
1128
|
+
} else if (this.debugOutput === 'swashFoamSources') {
|
|
1129
|
+
scope.$l.groundFieldDensity = pb.float(0);
|
|
1130
|
+
scope.$l.groundSurfDensity = pb.float(0);
|
|
1131
|
+
}
|
|
1132
|
+
if (this._shoreWaveGenerator && this._foamFieldGenerator) {
|
|
1133
|
+
// Derivatives precede all coverage branches; pattern coordinates stay
|
|
1134
|
+
// fixed to the sand even while the water and camera move.
|
|
1135
|
+
scope.$l.groundGrad = pb.vec4(pb.dpdx(scope.scenePos.xz), pb.dpdy(scope.scenePos.xz));
|
|
1136
|
+
scope.$l.groundCross = pb.cross(pb.dpdx(scope.scenePos.xyz), pb.dpdy(scope.scenePos.xyz));
|
|
1137
|
+
scope.groundNormal = pb.normalize(pb.add(pb.mul(scope.groundCross, pb.sign(scope.groundCross.y)), pb.vec3(0, 1e-8, 0)));
|
|
1138
|
+
scope.$l.groundMask = this._shoreWaveGenerator.calcFoamGroundMask(scope, scope.scenePos.xyz);
|
|
1139
|
+
const field = this._foamField;
|
|
1140
|
+
const shore = this._shoreWaveGenerator;
|
|
1141
|
+
const debugOutput = this.debugOutput;
|
|
1142
|
+
scope.$if(pb.and(pb.lessThan(scope.scenePos.w, SCENE_SKY_DEPTH01), pb.greaterThan(scope.groundMask, 0)), function() {
|
|
1143
|
+
// The field's foam at the actual ground position: on a thin sheet and
|
|
1144
|
+
// on the sand it drained from alike, the field holding it there
|
|
1145
|
+
// (FOAM_SETTLE of the shore waves)
|
|
1146
|
+
this.$l.groundMobile = field.sample(this, this.scenePos.xz);
|
|
1147
|
+
this.$l.groundWet = shore.calcSurfaceCoverage(this, this.scenePos.xz);
|
|
1148
|
+
this.$l.groundThickness = shore.calcSheetThickness(this, this.scenePos.xz);
|
|
1149
|
+
// Coverage and handover describe the same carrier point. Using the
|
|
1150
|
+
// ground point's thickness here leaves a gap at grazing angles:
|
|
1151
|
+
// the carrier can be dry while its projected ground is still wet.
|
|
1152
|
+
this.$l.groundHandoverThickness = this.$choice(pb.greaterThanEqual(this.sheetThickness, 0), this.sheetThickness, this.groundThickness);
|
|
1153
|
+
if (debugOutput === 'swashGroundSupport') {
|
|
1154
|
+
this.groundWetCoverage = this.groundWet;
|
|
1155
|
+
this.groundFieldCoverage = this.groundMobile.y;
|
|
1156
|
+
} else if (debugOutput === 'swashHandover') {
|
|
1157
|
+
this.groundWetCoverage = this.groundWet;
|
|
1158
|
+
} else if (debugOutput === 'swashFoamSources') {
|
|
1159
|
+
this.groundFieldDensity = this.groundMobile.x;
|
|
1160
|
+
this.groundSurfDensity = pb.mul(shore.calcNearShoreFoam(this, this.scenePos.xz, pb.float(0)), this.groundWet);
|
|
1161
|
+
}
|
|
1162
|
+
this.groundFoamWeight = pb.mul(this.groundMask, this.groundMobile.y, // Unknown thickness must retain the water surface. In particular,
|
|
1163
|
+
// a valid sand bed outside the shore-wave zone is not a dry sheet.
|
|
1164
|
+
this.$choice(pb.greaterThanEqual(this.groundHandoverThickness, 0), pb.sub(1, pb.smoothStep(0.01, 0.06, this.groundHandoverThickness)), pb.float(0)));
|
|
1165
|
+
// The surf's foam only where the sheet now is; the field's wherever it holds it
|
|
1166
|
+
this.groundFoamDensity = pb.clamp(pb.max(this.groundMobile.x, pb.mul(shore.calcNearShoreFoam(this, this.scenePos.xz, pb.float(0)), this.groundWet)), 0, 1);
|
|
1167
|
+
this.$if(pb.greaterThan(this.groundFoamDensity, 1e-3), function() {
|
|
1168
|
+
// The water's foam pattern at the ground: it stands still near
|
|
1169
|
+
// the shore (see nearShore), so the beach's foam and the water's
|
|
1170
|
+
// are one pattern through the handover.
|
|
1171
|
+
this.groundFoamSample = WaterFoamField.flowPattern(this, this.ffFoamTex, this.ffFoamUVScale, this.ffClock.x, this.scenePos.xz, this.groundGrad, shore.calcFoamFlow(this, this.scenePos.xz, this.ffDrift));
|
|
1172
|
+
});
|
|
1173
|
+
});
|
|
1174
|
+
// The thin-film foam and its depth use the same ground transition.
|
|
1175
|
+
// Otherwise a wet carrier can still clip the projected foam against
|
|
1176
|
+
// the terrain right where the two layers meet.
|
|
1177
|
+
scope.$builtins.fragDepth = pb.mix(scope.$builtins.fragCoord.z, ShaderHelper.linearNormalizedToNonLinearDepth(scope, pb.max(pb.sub(scope.scenePos.w, pb.div(0.001, ShaderHelper.getCameraParams(scope).y)), 0), ShaderHelper.getCameraParams(scope).xy), scope.$choice(pb.lessThanEqual(scope.surfaceCoverage, 1e-3), pb.float(1), scope.groundFoamWeight));
|
|
1178
|
+
}
|
|
1179
|
+
const revealSwash = this.debugOutput === 'foamField' || this.debugOutput === 'swashVisibility' || this.debugOutput === 'swashGroundSupport';
|
|
1180
|
+
if (revealSwash && this._shoreWaveGenerator && this._foamFieldGenerator) {
|
|
1181
|
+
if (this.debugOutput === 'swashVisibility') {
|
|
1182
|
+
scope.visibilityDepthFail = scope.$choice(pb.greaterThan(pb.mul(pb.sub(ShaderHelper.nonLinearDepthToLinearNormalized(scope, scope.$builtins.fragDepth), scope.scenePos.w), ShaderHelper.getCameraParams(scope).y), 0.0001), pb.float(1), pb.float(0));
|
|
1183
|
+
}
|
|
1184
|
+
scope.$if(pb.and(pb.lessThan(scope.scenePos.w, SCENE_SKY_DEPTH01), pb.greaterThan(scope.groundMask, 0)), function() {
|
|
1185
|
+
this.$builtins.fragDepth = ShaderHelper.linearNormalizedToNonLinearDepth(this, pb.max(pb.sub(this.scenePos.w, pb.div(0.001, ShaderHelper.getCameraParams(this).y)), 0), ShaderHelper.getCameraParams(this).xy);
|
|
1186
|
+
});
|
|
1187
|
+
}
|
|
1188
|
+
scope.$l.swashDiscard = pb.and(pb.lessThanEqual(scope.surfaceCoverage, 1e-3), pb.lessThanEqual(pb.mul(scope.groundFoamDensity, scope.groundFoamWeight), 1e-3));
|
|
1189
|
+
// Past the wet edge, only the foam actually left on the ground draws.
|
|
1190
|
+
if (surfaceCoverage && !revealSwash) {
|
|
1191
|
+
scope.$if(scope.swashDiscard, function() {
|
|
1192
|
+
pb.discard();
|
|
1193
|
+
});
|
|
1194
|
+
}
|
|
1195
|
+
if (this.debugOutput === 'swashGroundSupport') {
|
|
1196
|
+
scope.$l.outColor = pb.vec4(this._shoreWaveGenerator && this._foamFieldGenerator ? scope.groundMask : pb.float(0), scope.groundFieldCoverage, scope.groundWetCoverage, 1);
|
|
1197
|
+
} else if (this.debugOutput === 'swashVisibility') {
|
|
1198
|
+
scope.$l.outColor = pb.vec4(scope.$choice(scope.swashDiscard, pb.float(1), pb.float(0)), scope.visibilityDepthFail, scope.groundFoamDensity, 1);
|
|
1199
|
+
} else if (this.debugOutput === 'swashHandover') {
|
|
1200
|
+
scope.$l.outColor = pb.vec4(scope.surfaceCoverage, scope.groundWetCoverage, scope.groundFoamWeight, 1);
|
|
1201
|
+
} else if (this.debugOutput === 'swashFoamSources') {
|
|
1202
|
+
scope.$l.outColor = pb.vec4(scope.normal.w, scope.groundFieldDensity, scope.groundSurfDensity, 1);
|
|
1203
|
+
} else if (this.debugOutput === 'interaction') {
|
|
1204
|
+
// The field on its own, grey at rest, scaled so its amplitude clamp
|
|
1205
|
+
// reaches black and white; dimmed outside the window so its reach shows.
|
|
1206
|
+
if (this._interactiveWaveGenerator) {
|
|
1207
|
+
const interaction = this._interactiveWaveGenerator.interaction;
|
|
1208
|
+
scope.$l.wiDebugHeight = pb.div(interaction.sampleHeight(scope, scope.$inputs.clipmapPos.xz), scope.wiParams2.y);
|
|
1209
|
+
scope.$l.wiDebugMask = pb.mix(pb.float(0.55), pb.float(1), interaction.windowMask(scope, scope.$inputs.clipmapPos.xz));
|
|
1210
|
+
} else {
|
|
1211
|
+
scope.$l.wiDebugHeight = pb.float(0);
|
|
1212
|
+
scope.$l.wiDebugMask = pb.float(1);
|
|
1213
|
+
}
|
|
1214
|
+
scope.$l.outColor = pb.vec4(pb.vec3(pb.mul(pb.add(0.5, pb.mul(scope.wiDebugHeight, 0.5)), scope.wiDebugMask)), 1);
|
|
1215
|
+
} else if (this.debugOutput === 'foamField') {
|
|
1216
|
+
// The field's density; mid grey off the field, where coverage is 0
|
|
1217
|
+
if (this._foamFieldGenerator) {
|
|
1218
|
+
scope.$l.ffDebug = this._foamField.sample(scope, scope.$inputs.clipmapPos.xz);
|
|
1219
|
+
} else {
|
|
1220
|
+
scope.$l.ffDebug = pb.vec3(0);
|
|
1221
|
+
}
|
|
1222
|
+
scope.$l.outColor = pb.vec4(pb.vec3(pb.mix(pb.float(0.5), pb.max(scope.ffDebug.x, scope.ffDebug.z), scope.ffDebug.y)), 1);
|
|
1223
|
+
} else {
|
|
1224
|
+
// The foam field's wall foam layer, see FOAM_WALL
|
|
1225
|
+
scope.$l.wallFoam = this._foamFieldGenerator ? pb.mul(this._foamField.sample(scope, scope.$inputs.clipmapPos.xz).z, this.infinite ? pb.sub(1, scope.$inputs.skirt) : pb.float(1)) : pb.float(0);
|
|
1226
|
+
scope.$l.outColor = pb.vec4(this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w, scope.crestHeight, scope.$inputs.clipmapPos.xz, scope.restXZGrad, scope.foamSample, scope.surfaceCoverage, scope.sheetThickness, scope.wallFoam, scope.scenePos, scope.groundFoamDensity, scope.groundFoamSample, scope.groundNormal, scope.groundFoamWeight), 1);
|
|
1227
|
+
}
|
|
1342
1228
|
if (this.drawContext.materialFlags & (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)) {
|
|
1343
|
-
|
|
1344
|
-
// not treat a near-mirror sea as fully diffuse.
|
|
1345
|
-
scope.$l.outRoughness = pb.vec4(pb.vec3(this.waterRoughness(scope, scope.$inputs.worldPos)), 0);
|
|
1229
|
+
scope.$l.outRoughness = pb.vec4(pb.vec3(this.waterRoughness(scope, scope.$inputs.worldPos, scope.restXZGrad)), 0);
|
|
1346
1230
|
this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor, scope.outRoughness, scope.outColor);
|
|
1347
1231
|
} else {
|
|
1348
1232
|
this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);
|
|
1349
1233
|
}
|
|
1350
1234
|
} else {
|
|
1235
|
+
// The support mesh over dry sand is only a carrier for the colour pass.
|
|
1236
|
+
// It must not replace terrain depth or its motion vectors in other passes.
|
|
1237
|
+
const coverage = this.waveGenerator?.calcSurfaceCoverage;
|
|
1238
|
+
if (coverage) {
|
|
1239
|
+
scope.$l.surfaceCoverage = coverage.call(this.waveGenerator, scope, scope.$inputs.clipmapPos.xz);
|
|
1240
|
+
scope.$if(pb.lessThanEqual(scope.surfaceCoverage, 1e-3), function() {
|
|
1241
|
+
pb.discard();
|
|
1242
|
+
});
|
|
1243
|
+
}
|
|
1351
1244
|
this.outputFragmentColor(scope, scope.$inputs.worldPos, null);
|
|
1352
1245
|
}
|
|
1353
1246
|
}
|
|
1354
|
-
/**
|
|
1355
|
-
*
|
|
1356
|
-
*
|
|
1357
|
-
|
|
1358
|
-
|
|
1359
|
-
|
|
1360
|
-
|
|
1247
|
+
/**
|
|
1248
|
+
* Covariance (x, z, xz) of the wave slopes the shading normal no longer shows
|
|
1249
|
+
* at this pixel, or null when the wave generator cannot tell.
|
|
1250
|
+
*/ unresolvedSlopeVariance(scope, restXZGrad) {
|
|
1251
|
+
const gen = this.waveGenerator;
|
|
1252
|
+
return gen?.calcUnresolvedSlopeVariance ? gen.calcUnresolvedSlopeVariance(scope, restXZGrad) : null;
|
|
1253
|
+
}
|
|
1254
|
+
/**
|
|
1255
|
+
* Specular roughness at a world position. The slopes too fine for the pixel
|
|
1256
|
+
* leave the normal and are handed to the lobe, GGX alpha^2 taking their
|
|
1257
|
+
* variance (Beckmann m^2 = 2 sigma^2 per axis). Without the generator's
|
|
1258
|
+
* account of them, distance flattens the normals and the lobe widens with it.
|
|
1259
|
+
* Also written to the scene roughness buffer.
|
|
1260
|
+
*/ waterRoughness(scope, worldPos, restXZGrad) {
|
|
1361
1261
|
const pb = scope.$builder;
|
|
1262
|
+
const that = this;
|
|
1362
1263
|
pb.func('waterRoughness', [
|
|
1363
|
-
pb.vec3('worldPos')
|
|
1264
|
+
pb.vec3('worldPos'),
|
|
1265
|
+
pb.vec4('restXZGrad')
|
|
1364
1266
|
], function() {
|
|
1365
|
-
|
|
1366
|
-
|
|
1367
|
-
|
|
1267
|
+
const slopeVar = that.unresolvedSlopeVariance(this, this.restXZGrad);
|
|
1268
|
+
if (slopeVar) {
|
|
1269
|
+
this.$l.slopeVar = slopeVar;
|
|
1270
|
+
this.$l.alpha2 = pb.add(WATER_BASE_ROUGHNESS ** 4, pb.max(pb.add(this.slopeVar.x, this.slopeVar.y), 0));
|
|
1271
|
+
this.$return(pb.sqrt(pb.sqrt(this.alpha2)));
|
|
1272
|
+
} else {
|
|
1273
|
+
this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));
|
|
1274
|
+
this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);
|
|
1275
|
+
this.$return(pb.mix(WATER_DISTANT_ROUGHNESS, WATER_BASE_ROUGHNESS, this.normalScale));
|
|
1276
|
+
}
|
|
1368
1277
|
});
|
|
1369
|
-
return scope.waterRoughness(worldPos);
|
|
1370
|
-
}
|
|
1371
|
-
/**
|
|
1372
|
-
* Where to sample the scene behind the water, and
|
|
1373
|
-
*
|
|
1374
|
-
*
|
|
1375
|
-
*
|
|
1376
|
-
* depth
|
|
1377
|
-
*
|
|
1378
|
-
*
|
|
1379
|
-
*
|
|
1380
|
-
*
|
|
1381
|
-
*
|
|
1382
|
-
*
|
|
1383
|
-
*
|
|
1384
|
-
*
|
|
1385
|
-
* @param
|
|
1386
|
-
* @param
|
|
1387
|
-
* @param
|
|
1388
|
-
* @
|
|
1389
|
-
* @
|
|
1390
|
-
|
|
1391
|
-
* @param straightDepth01 - Normalized linear depth of the scene behind it
|
|
1392
|
-
* @param straightWorldPos - Unrefracted scene world position behind the surface
|
|
1393
|
-
* @param straightDist - Straight-line distance from the surface to that scene
|
|
1394
|
-
* @returns `vec3(uv, pathLength)` - where to sample, and the medium path in meters
|
|
1395
|
-
*/ waterRefraction(scope, worldPos, normal, eyeVecNorm, screenUV, surfaceViewZ, straightDepth01, straightWorldPos, straightDist) {
|
|
1278
|
+
return scope.waterRoughness(worldPos, restXZGrad);
|
|
1279
|
+
}
|
|
1280
|
+
/**
|
|
1281
|
+
* Where to sample the scene behind the water, and the medium path length to it.
|
|
1282
|
+
*
|
|
1283
|
+
* Refracts the view ray by Snell's law and marches it against the scene depth.
|
|
1284
|
+
* Depth-convention independent: projection only reads `clip.xy / clip.w` and
|
|
1285
|
+
* all depth comparisons are in view space.
|
|
1286
|
+
*
|
|
1287
|
+
* @param scope - Current shader scope
|
|
1288
|
+
* @param worldPos - Surface point being shaded
|
|
1289
|
+
* @param normal - Wave normal at that point, pointing up out of the water
|
|
1290
|
+
* @param eyeVecNorm - Normalized direction from the camera to the surface
|
|
1291
|
+
* @param screenUV - Screen UV of the surface point
|
|
1292
|
+
* @param surfaceViewZ - View-space z of the surface point
|
|
1293
|
+
* @param straightDepth01 - Normalized linear depth of the scene behind it
|
|
1294
|
+
* @param straightWorldPos - Unrefracted scene world position behind the surface
|
|
1295
|
+
* @param straightDist - Straight-line distance from the surface to that scene
|
|
1296
|
+
* @param underwater - Whether the eye is below the surface
|
|
1297
|
+
* @returns `vec3(uv, pathLength)` - where to sample, and the medium path in meters,
|
|
1298
|
+
* {@link BOTTOMLESS_PATH} with only sky behind the surface
|
|
1299
|
+
*/ waterRefraction(scope, worldPos, normal, eyeVecNorm, screenUV, surfaceViewZ, straightDepth01, straightWorldPos, straightDist, underwater) {
|
|
1396
1300
|
const pb = scope.$builder;
|
|
1397
1301
|
const march = this.refractionMode === 'march';
|
|
1398
|
-
//
|
|
1399
|
-
//
|
|
1400
|
-
//
|
|
1401
|
-
// Only ever used as a difference of two such UVs, which is what makes the
|
|
1402
|
-
// offset independent of the conventions baked into that matrix: the TAA
|
|
1403
|
-
// jitter and the clip-space Y orientation cancel between the two ends. The
|
|
1404
|
-
// 0.5/0.5 mapping is the inverse of ShaderHelper.samplePositionFromDepth's.
|
|
1302
|
+
// Only ever used as a difference of two UVs, so TAA jitter and clip-space Y
|
|
1303
|
+
// orientation cancel. Inverse of ShaderHelper.samplePositionFromDepth's mapping.
|
|
1405
1304
|
pb.func('waterRefractProjectUV', [
|
|
1406
1305
|
pb.vec3('worldPos')
|
|
1407
1306
|
], function() {
|
|
1408
1307
|
this.$l.h = pb.mul(ShaderHelper.getViewProjectionMatrix(this), pb.vec4(this.worldPos, 1));
|
|
1409
1308
|
this.$return(pb.add(pb.mul(pb.div(this.h.xy, pb.max(this.h.w, 1e-6)), 0.5), pb.vec2(0.5)));
|
|
1410
1309
|
});
|
|
1411
|
-
//
|
|
1412
|
-
//
|
|
1310
|
+
// Sample UV for a refracted ray ending at `hitPos`, faded to the straight
|
|
1311
|
+
// sample at the screen border.
|
|
1413
1312
|
pb.func('waterRefractUV', [
|
|
1414
1313
|
pb.vec2('screenUV'),
|
|
1415
1314
|
pb.vec2('uvBase'),
|
|
@@ -1417,22 +1316,14 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1417
1316
|
pb.float('scale')
|
|
1418
1317
|
], function() {
|
|
1419
1318
|
this.$l.uv = pb.add(this.screenUV, pb.mul(pb.sub(this.waterRefractProjectUV(this.hitPos), this.uvBase), this.scale));
|
|
1420
|
-
// Off screen there is no scene colour to refract, and a clamped sample
|
|
1421
|
-
// would smear one border pixel along the whole edge of the water.
|
|
1422
1319
|
this.$l.edge = pb.min(pb.min(this.uv.x, pb.sub(1, this.uv.x)), pb.min(this.uv.y, pb.sub(1, this.uv.y)));
|
|
1423
1320
|
this.$return(pb.mix(this.screenUV, this.uv, pb.clamp(pb.div(this.edge, REFRACT_EDGE_FADE), 0, 1)));
|
|
1424
1321
|
});
|
|
1425
|
-
// One step of the refracted-ray march.
|
|
1426
|
-
//
|
|
1427
|
-
// Projects the point `t` meters along the refracted ray to the screen, reads
|
|
1428
|
-
// the depth there, and reports the signed gap between the ray and that pixel
|
|
1429
|
-
// along the view axis: positive means the ray is still in front of the scene,
|
|
1430
|
-
// negative that it has passed through it. The hit test itself belongs to the
|
|
1431
|
-
// march.
|
|
1432
|
-
//
|
|
1433
1322
|
// Declared only in `march` mode: a dead function still forces the depth
|
|
1434
|
-
// texture and
|
|
1323
|
+
// texture and projection matrices into the bind group.
|
|
1435
1324
|
if (march) {
|
|
1325
|
+
// Returns (uv, rayViewZ - sceneViewZ) at `t` meters along the ray.
|
|
1326
|
+
// Positive: ray still in front of the scene. Negative: passed through it.
|
|
1436
1327
|
pb.func('waterRefractStep', [
|
|
1437
1328
|
pb.vec3('worldPos'),
|
|
1438
1329
|
pb.vec3('refractDir'),
|
|
@@ -1444,22 +1335,12 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1444
1335
|
], function() {
|
|
1445
1336
|
this.$l.uv = this.waterRefractUV(this.screenUV, this.uvBase, pb.add(this.worldPos, pb.mul(this.refractDir, this.t)), this.refractionScale);
|
|
1446
1337
|
this.$l.linearDepth = ShaderHelper.sampleLinearDepth(this, ShaderHelper.getLinearDepthTexture(this), this.uv, 0);
|
|
1447
|
-
// View-space z of whatever that pixel shows. The comparison below is in
|
|
1448
|
-
// view space, which the depth convention does not touch.
|
|
1449
1338
|
this.$l.sceneViewZ = pb.mul(pb.neg(this.linearDepth), this.cameraFar);
|
|
1450
|
-
// Ray depth minus scene depth. Sky sits at the far plane, so over empty
|
|
1451
|
-
// water the gap stays large and positive and the march simply runs on.
|
|
1452
1339
|
this.$return(pb.vec3(this.uv, pb.sub(this.rayViewZ, this.sceneViewZ)));
|
|
1453
1340
|
});
|
|
1454
|
-
//
|
|
1455
|
-
//
|
|
1456
|
-
//
|
|
1457
|
-
// the ray is neither clearly in front of the scene nor already out the far
|
|
1458
|
-
// side. That two-sided test is what lets something poking out of the water
|
|
1459
|
-
// fall through: its depth is *nearest* the camera, so the gap is negative
|
|
1460
|
-
// from the first step and never enters the band. Stopping at the *first*
|
|
1461
|
-
// hit keeps a submerged object solid; a later one belongs to whatever is
|
|
1462
|
-
// behind it.
|
|
1341
|
+
// First crossing of the refracted ray with the depth buffer. A hit is a
|
|
1342
|
+
// step inside the thickness band or a sign change of the gap; an object
|
|
1343
|
+
// poking out of the water is negative from the first step and never hits.
|
|
1463
1344
|
pb.func('waterRefractMarch', [
|
|
1464
1345
|
pb.vec3('worldPos'),
|
|
1465
1346
|
pb.vec3('refractDir'),
|
|
@@ -1482,9 +1363,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1482
1363
|
this.$l.s = this.waterRefractStep(this.worldPos, this.refractDir, this.screenUV, this.uvBase, this.rayViewZ, this.cameraFar, this.t);
|
|
1483
1364
|
this.$l.gap = this.s.z;
|
|
1484
1365
|
this.$if(pb.or(pb.lessThan(pb.abs(this.gap), REFRACT_MARCH_THICKNESS), pb.lessThan(pb.mul(this.gapPrev, this.gap), 0)), function() {
|
|
1485
|
-
//
|
|
1486
|
-
// the surface. Interpolate down to the exact crossing so the sample
|
|
1487
|
-
// sits on the object instead of a step behind it.
|
|
1366
|
+
// Interpolate to the exact crossing.
|
|
1488
1367
|
this.$l.k = pb.div(this.gapPrev, pb.sub(this.gapPrev, this.gap));
|
|
1489
1368
|
this.hitUV = this.s.xy;
|
|
1490
1369
|
this.hitPath = pb.mix(this.tPrev, this.t, this.k);
|
|
@@ -1494,8 +1373,6 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1494
1373
|
this.gapPrev = this.gap;
|
|
1495
1374
|
});
|
|
1496
1375
|
});
|
|
1497
|
-
// No hit on any step leaves the straight-through sample at the
|
|
1498
|
-
// straight-line path, which is what a ray over empty water should show.
|
|
1499
1376
|
this.$return(pb.vec3(this.hitUV, this.hitPath));
|
|
1500
1377
|
});
|
|
1501
1378
|
}
|
|
@@ -1507,44 +1384,30 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1507
1384
|
pb.float('surfaceViewZ'),
|
|
1508
1385
|
pb.float('straightDepth01'),
|
|
1509
1386
|
pb.vec3('straightWorldPos'),
|
|
1510
|
-
pb.float('straightDist')
|
|
1387
|
+
pb.float('straightDist'),
|
|
1388
|
+
pb.bool('underwater')
|
|
1511
1389
|
], function() {
|
|
1512
|
-
// Both faces are handled: looking down at the water the ray enters the
|
|
1513
|
-
// medium, looking up from inside it the ray leaves. The surface is drawn
|
|
1514
|
-
// with cullMode 'none' and the wave normal always points up, so the
|
|
1515
|
-
// normal is faced back towards the eye and the ratio picked to match.
|
|
1516
|
-
// Taken from `frontFacing`, since a flipped wave normal cannot tell an
|
|
1517
|
-
// underside from an eye below the surface.
|
|
1518
|
-
this.$l.underwater = pb.not(this.$builtins.frontFacing);
|
|
1519
1390
|
this.$l.faceNormal = this.$choice(this.underwater, pb.neg(this.normal), this.normal);
|
|
1520
1391
|
this.$l.eta = this.$choice(this.underwater, pb.float(WATER_TO_AIR_ETA), pb.float(AIR_TO_WATER_ETA));
|
|
1521
|
-
// The unrefracted hit: the view line through the surface to whatever is
|
|
1522
|
-
// behind it, which is what keeps the sample tracking the object rather
|
|
1523
|
-
// than wandering across a silhouette.
|
|
1524
1392
|
this.$l.uvBase = this.waterRefractProjectUV(this.worldPos);
|
|
1525
|
-
// Sky behind the water
|
|
1526
|
-
//
|
|
1393
|
+
// Sky behind the water has no bottom. Its point lies on the far plane,
|
|
1394
|
+
// so the straight distance falls to 0 where the surface crosses that
|
|
1395
|
+
// plane and the water there would show the sky unabsorbed.
|
|
1527
1396
|
this.$if(pb.greaterThanEqual(this.straightDepth01, SCENE_SKY_DEPTH01), function() {
|
|
1528
|
-
this.$return(pb.vec3(this.screenUV,
|
|
1397
|
+
this.$return(pb.vec3(this.screenUV, SKY_MEDIUM_PATH));
|
|
1529
1398
|
});
|
|
1530
1399
|
this.$l.waterCrossDir = pb.normalize(pb.sub(this.straightWorldPos, this.worldPos));
|
|
1531
|
-
//
|
|
1532
|
-
//
|
|
1533
|
-
//
|
|
1534
|
-
// perturbation, so on calm water the sample stays put and only the wave
|
|
1535
|
-
// tilt moves it. The flat normal carries the same facing flip as the wave
|
|
1536
|
-
// one so the two cancel exactly on calm water from either side.
|
|
1400
|
+
// refractDir = view line + (refract by wave normal - refract by flat
|
|
1401
|
+
// normal), so calm water samples exactly the straight hit. The flat
|
|
1402
|
+
// normal carries the same facing flip so the two cancel from either side.
|
|
1537
1403
|
this.$l.refractWave = pb.refract(this.eyeVecNorm, this.faceNormal, this.eta);
|
|
1538
1404
|
this.$l.refractFlatNormal = pb.vec3(0, pb.sign(this.faceNormal.y), 0);
|
|
1539
1405
|
this.$l.refractFlat = pb.refract(this.eyeVecNorm, this.refractFlatNormal, this.eta);
|
|
1540
|
-
// Total internal reflection
|
|
1541
|
-
// leaves refract returning zero, so degenerate to the view line.
|
|
1406
|
+
// Total internal reflection makes refract return zero.
|
|
1542
1407
|
this.$l.refractDir = pb.add(this.waterCrossDir, pb.sub(this.refractWave, this.refractFlat));
|
|
1543
1408
|
this.$if(pb.lessThan(pb.length(pb.sub(this.refractWave, this.refractFlat)), 1e-4), function() {
|
|
1544
1409
|
this.refractDir = this.waterCrossDir;
|
|
1545
1410
|
});
|
|
1546
|
-
// A degenerate view line would push the direction below; clamp it to stay
|
|
1547
|
-
// on the line if the difference vanished.
|
|
1548
1411
|
this.$if(pb.lessThan(pb.dot(this.refractDir, this.refractDir), 1e-6), function() {
|
|
1549
1412
|
this.refractDir = this.waterCrossDir;
|
|
1550
1413
|
});
|
|
@@ -1552,39 +1415,20 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1552
1415
|
this.$l.refractUV = this.screenUV;
|
|
1553
1416
|
this.$l.refractPath = this.straightDist;
|
|
1554
1417
|
if (!march) {
|
|
1555
|
-
//
|
|
1556
|
-
//
|
|
1557
|
-
// line plus a wave-normal perturbation, so with no waves this lands on
|
|
1558
|
-
// the point behind the surface.
|
|
1559
|
-
//
|
|
1560
|
-
// The step length is a *fixed* depth scale, deliberately not the
|
|
1561
|
-
// distance to what is behind the water: that distance jumps across an
|
|
1562
|
-
// object's silhouette, and the larger offset outside the outline lands
|
|
1563
|
-
// back on the object and paints a second copy of it. The price is that
|
|
1564
|
-
// shallow and deep water refract by the same amount.
|
|
1565
|
-
//
|
|
1566
|
-
// The edge fade inside waterRefractUV still applies, so the sample
|
|
1567
|
-
// cannot walk off screen.
|
|
1418
|
+
// Fixed step, not the scene distance: that jumps across silhouettes
|
|
1419
|
+
// and paints a second copy of the object.
|
|
1568
1420
|
this.refractUV = this.waterRefractUV(this.screenUV, this.uvBase, pb.add(this.worldPos, pb.mul(this.refractDir, this.cheapRefractionDepth)), this.refractionScale);
|
|
1569
1421
|
this.$return(pb.vec3(this.refractUV, this.refractPath));
|
|
1570
1422
|
} else {
|
|
1571
1423
|
this.$l.refractDirView = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.refractDir, 0)).xyz;
|
|
1572
|
-
// Away from the camera the ray must travel, so a tangent one is clamped
|
|
1573
|
-
// rather than allowed to shoot off, and the straight-line distance bounds
|
|
1574
|
-
// the refracted path to a sane multiple of itself.
|
|
1575
1424
|
this.$l.refractStepZ = pb.min(this.refractDirView.z, -1e-4);
|
|
1576
1425
|
this.$l.maxPath = pb.mul(this.straightDist, REFRACT_MAX_PATH_RATIO);
|
|
1577
1426
|
this.$l.marchResult = this.waterRefractMarch(this.worldPos, this.refractDir, this.screenUV, this.uvBase, this.surfaceViewZ, this.refractStepZ, ShaderHelper.getCameraParams(this).y, this.maxPath, this.straightDist);
|
|
1578
1427
|
this.refractUV = this.marchResult.xy;
|
|
1579
1428
|
this.refractPath = pb.clamp(this.marchResult.z, 0, this.maxPath);
|
|
1580
|
-
//
|
|
1581
|
-
//
|
|
1582
|
-
|
|
1583
|
-
// straight-through sample rather than refracting the object.
|
|
1584
|
-
this.$l.sceneHit = ShaderHelper.samplePositionFromDepth(this, ShaderHelper.getLinearDepthTexture(this), this.refractUV, ShaderHelper.getInvViewProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy);
|
|
1585
|
-
// Only a *finite* scene point above the surface is an object poking
|
|
1586
|
-
// through - the sky's reconstructed point also sits high, but there is
|
|
1587
|
-
// nothing to reject then.
|
|
1429
|
+
// A finite scene point above the surface at the refracted UV is an
|
|
1430
|
+
// object poking through: fall back to the straight sample.
|
|
1431
|
+
this.$l.sceneHit = ShaderHelper.samplePositionFromDepth(this, ShaderHelper.getLinearDepthTexture(this), this.refractUV, ShaderHelper.getJitteredInvVPMatrix(this), ShaderHelper.getCameraParams(this).xy);
|
|
1588
1432
|
this.$if(pb.and(pb.lessThan(this.sceneHit.w, 0.999), pb.greaterThan(this.sceneHit.y, this.worldPos.y)), function() {
|
|
1589
1433
|
this.refractUV = this.screenUV;
|
|
1590
1434
|
this.refractPath = this.straightDist;
|
|
@@ -1592,46 +1436,32 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1592
1436
|
this.$return(pb.vec3(this.refractUV, this.refractPath));
|
|
1593
1437
|
}
|
|
1594
1438
|
});
|
|
1595
|
-
return scope.waterRefraction(worldPos, normal, eyeVecNorm, screenUV, surfaceViewZ, straightDepth01, straightWorldPos, straightDist);
|
|
1596
|
-
}
|
|
1597
|
-
/**
|
|
1598
|
-
* Sunlight scattered out of the water column towards the eye.
|
|
1599
|
-
*
|
|
1600
|
-
*
|
|
1601
|
-
*
|
|
1602
|
-
*
|
|
1603
|
-
*
|
|
1604
|
-
*
|
|
1605
|
-
*
|
|
1606
|
-
*
|
|
1607
|
-
*
|
|
1608
|
-
*
|
|
1609
|
-
*
|
|
1610
|
-
*
|
|
1611
|
-
*
|
|
1612
|
-
*
|
|
1613
|
-
*
|
|
1614
|
-
*
|
|
1615
|
-
*
|
|
1616
|
-
*
|
|
1617
|
-
*
|
|
1618
|
-
*
|
|
1619
|
-
*
|
|
1620
|
-
*
|
|
1621
|
-
* directions are refracted through a flat surface first.
|
|
1622
|
-
*
|
|
1623
|
-
* Only the entry Fresnel is applied here. The exit transmission is common to
|
|
1624
|
-
* every term leaving the medium and is applied once by the caller.
|
|
1625
|
-
*
|
|
1626
|
-
* Assumes the eye is above the surface; the caller gates on that.
|
|
1627
|
-
*
|
|
1628
|
-
* @param scope - Current shader scope.
|
|
1629
|
-
* @param lightEnergy - Sun irradiance perpendicular to the beam, after shadowing.
|
|
1630
|
-
* @param lightDir - Unit vector from the surface towards the light.
|
|
1631
|
-
* @param eyeVecNorm - Unit vector from the camera towards the surface.
|
|
1632
|
-
* @param NoL - Cosine of the sun's incidence on the wave normal.
|
|
1633
|
-
* @param depth - Refracted path length through the medium, in meters.
|
|
1634
|
-
* @returns Radiance scattered towards the eye, before the exit Fresnel.
|
|
1439
|
+
return scope.waterRefraction(worldPos, normal, eyeVecNorm, screenUV, surfaceViewZ, straightDepth01, straightWorldPos, straightDist, underwater);
|
|
1440
|
+
}
|
|
1441
|
+
/**
|
|
1442
|
+
* Sunlight scattered out of the water column towards the eye. Closed-form
|
|
1443
|
+
* single scattering in a homogeneous medium.
|
|
1444
|
+
*
|
|
1445
|
+
* With `t` the distance along the refracted view ray, `d` its length in the
|
|
1446
|
+
* water, `vy`/`sy` the descent rates of the view and sun rays, and
|
|
1447
|
+
* `r = vy / sy`:
|
|
1448
|
+
*
|
|
1449
|
+
* ```
|
|
1450
|
+
* S = integral(0..d) sigma_s * p * E * exp(-sigma_t * t * (1 + r)) dt
|
|
1451
|
+
* = albedo * p * E * (1 - exp(-sigma_t * (1 + r) * d)) / (1 + r)
|
|
1452
|
+
* ```
|
|
1453
|
+
*
|
|
1454
|
+
* No `NoL` factor: that geometry is already in `r`. Only the entry Fresnel is
|
|
1455
|
+
* applied; the exit transmission is applied once by the caller. Assumes the
|
|
1456
|
+
* eye is above the surface.
|
|
1457
|
+
*
|
|
1458
|
+
* @param scope - Current shader scope.
|
|
1459
|
+
* @param lightEnergy - Sun irradiance perpendicular to the beam, after shadowing.
|
|
1460
|
+
* @param lightDir - Unit vector from the surface towards the light.
|
|
1461
|
+
* @param eyeVecNorm - Unit vector from the camera towards the surface.
|
|
1462
|
+
* @param NoL - Cosine of the sun's incidence on the wave normal.
|
|
1463
|
+
* @param depth - Refracted path length through the medium, in meters.
|
|
1464
|
+
* @returns Radiance scattered towards the eye, before the exit Fresnel.
|
|
1635
1465
|
*/ waterSunScattering(scope, lightEnergy, lightDir, eyeVecNorm, NoL, depth, foam) {
|
|
1636
1466
|
const pb = scope.$builder;
|
|
1637
1467
|
pb.func('waterSunScattering', [
|
|
@@ -1643,117 +1473,85 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1643
1473
|
pb.float('foam')
|
|
1644
1474
|
], function() {
|
|
1645
1475
|
this.$l.up = pb.vec3(0, 1, 0);
|
|
1646
|
-
//
|
|
1647
|
-
// direction is where it travels to, the opposite of `lightDir`.
|
|
1476
|
+
// Directions inside the water. The sun travels opposite to `lightDir`.
|
|
1648
1477
|
this.$l.Lw = pb.refract(pb.neg(this.lightDir), this.up, AIR_TO_WATER_ETA);
|
|
1649
1478
|
this.$l.Vw = pb.refract(this.eyeVecNorm, this.up, AIR_TO_WATER_ETA);
|
|
1650
|
-
// How fast each descends. The sun is floored rather than allowed to
|
|
1651
|
-
// reach zero: a sun on the horizon lights the column over an unbounded
|
|
1652
|
-
// path, which single scattering cannot represent.
|
|
1653
1479
|
this.$l.sy = pb.max(pb.neg(this.Lw.y), MIN_SUN_SLOPE);
|
|
1654
1480
|
this.$l.vy = pb.max(pb.neg(this.Vw.y), 1e-3);
|
|
1655
1481
|
this.$l.r = pb.div(this.vy, this.sy);
|
|
1656
1482
|
this.$l.rr = pb.add(1, this.r);
|
|
1657
|
-
// Angle between the sun's travel and the direction the light has to
|
|
1658
|
-
// leave in to reach the eye, which is back along the view ray.
|
|
1659
1483
|
this.$l.cosTheta = pb.neg(pb.dot(this.Lw, this.Vw));
|
|
1660
1484
|
this.$l.hg = waterScatterPhase(this, this.cosTheta, this.sunScatterParams.y);
|
|
1661
|
-
//
|
|
1662
|
-
//
|
|
1663
|
-
// longer matters. Weighted on luminance and shared across channels,
|
|
1664
|
-
// because the phase does not depend on wavelength - only how far the
|
|
1665
|
-
// light got does.
|
|
1485
|
+
// Blend towards isotropic with optical thickness (multiple scattering).
|
|
1486
|
+
// Luminance-weighted: the phase is wavelength independent.
|
|
1666
1487
|
this.$l.lumWeights = pb.vec3(0.2126, 0.7152, 0.0722);
|
|
1667
1488
|
this.$l.extLum = pb.dot(this.mediumExtinction, this.lumWeights);
|
|
1668
1489
|
this.$l.albedoLum = pb.dot(this.mediumAlbedo, this.lumWeights);
|
|
1669
1490
|
this.$l.thickness = pb.mul(this.albedoLum, pb.sub(1, pb.exp(pb.neg(pb.mul(this.extLum, this.depth)))));
|
|
1670
1491
|
this.$l.phase = pb.mix(this.hg, 1 / (4 * Math.PI), pb.smoothStep(0, 0.5, pb.clamp(this.thickness, 0, 1)));
|
|
1671
|
-
// The integral itself. Per channel, since sigma_t is.
|
|
1672
1492
|
this.$l.k = pb.mul(this.mediumExtinction, this.rr);
|
|
1673
1493
|
this.$l.integral = pb.div(pb.sub(pb.vec3(1), pb.exp(pb.neg(pb.mul(this.k, this.depth)))), this.rr);
|
|
1674
|
-
// Entry Fresnel
|
|
1675
|
-
//
|
|
1676
|
-
//
|
|
1494
|
+
// Entry Fresnel. Zero at NoL <= 0, where the subsurface term takes over.
|
|
1495
|
+
// Foam is a mass of bubbles, not a mirror, so it blends towards full
|
|
1496
|
+
// transmission.
|
|
1677
1497
|
this.$l.entry = pb.sub(1, pb.add(WATER_F0, pb.mul(1 - WATER_F0, pb.pow(pb.sub(1, this.NoL), 5))));
|
|
1678
|
-
// The flat-interface Fresnel goes to zero at grazing incidence, which is
|
|
1679
|
-
// right for smooth water and wrong for a fold - a mass of bubbles, not a
|
|
1680
|
-
// mirror. Blended towards full transmission by the foam coverage, so a
|
|
1681
|
-
// breaking crest lights its own column. Weighted, not replaced: a thin
|
|
1682
|
-
// scattering layer still attenuates.
|
|
1683
1498
|
this.$l.entry = pb.mix(this.entry, pb.float(1), this.foam);
|
|
1684
1499
|
this.$return(pb.mul(this.mediumAlbedo, this.lightEnergy, this.integral, pb.mul(this.phase, this.entry, this.sunScatterParams.x)));
|
|
1685
1500
|
});
|
|
1686
1501
|
return scope.waterSunScattering(lightEnergy, lightDir, eyeVecNorm, NoL, depth, foam);
|
|
1687
1502
|
}
|
|
1688
|
-
waterShading(scope, worldPos, worldNormal, foamFactor) {
|
|
1503
|
+
waterShading(scope, worldPos, worldNormal, foamFactor, crestHeight, restXZ, restXZGrad, foamSample, coverage, sheetThickness, wallFoam, scenePos, groundFoamDensity, groundFoamSample, groundNormal, groundFoamWeight) {
|
|
1689
1504
|
const pb = scope.$builder;
|
|
1690
1505
|
const that = this;
|
|
1691
|
-
const ramp = this.mediumMode === 'ramp';
|
|
1692
|
-
const shoreFoam = this._shoreFoamAvailable(scope);
|
|
1693
1506
|
const debugOutput = this.debugOutput;
|
|
1694
|
-
|
|
1507
|
+
const hasGroundFoam = !!(this._shoreWaveGenerator && this._foamFieldGenerator);
|
|
1508
|
+
// The environment's prefiltered radiance, for the distant sky reflection
|
|
1509
|
+
const envLight = this.needCalculateEnvLight() ? this.drawContext.env?.light.envLight ?? null : null;
|
|
1510
|
+
// Transmittance over `depth` meters of path.
|
|
1695
1511
|
pb.func('getAbsorption', [
|
|
1696
1512
|
pb.float('depth')
|
|
1697
1513
|
], function() {
|
|
1698
|
-
|
|
1699
|
-
this.$l.c = pb.textureSampleLevel(this.absorptionRampTex, pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5), 0).rgb;
|
|
1700
|
-
this.$return(pb.mul(this.c, this.c));
|
|
1701
|
-
} else {
|
|
1702
|
-
this.$return(pb.exp(pb.neg(pb.mul(this.mediumExtinction, this.depth))));
|
|
1703
|
-
}
|
|
1514
|
+
this.$return(pb.exp(pb.neg(pb.mul(this.mediumExtinction, this.depth))));
|
|
1704
1515
|
});
|
|
1705
|
-
//
|
|
1706
|
-
// as a fraction of the incident irradiance.
|
|
1516
|
+
// Fraction of incident irradiance scattered back over `depth` meters of path.
|
|
1707
1517
|
pb.func('getScattering', [
|
|
1708
1518
|
pb.float('depth')
|
|
1709
1519
|
], function() {
|
|
1710
|
-
|
|
1711
|
-
|
|
1712
|
-
|
|
1713
|
-
|
|
1714
|
-
|
|
1715
|
-
|
|
1716
|
-
|
|
1717
|
-
|
|
1520
|
+
this.$return(pb.mul(this.mediumAlbedo, pb.sub(pb.vec3(1), pb.exp(pb.neg(pb.mul(this.mediumExtinction, this.depth))))));
|
|
1521
|
+
});
|
|
1522
|
+
// Mean Fresnel over a Gaussian distribution of unresolved slopes of standard
|
|
1523
|
+
// deviation `sigmaV` along the view direction, Bruneton, Neyret & Holzschuch,
|
|
1524
|
+
// "Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry
|
|
1525
|
+
// to BRDF" (Eurographics 2010), as their ocean demo fits it:
|
|
1526
|
+
// (1 - cos)^(5 exp(-2.69 sigma)) / (1 + 22.7 sigma^1.5), Schlick at sigma = 0.
|
|
1527
|
+
pb.func('meanFresnel', [
|
|
1528
|
+
pb.float('cosThetaV'),
|
|
1529
|
+
pb.float('sigmaV')
|
|
1530
|
+
], function() {
|
|
1531
|
+
this.$return(pb.div(pb.pow(pb.sub(1, this.cosThetaV), pb.mul(5, pb.exp(pb.mul(-2.69, this.sigmaV)))), pb.add(1, pb.mul(22.7, pb.pow(this.sigmaV, 1.5)))));
|
|
1718
1532
|
});
|
|
1719
1533
|
pb.func('fresnel', [
|
|
1720
1534
|
pb.vec3('normal'),
|
|
1721
1535
|
pb.vec3('eyeVec'),
|
|
1722
|
-
pb.bool('underwater')
|
|
1536
|
+
pb.bool('underwater'),
|
|
1537
|
+
pb.float('sigmaV')
|
|
1723
1538
|
], function() {
|
|
1724
|
-
//
|
|
1725
|
-
//
|
|
1726
|
-
// wave. Clamping at zero instead drops the reflectance to F0 exactly where
|
|
1727
|
-
// the geometry is at its most grazing, giving a black band across the
|
|
1728
|
-
// crest.
|
|
1539
|
+
// abs, not clamp: a folded crest flips the sign inside one wave, and a
|
|
1540
|
+
// clamp would drop to F0 exactly at the most grazing geometry.
|
|
1729
1541
|
this.$l.NoV = pb.clamp(pb.abs(pb.dot(this.normal, this.eyeVec)), 0, 1);
|
|
1730
|
-
// Looking up at the underside, the interface behaves quite differently.
|
|
1731
|
-
// Past the critical angle - about 48.6 degrees off vertical for n = 1.333 -
|
|
1732
|
-
// Snell's law has no solution and nothing gets out at all: the surface is
|
|
1733
|
-
// a perfect mirror there, and the circle of sky inside that angle is the
|
|
1734
|
-
// Snell window.
|
|
1735
1542
|
this.$if(this.underwater, function() {
|
|
1736
1543
|
this.$l.sinT2 = pb.mul(WATER_TO_AIR_ETA * WATER_TO_AIR_ETA, pb.sub(1, pb.mul(this.NoV, this.NoV)));
|
|
1737
|
-
// Total internal reflection
|
|
1738
|
-
// reflectionStrength
|
|
1739
|
-
// reflection away for a view of the sea bed beneath it; from below there
|
|
1740
|
-
// is no transmitted ray to reveal, and dialling the mirror down there
|
|
1741
|
-
// just bleeds the straight-through sample - the world above the water -
|
|
1742
|
-
// across the whole surface outside the window, where physically nothing
|
|
1743
|
-
// is visible at all.
|
|
1544
|
+
// Total internal reflection outside the Snell window. Not scaled by
|
|
1545
|
+
// reflectionStrength: there is no transmitted ray to reveal.
|
|
1744
1546
|
this.$l.f = pb.float(1);
|
|
1745
1547
|
this.$if(pb.lessThan(this.sinT2, 1), function() {
|
|
1746
|
-
// Schlick
|
|
1747
|
-
// interface, so the transmitted cosine is what goes in rather than the
|
|
1748
|
-
// incident one. F0 itself is unchanged: ((n1-n2)/(n1+n2))^2 is
|
|
1749
|
-
// symmetric in the two media.
|
|
1548
|
+
// Schlick takes the cosine on the less dense side. F0 is symmetric.
|
|
1750
1549
|
this.$l.cosT = pb.sqrt(pb.max(pb.sub(1, this.sinT2), 0));
|
|
1751
1550
|
this.f = pb.clamp(pb.mul(pb.add(WATER_F0, pb.mul(1 - WATER_F0, pb.pow(pb.sub(1, this.cosT), 5))), this.reflectionStrength), 0, 1);
|
|
1752
1551
|
});
|
|
1753
1552
|
this.$return(this.f);
|
|
1754
1553
|
});
|
|
1755
|
-
this.$l.f = pb.add(WATER_F0, pb.mul(1 - WATER_F0,
|
|
1756
|
-
// Scaling keeps the term in [0,1] for any authored reflectionStrength.
|
|
1554
|
+
this.$l.f = pb.add(WATER_F0, pb.mul(1 - WATER_F0, this.meanFresnel(this.NoV, this.sigmaV)));
|
|
1757
1555
|
this.$return(pb.clamp(pb.mul(this.f, this.reflectionStrength), 0, 1));
|
|
1758
1556
|
});
|
|
1759
1557
|
pb.func('lightSpecular', [
|
|
@@ -1782,252 +1580,79 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
1782
1580
|
});
|
|
1783
1581
|
this.$return(this.specular);
|
|
1784
1582
|
});
|
|
1785
|
-
|
|
1786
|
-
|
|
1787
|
-
|
|
1788
|
-
|
|
1789
|
-
pb.
|
|
1790
|
-
|
|
1791
|
-
|
|
1792
|
-
|
|
1793
|
-
|
|
1794
|
-
|
|
1795
|
-
|
|
1796
|
-
this.$return(pb.add(pb.mul(valueNoise(this, this.p), SHORE_FOAM_OCTAVE_WEIGHTS[0]), // Offset as well as scaled: octaves sharing a lattice line their
|
|
1797
|
-
// features up at the cell corners.
|
|
1798
|
-
pb.mul(valueNoise(this, pb.add(pb.mul(this.p, SHORE_FOAM_OCTAVE_RATIO), pb.vec2(13.7, 7.3))), SHORE_FOAM_OCTAVE_WEIGHTS[1]), pb.mul(valueNoise(this, pb.add(pb.mul(this.p, SHORE_FOAM_OCTAVE_RATIO * SHORE_FOAM_OCTAVE_RATIO), pb.vec2(5.1, 29.3))), SHORE_FOAM_OCTAVE_WEIGHTS[2])));
|
|
1799
|
-
});
|
|
1800
|
-
// Distance from the water surface to the nearest opaque surface anywhere
|
|
1801
|
-
// around it, through the Hi-Z pyramid's nearest-depth channel.
|
|
1802
|
-
//
|
|
1803
|
-
// A *neighbourhood* query rather than a lookup along the view ray. Beside
|
|
1804
|
-
// a piling the ray hits its side just under the waterline, so a pixel far
|
|
1805
|
-
// from the piling reads as touching it while the closer pixels to its left
|
|
1806
|
-
// and right see past it entirely - the geometry those pixels need is not
|
|
1807
|
-
// on their ray at all.
|
|
1808
|
-
//
|
|
1809
|
-
// The pyramid is what makes the neighbourhood affordable: one cell at the
|
|
1810
|
-
// right level summarises the whole footprint, so the sample count does not
|
|
1811
|
-
// grow with the radius, and the nearest-depth reduction means a cell the
|
|
1812
|
-
// query covers cannot hide geometry from it.
|
|
1813
|
-
//
|
|
1814
|
-
// Reports a distance past the band's reach when the neighbourhood is
|
|
1815
|
-
// empty, so the caller's ramp reads it as "outside the band" without a
|
|
1816
|
-
// separate miss flag.
|
|
1817
|
-
pb.func('waterShoreProximity', [
|
|
1818
|
-
pb.vec3('viewPos'),
|
|
1819
|
-
pb.vec2('screenUV'),
|
|
1820
|
-
pb.float('radius')
|
|
1821
|
-
], function() {
|
|
1822
|
-
this.$l.renderSize = ShaderHelper.getRenderSize(this);
|
|
1823
|
-
this.$l.projMatrix = ShaderHelper.getProjectionMatrix(this);
|
|
1824
|
-
// Screen radius, in pixels, of a sphere of `radius` metres at this
|
|
1825
|
-
// depth. proj[0].x is the horizontal projection scale, and the NDC
|
|
1826
|
-
// half-extent maps onto half the render width.
|
|
1827
|
-
this.$l.viewDist = pb.max(pb.neg(this.viewPos.z), 1e-4);
|
|
1828
|
-
this.$l.pixelRadius = pb.mul(pb.div(pb.mul(this.radius, this.projMatrix[0].x), this.viewDist), 0.5, this.renderSize.x);
|
|
1829
|
-
// Level whose texel spans the query footprint divided by the tap
|
|
1830
|
-
// spread, so the 3x3 grid covers roughly the whole sphere. Floored to
|
|
1831
|
-
// an integer: the pyramid is sampled with a nearest mip filter, and a
|
|
1832
|
-
// fractional level would show up as a seam across the band.
|
|
1833
|
-
this.$l.level = pb.clamp(pb.floor(pb.log2(pb.max(pb.div(this.pixelRadius, SHORE_QUERY_TAP_SPREAD), 1))), 0, pb.sub(pb.float(ShaderHelper.getHiZDepthTextureMipLevelCount(this)), 1));
|
|
1834
|
-
this.$l.mipSize = pb.max(pb.floor(pb.div(this.renderSize, pb.exp2(this.level))), pb.vec2(1));
|
|
1835
|
-
this.$l.texelStep = pb.div(pb.vec2(1), this.mipSize);
|
|
1836
|
-
// Every cell in a 4x4 window contributes, weighted by a tent reaching
|
|
1837
|
-
// zero at the window's edge, and each is read as a point dithered
|
|
1838
|
-
// somewhere inside it.
|
|
1839
|
-
//
|
|
1840
|
-
// The tent makes the window's own stepping invisible: the column of
|
|
1841
|
-
// cells leaving and the one arriving both have zero weight there. The
|
|
1842
|
-
// pyramid is bound with a nearest sampler - SSR's traversal needs exact
|
|
1843
|
-
// cell values - so this smoothing has to happen here.
|
|
1844
|
-
//
|
|
1845
|
-
// The dither keeps the contours round. A cell is a box, and the
|
|
1846
|
-
// distance to a box has square contours; at these levels a cell is most
|
|
1847
|
-
// of the radius across, so what is left is a grid of squares. Picking a
|
|
1848
|
-
// point inside the cell is what the cell's own statement licenses.
|
|
1849
|
-
//
|
|
1850
|
-
// Hashed from the pixel *and* the frame counter, and applied to the
|
|
1851
|
-
// interpretation of the samples rather than to which samples are
|
|
1852
|
-
// taken: the fetches stay identical frame to frame while the guess
|
|
1853
|
-
// moves, which is what lets TAA average the residual grain away.
|
|
1854
|
-
this.$l.dither = pb.mul(pb.float(ShaderHelper.getFramestamp(this)), SHORE_QUERY_DITHER_STRIDE);
|
|
1855
|
-
this.$l.gridCoord = pb.sub(pb.mul(this.screenUV, this.mipSize), pb.vec2(0.5));
|
|
1856
|
-
this.$l.gridBase = pb.floor(this.gridCoord);
|
|
1857
|
-
this.$l.gridFrac = pb.sub(this.gridCoord, this.gridBase);
|
|
1858
|
-
// Softness of the minimum below, and the distance a neighbourhood with
|
|
1859
|
-
// nothing in it resolves to. Both scale with the radius, so the query
|
|
1860
|
-
// behaves the same whatever the band is set to.
|
|
1861
|
-
this.$l.softK = pb.mul(this.radius, SHORE_QUERY_SOFTMIN);
|
|
1862
|
-
this.$l.dMax = pb.mul(this.radius, SHORE_QUERY_MISS_REACH);
|
|
1863
|
-
this.$l.esum = pb.float(0);
|
|
1864
|
-
this.$l.wsum = pb.float(0);
|
|
1865
|
-
for(let gy = 0; gy < 4; gy++){
|
|
1866
|
-
for(let gx = 0; gx < 4; gx++){
|
|
1867
|
-
this.$l[`uv${gx}${gy}`] = pb.mul(pb.add(this.gridBase, pb.vec2(gx - 1 + 0.5, gy - 1 + 0.5)), this.texelStep);
|
|
1868
|
-
this.$l[`hiz${gx}${gy}`] = pb.textureSampleLevel(ShaderHelper.getHiZDepthTexture(this), this[`uv${gx}${gy}`], this.level);
|
|
1869
|
-
this.$l[`z${gx}${gy}`] = ShaderHelper.nonLinearDepthToLinear(this, this[`hiz${gx}${gy}`].g);
|
|
1870
|
-
this.$l[`zFar${gx}${gy}`] = ShaderHelper.nonLinearDepthToLinear(this, this[`hiz${gx}${gy}`].r);
|
|
1871
|
-
// A cell says "some surface lies inside this screen rectangle, at
|
|
1872
|
-
// a depth between near and far" - a frustum block. Collapsing that
|
|
1873
|
-
// to the point on the centre ray at the near depth puts a cell
|
|
1874
|
-
// straddling a silhouette beside the object in empty space, nearer
|
|
1875
|
-
// to the water than the object itself.
|
|
1876
|
-
//
|
|
1877
|
-
// Laterally the point is dithered across the cell instead, which
|
|
1878
|
-
// invents nothing: any spot in the cell is somewhere the surface
|
|
1879
|
-
// could be. In depth it is clamped, because the reduction
|
|
1880
|
-
// guarantees a surface on the near face, and the span is clipped by
|
|
1881
|
-
// SHORE_QUERY_CELL_DEPTH_SPAN.
|
|
1882
|
-
this.$l[`cellW${gx}${gy}`] = pb.max(pb.div(pb.mul(this.texelStep.x, 2, this[`z${gx}${gy}`]), this.projMatrix[0].x), 1e-6);
|
|
1883
|
-
this.$l[`zBack${gx}${gy}`] = pb.min(this[`zFar${gx}${gy}`], pb.add(this[`z${gx}${gy}`], pb.mul(this[`cellW${gx}${gy}`], SHORE_QUERY_CELL_DEPTH_SPAN)));
|
|
1884
|
-
// How far outside the block's depth range the water pixel sits.
|
|
1885
|
-
// Zero while it is between the two faces.
|
|
1886
|
-
this.$l[`zClamp${gx}${gy}`] = pb.clamp(pb.neg(this.viewPos.z), this[`z${gx}${gy}`], this[`zBack${gx}${gy}`]);
|
|
1887
|
-
this.$l[`dz${gx}${gy}`] = pb.add(this.viewPos.z, this[`zClamp${gx}${gy}`]);
|
|
1888
|
-
// Seeded per cell as well as per pixel: one offset shared by all
|
|
1889
|
-
// sixteen would move the whole set together.
|
|
1890
|
-
this.$l[`jit${gx}${gy}`] = pb.sub(pb.vec2(interleavedGradientNoise(this, pb.add(this.$builtins.fragCoord.xy, pb.vec2(pb.add(this.dither, gx * 7.13 + 0.5), pb.add(this.dither, gy * 3.71 + 0.5)))), interleavedGradientNoise(this, pb.add(this.$builtins.fragCoord.xy, pb.vec2(pb.add(this.dither, gy * 3.71 + 37), pb.add(this.dither, gx * 7.13 + 17))))), pb.vec2(0.5));
|
|
1891
|
-
this.$l[`guessNDC${gx}${gy}`] = pb.sub(pb.mul(pb.add(this[`uv${gx}${gy}`], pb.mul(this[`jit${gx}${gy}`], this.texelStep)), 2), pb.vec2(1));
|
|
1892
|
-
this.$l[`guess${gx}${gy}`] = pb.div(pb.mul(this[`guessNDC${gx}${gy}`], this[`zClamp${gx}${gy}`]), pb.vec2(this.projMatrix[0].x, this.projMatrix[1].y));
|
|
1893
|
-
this.$l[`dxy${gx}${gy}`] = pb.sub(this.viewPos.xy, this[`guess${gx}${gy}`]);
|
|
1894
|
-
this.$l[`d${gx}${gy}`] = pb.length(pb.vec3(this[`dxy${gx}${gy}`], this[`dz${gx}${gy}`]));
|
|
1895
|
-
// Tent weight, from the cell's offset to the pixel in cell units.
|
|
1896
|
-
// Zero at two cells out, which is the edge of the 4x4 window, so a
|
|
1897
|
-
// cell entering or leaving the window does so from nothing.
|
|
1898
|
-
this.$l[`w${gx}${gy}`] = pb.mul(pb.max(pb.sub(1, pb.abs(pb.div(pb.sub(pb.float(gx - 1), this.gridFrac.x), 2))), 0), pb.max(pb.sub(1, pb.abs(pb.div(pb.sub(pb.float(gy - 1), this.gridFrac.y), 2))), 0));
|
|
1899
|
-
this.wsum = pb.add(this.wsum, this[`w${gx}${gy}`]);
|
|
1900
|
-
this.esum = pb.add(this.esum, pb.mul(this[`w${gx}${gy}`], pb.exp(pb.neg(pb.div(pb.min(this[`d${gx}${gy}`], this.dMax), this.softK)))));
|
|
1901
|
-
}
|
|
1902
|
-
}
|
|
1903
|
-
// Weighted soft minimum, not a hard one. A hard `min` lets one cell
|
|
1904
|
-
// decide the answer outright, so the band comes out in squares that
|
|
1905
|
-
// step on cell boundaries. Averaging lets a cell losing its claim cost
|
|
1906
|
-
// only its share and lets the dither average down. It still reads as a
|
|
1907
|
-
// distance: below a few times `softK` it tracks the true minimum
|
|
1908
|
-
// closely.
|
|
1909
|
-
this.$return(pb.mul(pb.neg(this.softK), pb.log(pb.div(this.esum, this.wsum))));
|
|
1910
|
-
});
|
|
1911
|
-
// Coverage of the foam that collects where the water meets a surface, and
|
|
1912
|
-
// how far that surface is, as (coverage, distance).
|
|
1913
|
-
pb.func('waterShoreFoam', [
|
|
1914
|
-
pb.vec3('worldPos'),
|
|
1915
|
-
pb.vec3('viewPos'),
|
|
1916
|
-
pb.vec2('screenUV')
|
|
1917
|
-
], function() {
|
|
1918
|
-
this.$l.time = ShaderHelper.getElapsedTime(this);
|
|
1919
|
-
// Queried at the band's widest reach rather than its current one, so the
|
|
1920
|
-
// run-up below moves the edge without moving the mip level under it -
|
|
1921
|
-
// which would step the whole band's resolution once a cycle.
|
|
1922
|
-
this.$l.surfaceDist = this.waterShoreProximity(this.viewPos, this.screenUV, this.shoreFoamWashParams.w);
|
|
1923
|
-
// Where the band currently reaches out to, modulated over time by the
|
|
1924
|
-
// run-up. The phase offset comes from a noise field over the world plane
|
|
1925
|
-
// rather than from a direction: the query does not know where the shore
|
|
1926
|
-
// runs, and a guessed axis reads as a diagonal swell crossing the beach.
|
|
1927
|
-
this.$l.washOffset = valueNoise(this, pb.mul(this.worldPos.xz, this.shoreFoamWashParams.z));
|
|
1928
|
-
this.$l.wash = pb.sin(pb.mul(pb.add(pb.mul(this.time, this.shoreFoamWashParams.y), this.washOffset), 2 * Math.PI));
|
|
1929
|
-
this.$l.edge = pb.max(pb.mul(this.shoreFoamParams.y, pb.add(1, pb.mul(this.shoreFoamWashParams.x, this.wash))), 0);
|
|
1930
|
-
this.$l.soft = pb.max(pb.mul(this.edge, SHORE_FOAM_EDGE_SOFTNESS), 1e-4);
|
|
1931
|
-
// The gradient runs *up to* the reach, not across it: `edge` is where the
|
|
1932
|
-
// band ends, so coverage must be zero there. Straddling `edge` would put
|
|
1933
|
-
// a total miss at the middle of the ramp, which is half coverage over the
|
|
1934
|
-
// entire open sea.
|
|
1935
|
-
this.$l.ramp = pb.sub(1, pb.smoothStep(pb.sub(this.edge, this.soft), this.edge, this.surfaceDist));
|
|
1936
|
-
// Open water, which is almost every water pixel in almost every frame,
|
|
1937
|
-
// is done here and does not pay for the pattern.
|
|
1938
|
-
this.$if(pb.lessThanEqual(this.ramp, 0), function() {
|
|
1939
|
-
this.$return(pb.vec2(0, this.surfaceDist));
|
|
1940
|
-
});
|
|
1941
|
-
this.$l.pattern = this.waterShoreFoamPattern(this.worldPos.xz, this.time);
|
|
1942
|
-
this.$l.coverage = pb.clamp(pb.div(pb.sub(this.ramp, pb.mul(this.pattern, SHORE_FOAM_NOISE_BITE)), 1 - SHORE_FOAM_NOISE_BITE), 0, 1);
|
|
1943
|
-
this.$return(pb.vec2(pb.clamp(pb.mul(pb.pow(this.coverage, this.shoreFoamParams.z), this.shoreFoamParams.x), 0, 1), this.surfaceDist));
|
|
1944
|
-
});
|
|
1945
|
-
}
|
|
1583
|
+
// White foam revealed from a foam texture sample (value, slopes along x
|
|
1584
|
+
// and z) by a density, Crest's feathered black point; as (white foam, its
|
|
1585
|
+
// slope along x, along z).
|
|
1586
|
+
pb.func('waterWhiteFoam', [
|
|
1587
|
+
pb.float('density'),
|
|
1588
|
+
pb.vec3('tex'),
|
|
1589
|
+
pb.float('feather')
|
|
1590
|
+
], function() {
|
|
1591
|
+
this.$l.t = pb.clamp(pb.div(pb.sub(this.tex.x, pb.sub(1, pb.clamp(this.density, 0, 1))), this.feather), 0, 1);
|
|
1592
|
+
this.$return(pb.vec3(pb.mul(this.t, this.t, pb.sub(3, pb.mul(this.t, 2))), pb.mul(this.tex.yz, pb.div(pb.mul(6, this.t, pb.sub(1, this.t)), this.feather))));
|
|
1593
|
+
});
|
|
1946
1594
|
pb.func('waterShading', [
|
|
1947
1595
|
pb.vec3('worldPos'),
|
|
1948
1596
|
pb.vec3('worldNormal'),
|
|
1949
|
-
pb.float('foamFactor')
|
|
1597
|
+
pb.float('foamFactor'),
|
|
1598
|
+
pb.float('crestHeight'),
|
|
1599
|
+
pb.vec2('restXZ'),
|
|
1600
|
+
pb.vec4('restXZGrad'),
|
|
1601
|
+
pb.vec3('foamSample'),
|
|
1602
|
+
pb.float('coverage'),
|
|
1603
|
+
pb.float('sheetThickness'),
|
|
1604
|
+
pb.float('wallFoam'),
|
|
1605
|
+
pb.vec4('scenePos'),
|
|
1606
|
+
pb.float('groundFoamDensity'),
|
|
1607
|
+
pb.vec3('groundFoamSample'),
|
|
1608
|
+
pb.vec3('groundNormal'),
|
|
1609
|
+
pb.float('groundFoamWeight')
|
|
1950
1610
|
], function() {
|
|
1951
1611
|
this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));
|
|
1952
1612
|
this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));
|
|
1953
|
-
|
|
1954
|
-
|
|
1955
|
-
|
|
1956
|
-
|
|
1613
|
+
const slopeVar = that.unresolvedSlopeVariance(this, this.restXZGrad);
|
|
1614
|
+
if (slopeVar) {
|
|
1615
|
+
// The generator has already faded the slopes too fine for the pixel
|
|
1616
|
+
this.$l.slopeVar = slopeVar;
|
|
1617
|
+
this.$l.normal = pb.normalize(this.worldNormal);
|
|
1618
|
+
} else {
|
|
1619
|
+
this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);
|
|
1620
|
+
this.$l.normal = pb.normalize(pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale)));
|
|
1621
|
+
}
|
|
1622
|
+
this.$l.roughness = that.waterRoughness(this, this.worldPos, this.restXZGrad);
|
|
1623
|
+
this.$l.wPos = this.scenePos;
|
|
1957
1624
|
this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));
|
|
1958
1625
|
this.$l.eyeVecNorm = pb.normalize(this.eyeVec);
|
|
1959
|
-
//
|
|
1960
|
-
//
|
|
1961
|
-
//
|
|
1962
|
-
//
|
|
1963
|
-
// Flipped on the sign of the cosine against the view direction, not on
|
|
1964
|
-
// `frontFacing`: the rasteriser's answer changes discontinuously along
|
|
1965
|
-
// the triangle edge where the fold happens, so the flipped normal jumps
|
|
1966
|
-
// by 2*N there and every term built on it steps with it. The cosine
|
|
1967
|
-
// crosses zero continuously.
|
|
1968
|
-
//
|
|
1969
|
-
// `eyeVecNorm` runs from the camera to the surface, so a face turned
|
|
1970
|
-
// towards the eye has a *negative* dot against it and the flip is the
|
|
1971
|
-
// positive case.
|
|
1626
|
+
// Mirror-term normal, turned towards the eye on a folded underside.
|
|
1627
|
+
// Flipped on the cosine, not on `frontFacing`, which is discontinuous
|
|
1628
|
+
// along the fold's triangle edge. `eyeVecNorm` points camera -> surface,
|
|
1629
|
+
// so the flip case is the positive dot.
|
|
1972
1630
|
this.$l.shadingNormal = this.$choice(pb.greaterThan(pb.dot(this.normal, this.eyeVecNorm), 0), pb.neg(this.normal), this.normal);
|
|
1973
|
-
//
|
|
1974
|
-
//
|
|
1975
|
-
//
|
|
1976
|
-
|
|
1977
|
-
|
|
1978
|
-
//
|
|
1979
|
-
//
|
|
1980
|
-
|
|
1981
|
-
|
|
1982
|
-
// Built on the eye-facing normal and then mixed towards up, so the two
|
|
1983
|
-
// corrections compose. The weight rises with |normal.y|: at |y| = 1 the
|
|
1984
|
-
// wave normal is kept exactly, and as the face tips over the up vector
|
|
1985
|
-
// takes it back. A smoothstep rather than |normal.y| itself, which would
|
|
1986
|
-
// stay dominated by the wall normal exactly where it is least wanted.
|
|
1987
|
-
this.$l.diffuseWeight = pb.smoothStep(0, 0.5, pb.abs(this.normal.y));
|
|
1988
|
-
this.$l.diffuseNormal = pb.normalize(pb.mix(pb.vec3(0, 1, 0), this.shadingNormal, this.diffuseWeight));
|
|
1989
|
-
// Which face of the surface the camera is on. Taken from the rasteriser,
|
|
1990
|
-
// not from the wave normal: the choppy displacement folds the sheet, so
|
|
1991
|
-
// the pixels showing its underside also carry an upward normal, and a
|
|
1992
|
-
// test built on the normal would put every term on the wrong side of the
|
|
1993
|
-
// interface there.
|
|
1994
|
-
this.$l.frontFace = this.$builtins.frontFacing;
|
|
1995
|
-
this.$l.backFace = pb.not(this.frontFace);
|
|
1996
|
-
this.$l.underwaterEye = this.backFace;
|
|
1631
|
+
// Diffuse-term normal, from the unflipped wave normal (the eye-facing
|
|
1632
|
+
// flip would point it into the lower hemisphere on any steep back
|
|
1633
|
+
// slope), mixed towards up as normal.y falls.
|
|
1634
|
+
this.$l.diffuseWeight = pb.smoothStep(0, 0.5, this.normal.y);
|
|
1635
|
+
this.$l.diffuseNormal = pb.normalize(pb.mix(pb.vec3(0, 1, 0), this.normal, this.diffuseWeight));
|
|
1636
|
+
// Eye below the rest plane, not `!frontFacing`: a choppy fold (J < 0)
|
|
1637
|
+
// flips the winding and would read as seen from below.
|
|
1638
|
+
this.$l.restLevel = pb.sub(this.worldPos.y, this.crestHeight);
|
|
1639
|
+
this.$l.underwaterEye = pb.or(pb.lessThan(this.eyeSide, 0), pb.and(pb.equal(this.eyeSide, 0), pb.lessThan(ShaderHelper.getCameraPosition(this).y, this.restLevel)));
|
|
1997
1640
|
this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));
|
|
1998
1641
|
this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;
|
|
1999
1642
|
this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));
|
|
2000
1643
|
this.reflectVecW = pb.reflect(this.incidentVec, this.shadingNormal);
|
|
2001
1644
|
this.$l.reflectance = pb.vec3();
|
|
2002
1645
|
this.$l.hitInfo = pb.vec4(0);
|
|
2003
|
-
//
|
|
2004
|
-
// that is upwards, off the surface into the sky; from below it is
|
|
2005
|
-
// downwards, back into the water. Testing for "up" regardless meant a
|
|
2006
|
-
// submerged pixel never traced at all and fell through to the sky bake,
|
|
2007
|
-
// which is the one thing that cannot be behind a surface seen from
|
|
2008
|
-
// underneath.
|
|
1646
|
+
// Trace only rays leaving the surface: up from above, down from below.
|
|
2009
1647
|
this.$if(this.$choice(this.underwaterEye, pb.lessThan(this.reflectVecW.y, 0), pb.greaterThan(this.reflectVecW.y, 0)), function() {
|
|
2010
1648
|
this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;
|
|
2011
1649
|
this.hitInfo = ShaderHelper.getHiZDepthTexture(this) ? screenSpaceRayTracing_HiZ(this, this.viewPos, this.reflectVec, ShaderHelper.getViewMatrix(this), ShaderHelper.getProjectionMatrix(this), ShaderHelper.getInvProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy, pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)), this.ssrParams.y, this.ssrParams.x, this.ssrParams.z, pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)), ShaderHelper.getHiZDepthTexture(this)) : screenSpaceRayTracing_Linear2D(this, this.viewPos, this.reflectVec, ShaderHelper.getViewMatrix(this), ShaderHelper.getProjectionMatrix(this), ShaderHelper.getInvProjectionMatrix(this), ShaderHelper.getCameraParams(this).xy, this.ssrParams.x, this.ssrParams.y, this.ssrParams.z, this.ssrParams.w, pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)), ShaderHelper.getLinearDepthTexture(this));
|
|
2012
1650
|
});
|
|
2013
1651
|
this.$l.refl = pb.reflect(pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))), this.shadingNormal);
|
|
2014
|
-
//
|
|
2015
|
-
//
|
|
2016
|
-
//
|
|
2017
|
-
//
|
|
2018
|
-
// renders nearly black, so the far ocean reads as a dark band. Flooring
|
|
2019
|
-
// the y and re-normalising pins those directions just above the horizon,
|
|
2020
|
-
// which is roughly what a grazing reflection does see; a reflection
|
|
2021
|
-
// already pointing into the sky is untouched. A floor rather than a soft
|
|
2022
|
-
// lift, so only the degenerate directions are nudged.
|
|
2023
|
-
//
|
|
2024
|
-
// From below there is no sky in that direction at all - the ray is
|
|
2025
|
-
// heading back down into the water - and what it eventually reaches is
|
|
2026
|
-
// the water itself. That is the medium's asymptotic colour, the same
|
|
2027
|
-
// limit the underwater pass converges to as the path length grows:
|
|
2028
|
-
// albedo * (1 - exp(-sigma_t * d)) * ambient with the exponential gone.
|
|
2029
|
-
// Sampling the sky bake there instead put a bright sky outside the Snell
|
|
2030
|
-
// window, which is exactly where nothing above the surface is visible.
|
|
1652
|
+
// Fallback where the trace misses. From above: the sky, with the
|
|
1653
|
+
// reflection y floored so grazing rays do not read the bake's black
|
|
1654
|
+
// lower hemisphere. From below: the medium's asymptotic colour
|
|
1655
|
+
// albedo * ambient, the d -> inf limit of the underwater pass.
|
|
2031
1656
|
this.$l.reflMiss = pb.vec3();
|
|
2032
1657
|
this.$if(this.underwaterEye, function() {
|
|
2033
1658
|
this.$l.downwelling = ShaderHelper.sampleBakedSkyPreExposed(this, pb.vec3(0, 1, 0));
|
|
@@ -2035,177 +1660,258 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
2035
1660
|
}).$else(function() {
|
|
2036
1661
|
this.refl.y = pb.max(this.refl.y, HORIZON_REFLECT_BIAS);
|
|
2037
1662
|
this.refl = pb.normalize(this.refl);
|
|
2038
|
-
//
|
|
2039
|
-
// to
|
|
2040
|
-
|
|
1663
|
+
// The mirror image of the visible sky, at its on-screen scale: the bake
|
|
1664
|
+
// brought to the live exposure without the environment light's
|
|
1665
|
+
// strength, which dims the IBL and not the sky itself.
|
|
1666
|
+
this.reflMiss = pb.mul(pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb, this.skyReflectScale);
|
|
1667
|
+
if (envLight?.hasRadiance()) {
|
|
1668
|
+
// Blurred as the distant normals are: the prefiltered radiance at
|
|
1669
|
+
// the surface's roughness, in the same pre-exposed space
|
|
1670
|
+
this.$l.skyBlur = pb.smoothStep(SKY_PREFILTER_START, SKY_PREFILTER_FULL, this.roughness);
|
|
1671
|
+
this.$if(pb.greaterThan(this.skyBlur, 0), function() {
|
|
1672
|
+
this.reflMiss = pb.mix(this.reflMiss, pb.mul(envLight.getRadiance(this, this.refl, this.roughness).rgb, this.skyReflectScale), this.skyBlur);
|
|
1673
|
+
});
|
|
1674
|
+
}
|
|
2041
1675
|
});
|
|
2042
|
-
|
|
2043
|
-
|
|
1676
|
+
// The traced reflection blurred by roughness as Uludag's cone-traced
|
|
1677
|
+
// reflections blur it ("Hi-Z Screen-Space Cone-Traced Reflections",
|
|
1678
|
+
// GPU Pro 5, 2014): the lobe as a cone of half angle
|
|
1679
|
+
// acos(0.244^(1 / (n + 1))) for a Phong power n, here
|
|
1680
|
+
// n = 2 / alpha^2 - 2 for the GGX alpha (Walter et al., "Microfacet
|
|
1681
|
+
// Models for Refraction through Rough Surfaces", EGSR 2007); its
|
|
1682
|
+
// footprint where the ray hits the radius of the circle inscribed in
|
|
1683
|
+
// the isosceles triangle of the cone over the screen-space ray, in
|
|
1684
|
+
// pixels; and the scene colour read at the level of that radius
|
|
1685
|
+
this.$l.alpha = pb.mul(this.roughness, this.roughness);
|
|
1686
|
+
this.$l.phongPower = pb.max(pb.sub(pb.div(2, pb.max(pb.mul(this.alpha, this.alpha), 1e-6)), 2), 0);
|
|
1687
|
+
this.$l.coneCos = pb.pow(0.244, pb.div(1, pb.add(this.phongPower, 1)));
|
|
1688
|
+
this.$l.coneTan = pb.div(pb.sqrt(pb.max(pb.sub(1, pb.mul(this.coneCos, this.coneCos)), 0)), pb.max(this.coneCos, 1e-4));
|
|
1689
|
+
this.$l.coneBase = pb.mul(2, this.coneTan, this.hitInfo.z);
|
|
1690
|
+
this.$l.coneRadius = pb.div(pb.mul(this.coneBase, pb.sub(pb.sqrt(pb.add(pb.mul(this.coneBase, this.coneBase), pb.mul(4, this.hitInfo.z, this.hitInfo.z))), this.coneBase)), pb.max(pb.mul(4, this.hitInfo.z), 1e-4));
|
|
1691
|
+
this.$l.reflectLod = pb.clamp(pb.log2(pb.max(this.coneRadius, 1)), 0, REFRACT_BLUR_MAX_LOD);
|
|
1692
|
+
this.reflectance = pb.mix(this.reflMiss, pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, this.reflectLod).rgb, this.hitInfo.w);
|
|
1693
|
+
this.$l.refractInfo = that.waterRefraction(this, this.worldPos, this.normal, this.eyeVecNorm, this.screenUV, this.viewPos.z, this.wPos.w, this.wPos.xyz, this.depth, this.underwaterEye);
|
|
2044
1694
|
this.$l.refractUV = this.refractInfo.xy;
|
|
2045
|
-
//
|
|
2046
|
-
// line to the bed. A refracted ray reaches the same depth over a shorter
|
|
2047
|
-
// distance, and at a grazing view the two differ by a lot.
|
|
1695
|
+
// Medium path is the refracted length, not the straight line.
|
|
2048
1696
|
this.depth = this.refractInfo.z;
|
|
2049
|
-
//
|
|
2050
|
-
//
|
|
2051
|
-
// the surface is a convolution whose width grows with the optical depth;
|
|
2052
|
-
// sampling a coarser mip is the cheap stand-in for that.
|
|
2053
|
-
//
|
|
2054
|
-
// Log in the path length because each mip is a doubling of the filter
|
|
2055
|
-
// width, and driven by the *scattering* coefficient rather than the
|
|
2056
|
-
// extinction: absorption removes light without redirecting it, so it
|
|
2057
|
-
// darkens the background without blurring it.
|
|
2058
|
-
//
|
|
2059
|
-
// Zero from below. The ray leaving the underside travels through air to
|
|
2060
|
-
// whatever it reaches, so there is no medium along it to blur or absorb
|
|
2061
|
-
// with - what the eye already looked through to get here is the volume
|
|
2062
|
-
// the Underwater pass owns, and charging the same column twice turned
|
|
2063
|
-
// the world seen through the Snell window into a dark smear.
|
|
1697
|
+
// Zero from below: the column the eye is inside belongs to the
|
|
1698
|
+
// Underwater pass, and charging it twice smears the Snell window.
|
|
2064
1699
|
this.$l.mediumPath = this.$choice(this.underwaterEye, pb.float(0), this.depth);
|
|
1700
|
+
// Blur LOD: log2 in path length (each mip doubles the width), driven by
|
|
1701
|
+
// scattering rather than extinction (absorption darkens without blurring).
|
|
2065
1702
|
this.$l.refractBlur = pb.log2(pb.add(1, pb.mul(this.mediumPath, pb.add(REFRACT_BLUR_GEOMETRIC, this.refractBlurDensity))));
|
|
2066
1703
|
this.$l.refraction = pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.refractUV, pb.clamp(this.refractBlur, 0, REFRACT_BLUR_MAX_LOD)).rgb;
|
|
2067
1704
|
this.$l.refractionRaw = this.refraction;
|
|
2068
1705
|
this.$l.absorption = this.getAbsorption(this.mediumPath);
|
|
2069
1706
|
this.refraction = pb.mul(this.refraction, this.absorption);
|
|
2070
|
-
this.$l.
|
|
2071
|
-
|
|
2072
|
-
|
|
2073
|
-
|
|
2074
|
-
|
|
2075
|
-
|
|
2076
|
-
|
|
2077
|
-
|
|
2078
|
-
|
|
2079
|
-
|
|
2080
|
-
|
|
2081
|
-
|
|
2082
|
-
|
|
2083
|
-
|
|
2084
|
-
|
|
2085
|
-
this.$l.
|
|
2086
|
-
|
|
2087
|
-
|
|
2088
|
-
|
|
2089
|
-
this.$l.
|
|
1707
|
+
this.$l.viewXZ = pb.neg(this.eyeVecNorm.xz);
|
|
1708
|
+
if (slopeVar) {
|
|
1709
|
+
// Variance of the slopes the normal no longer shows along the view
|
|
1710
|
+
// direction, as Bruneton's MeanFresnel takes it
|
|
1711
|
+
this.$l.sigmaV = pb.sqrt(pb.max(pb.div(pb.add(pb.mul(this.viewXZ.x, this.viewXZ.x, this.slopeVar.x), pb.mul(this.viewXZ.y, this.viewXZ.y, this.slopeVar.y), pb.mul(this.viewXZ.x, this.viewXZ.y, this.slopeVar.z, 2)), pb.max(pb.dot(this.viewXZ, this.viewXZ), 1e-6)), 0));
|
|
1712
|
+
} else {
|
|
1713
|
+
// Variance of the slopes the flattened normal no longer shows, (1 - k^2)
|
|
1714
|
+
// of the sea's for a slope scaled by k, along the view direction in wind
|
|
1715
|
+
// space as Bruneton's MeanFresnel takes it
|
|
1716
|
+
this.$l.viewWind = pb.vec2(pb.dot(this.viewXZ, this.unresolvedSlope.xy), pb.dot(this.viewXZ, pb.vec2(pb.neg(this.unresolvedSlope.y), this.unresolvedSlope.x)));
|
|
1717
|
+
this.$l.viewWindT = pb.div(pb.mul(this.viewWind, this.viewWind), pb.max(pb.dot(this.viewXZ, this.viewXZ), 1e-6));
|
|
1718
|
+
this.$l.sigmaV = pb.sqrt(pb.mul(pb.dot(this.viewWindT, this.unresolvedSlope.zw), pb.sub(1, pb.mul(this.normalScale, this.normalScale))));
|
|
1719
|
+
}
|
|
1720
|
+
this.$l.fresnelTerm = this.fresnel(this.shadingNormal, pb.neg(this.eyeVecNorm), this.underwaterEye, this.sigmaV);
|
|
1721
|
+
// Foam density from the wave generator: crests, wakes, breaking shore waves
|
|
1722
|
+
this.$l.crestDensity = pb.clamp(pb.mul(pb.pow(pb.clamp(this.foamFactor, 0, 1), this.foamShadingParams.y), this.foamShadingParams.x), 0, 1);
|
|
1723
|
+
this.$l.crestWhite = this.waterWhiteFoam(this.crestDensity, this.foamSample, this.foamLookParams.x);
|
|
1724
|
+
// Wall foam, cut from the same texture by its own density: whole against
|
|
1725
|
+
// the wall, fraying as it thins. Its strength scales opacity after the cut.
|
|
1726
|
+
this.$l.wallDensity = pb.clamp(this.wallFoam, 0, 1);
|
|
1727
|
+
this.$l.wallCut = this.waterWhiteFoam(this.wallDensity, this.foamSample, this.foamLookParams.x);
|
|
1728
|
+
this.$l.wallWhite = pb.mul(this.wallCut.x, this.foamShadingParams.z);
|
|
1729
|
+
// The two layers combine as independent covers.
|
|
1730
|
+
this.$l.foam = pb.sub(1, pb.mul(pb.sub(1, this.crestWhite.x), pb.sub(1, this.wallWhite)));
|
|
1731
|
+
this.$l.foamGrad = pb.add(pb.mul(this.crestWhite.yz, pb.sub(1, this.wallWhite)), pb.mul(this.wallCut.yz, this.foamShadingParams.z, pb.sub(1, this.crestWhite.x)));
|
|
1732
|
+
this.$l.bubbleDensity = pb.sub(1, pb.mul(pb.sub(1, this.crestDensity), pb.sub(1, pb.mul(this.wallDensity, this.foamShadingParams.z))));
|
|
1733
|
+
// Normal of the white foam's relief: Crest differences the cut over a
|
|
1734
|
+
// quarter texel per metre of view depth, which keeps the relief at a
|
|
1735
|
+
// distance; the slope times that step here
|
|
1736
|
+
this.$l.foamStep = pb.mul(this.dist, 0.25, foamTexelSize(this, this.foamTex, this.foamUVScale));
|
|
1737
|
+
this.$l.foamNormal = pb.normalize(pb.add(this.diffuseNormal, pb.mul(pb.vec3(pb.neg(this.foamGrad.x), 0, pb.neg(this.foamGrad.y)), this.foamLookParams.y, this.foamStep)));
|
|
1738
|
+
// The white foam covers the water, its mirror and what is seen through
|
|
1739
|
+
// it alike, as Crest lays it over the finished water colour
|
|
1740
|
+
// (lerp(col, whiteFoam, a)): both only on the share without foam.
|
|
1741
|
+
// `bodyWeight`, the exit transmission on that share, weighs the
|
|
1742
|
+
// refraction and every body term below.
|
|
1743
|
+
this.$l.waterShare = pb.sub(1, this.foam);
|
|
1744
|
+
this.$l.bodyWeight = pb.mul(pb.sub(1, this.fresnelTerm), this.waterShare);
|
|
1745
|
+
this.fresnelTerm = pb.mul(this.fresnelTerm, this.waterShare);
|
|
1746
|
+
this.$l.finalColor = pb.add(pb.mul(this.refraction, this.bodyWeight), pb.mul(this.reflectance, this.fresnelTerm));
|
|
1747
|
+
// Prefer the wave generator's own ground for the thickness of thin swash.
|
|
1748
|
+
this.$l.edgeThickness = this.$choice(pb.greaterThanEqual(this.sheetThickness, 0), this.sheetThickness, // Sky reconstructs to the far plane, which can lie above an infinite
|
|
1749
|
+
// surface. With no bottom there, keep the water and foam fully visible.
|
|
1750
|
+
this.$choice(pb.greaterThanEqual(this.wPos.w, SCENE_SKY_DEPTH01), pb.max(this.edgeFadeWidth, 1e-4), pb.sub(this.worldPos.y, this.wPos.y)));
|
|
1751
|
+
this.$l.foamFade = pb.mul(this.$choice(pb.greaterThanEqual(this.sheetThickness, 0), pb.float(1), this.$choice(pb.greaterThan(this.edgeFadeWidth, 0), pb.smoothStep(0, pb.max(pb.mul(this.edgeFadeWidth, FOAM_EDGE_FADE_SHARE), 1e-4), this.edgeThickness), pb.float(1))), this.coverage);
|
|
1752
|
+
// Light the foam sends back, kept apart so the edge fade below can keep
|
|
1753
|
+
// the foam on a sheet too thin to show the water
|
|
1754
|
+
this.$l.foamRadiance = pb.vec3(0);
|
|
1755
|
+
this.$l.groundFoamOpacity = pb.float(0);
|
|
1756
|
+
this.$l.groundFoamRadiance = pb.vec3(0);
|
|
1757
|
+
if (hasGroundFoam) {
|
|
1758
|
+
this.$if(pb.greaterThan(this.groundFoamDensity, 1e-3), function() {
|
|
1759
|
+
this.$l.groundFoamWhite = this.waterWhiteFoam(pb.clamp(pb.mul(pb.pow(this.groundFoamDensity, this.foamShadingParams.y), this.foamShadingParams.x), 0, 1), this.groundFoamSample, this.foamLookParams.x);
|
|
1760
|
+
this.groundFoamOpacity = this.groundFoamWhite.x;
|
|
1761
|
+
});
|
|
1762
|
+
// The carrier P can still foam while its projected ground Q is dry.
|
|
1763
|
+
// Keep that visible cover through the handoff; once P drains, only
|
|
1764
|
+
// the ground foam remains. Set opacity before lighting both covers.
|
|
1765
|
+
this.groundFoamOpacity = pb.max(this.groundFoamOpacity, pb.mul(this.foam, this.foamFade));
|
|
1766
|
+
}
|
|
1767
|
+
// Debug accumulators. Dead in the `none` variant.
|
|
2090
1768
|
this.$l.dbgSubsurface = pb.vec3(0);
|
|
2091
1769
|
this.$l.dbgSunScatter = pb.vec3(0);
|
|
2092
|
-
this.$l.
|
|
2093
|
-
|
|
2094
|
-
//
|
|
2095
|
-
//
|
|
2096
|
-
//
|
|
2097
|
-
|
|
2098
|
-
|
|
2099
|
-
//
|
|
2100
|
-
|
|
1770
|
+
this.$l.dbgShadow = pb.vec3(1);
|
|
1771
|
+
this.$l.dbgSpecular = pb.vec3(0);
|
|
1772
|
+
// Subsurface crest gate, after Ceto: the lit wall thins with height,
|
|
1773
|
+
// path = max(floor, exp(-softplus(h / H))), gate = exp(-sigma_t *
|
|
1774
|
+
// scale * path). On the vertex displacement, not the normal tilt,
|
|
1775
|
+
// which is zero at the crest and carries every ripple.
|
|
1776
|
+
this.$l.sssT = pb.div(this.crestHeight, this.subsurfaceParams.y);
|
|
1777
|
+
// softplus in the overflow-safe form max(t,0) + w*log(1+exp(-|t|/w)).
|
|
1778
|
+
this.$l.sssRise = pb.add(pb.max(this.sssT, 0), pb.mul(SSS_HEIGHT_SOFTNESS, pb.log(pb.add(1, pb.exp(pb.div(pb.neg(pb.abs(this.sssT)), SSS_HEIGHT_SOFTNESS))))));
|
|
1779
|
+
this.$l.sssPath = pb.max(pb.exp(pb.neg(this.sssRise)), SSS_CREST_PATH_FLOOR);
|
|
1780
|
+
this.$l.sssThickness = pb.exp(pb.neg(pb.mul(this.mediumExtinction, pb.mul(this.sssPath, SSS_ABSORPTION_SCALE))));
|
|
1781
|
+
// For the debug views that rebuild the sun terms outside the loop.
|
|
2101
1782
|
this.dbgLightDir = pb.vec3(0, 1, 0);
|
|
2102
1783
|
that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, extra, shadow) {
|
|
2103
1784
|
this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff, extra);
|
|
2104
|
-
this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
|
|
2105
|
-
// Left behind for the sun-scattering debug views, which rebuild that
|
|
2106
|
-
// term's factors outside this loop.
|
|
1785
|
+
this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff, extra);
|
|
2107
1786
|
this.dbgLightDir = this.lightDir;
|
|
2108
1787
|
this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
|
|
2109
|
-
// Diffuse incidence, off the diffuse normal. Used by the foam and the
|
|
2110
|
-
// sun in-scattering below; NoL keeps the wave face for the mirror.
|
|
2111
1788
|
this.$l.NoLdiffuse = pb.clamp(pb.dot(this.diffuseNormal, this.lightDir), 0, 1);
|
|
2112
|
-
|
|
1789
|
+
// From the raw cosine, so a lee slope below zero still wraps up.
|
|
1790
|
+
this.$l.NoLfoam = pb.clamp(pb.div(pb.add(pb.dot(this.foamNormal, this.lightDir), FOAM_LIGHT_WRAP), 1 + FOAM_LIGHT_WRAP), 0, 1);
|
|
2113
1791
|
this.$l.lightEnergy = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten);
|
|
2114
|
-
this.$l.specularTerm =
|
|
1792
|
+
this.$l.specularTerm = pb.vec3(0);
|
|
1793
|
+
// A rect light's mirror image is the rect itself: integrate the GGX
|
|
1794
|
+
// lobe over it with LTC, as the PBR materials do. One direction would
|
|
1795
|
+
// shrink it to a point highlight on a surface this smooth.
|
|
1796
|
+
this.$if(pb.equal(type, LIGHT_TYPE_RECT), function() {
|
|
1797
|
+
this.$l.rectTerms = evaluateLTCRectLightTerms(this, this.worldPos, this.shadingNormal, pb.neg(this.eyeVecNorm), this.roughness, posRange, dirCutoff.xyz, extra.xyz);
|
|
1798
|
+
this.specularTerm = pb.mul(colorIntensity.rgb, colorIntensity.a, this.rectTerms.x, pb.add(pb.mul(this.rectTerms.y, WATER_F0), pb.mul(this.rectTerms.z, 1 - WATER_F0)));
|
|
1799
|
+
}).$else(function() {
|
|
1800
|
+
this.specularTerm = this.lightSpecular(this.lightDir, this.eyeVecNorm, this.shadingNormal, this.lightEnergy, this.roughness);
|
|
1801
|
+
});
|
|
2115
1802
|
this.$l.lightContrib = this.specularTerm;
|
|
2116
|
-
//
|
|
2117
|
-
//
|
|
2118
|
-
//
|
|
2119
|
-
|
|
2120
|
-
|
|
2121
|
-
|
|
2122
|
-
|
|
2123
|
-
|
|
2124
|
-
this
|
|
2125
|
-
this
|
|
2126
|
-
|
|
2127
|
-
|
|
2128
|
-
//
|
|
2129
|
-
|
|
2130
|
-
this.$l.subsurfaceTerm = pb.
|
|
2131
|
-
this
|
|
2132
|
-
|
|
2133
|
-
|
|
2134
|
-
|
|
2135
|
-
// Directional only
|
|
2136
|
-
//
|
|
2137
|
-
// falloff along the column and the underwater geometry both need a
|
|
2138
|
-
// different solution. The refraction and the ambient scattering still
|
|
2139
|
-
// carry the water colour in those cases.
|
|
1803
|
+
// Backlit-crest subsurface, after Ceto: grazing^2 * (view ray mirrored
|
|
1804
|
+
// in the rest plane, against the sun)^4 * sun-above-horizon fade.
|
|
1805
|
+
// Both cosines are floored.
|
|
1806
|
+
this.$l.sssToEye = pb.neg(this.eyeVecNorm);
|
|
1807
|
+
this.$l.sssGrazing = pb.sub(1, pb.clamp(this.sssToEye.y, 0, 1));
|
|
1808
|
+
this.sssGrazing = pb.mix(SSS_GRAZING_FLOOR, 1, pb.mul(this.sssGrazing, this.sssGrazing));
|
|
1809
|
+
this.$l.sssMirror = pb.reflect(this.sssToEye, pb.vec3(0, 1, 0));
|
|
1810
|
+
this.$l.sssAlign = pb.clamp(pb.dot(pb.neg(this.sssMirror), this.lightDir), 0, 1);
|
|
1811
|
+
this.sssAlign = pb.mul(this.sssAlign, this.sssAlign);
|
|
1812
|
+
this.sssAlign = pb.mix(SSS_SUN_ALIGN_FLOOR, 1, pb.mul(this.sssAlign, this.sssAlign));
|
|
1813
|
+
this.$l.sssSunUp = pb.smoothStep(0, 0.1, this.lightDir.y);
|
|
1814
|
+
this.$l.sssFacing = pb.mul(this.sssGrazing, this.sssAlign, this.sssSunUp);
|
|
1815
|
+
// Scaled by the light colour as in Crest, and by 1 / pi like the other
|
|
1816
|
+
// diffuse terms. Directional lights only; carries `bodyWeight`.
|
|
1817
|
+
this.$l.subsurfaceTerm = pb.vec3(0);
|
|
1818
|
+
this.$if(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), function() {
|
|
1819
|
+
this.subsurfaceTerm = pb.mul(this.subsurfaceTint, this.lightEnergy, pb.mul(this.sssFacing, this.sssThickness, this.subsurfaceParams.x, 1 / Math.PI), this.bodyWeight);
|
|
1820
|
+
this.lightContrib = pb.add(this.lightContrib, this.subsurfaceTerm);
|
|
1821
|
+
});
|
|
1822
|
+
// Directional only (the integral assumes a parallel beam) and from
|
|
1823
|
+
// above only.
|
|
2140
1824
|
this.$l.sunScatterTerm = pb.vec3(0);
|
|
2141
1825
|
this.$if(pb.and(pb.equal(type, LIGHT_TYPE_DIRECTIONAL), pb.not(this.underwaterEye)), function() {
|
|
2142
|
-
// Weighted by what the surface transmits on the way out and by how
|
|
2143
|
-
// much of it is still water rather than foam, like every other
|
|
2144
|
-
// term that comes from inside the body.
|
|
2145
1826
|
this.sunScatterTerm = pb.mul(that.waterSunScattering(this, this.lightEnergy, this.lightDir, this.eyeVecNorm, this.NoLdiffuse, this.depth, this.foam), this.bodyWeight);
|
|
2146
1827
|
this.lightContrib = pb.add(this.lightContrib, this.sunScatterTerm);
|
|
2147
1828
|
});
|
|
2148
|
-
// Foam
|
|
2149
|
-
|
|
2150
|
-
this.
|
|
1829
|
+
// Foam as a matte layer, with Crest's narrow glint off its relief.
|
|
1830
|
+
this.$l.foamGlint = pb.mul(pb.pow(pb.max(pb.dot(pb.reflect(this.eyeVecNorm, this.foamNormal), this.lightDir), 0), FOAM_SPECULAR_POWER), FOAM_SPECULAR_BOOST);
|
|
1831
|
+
this.$l.foamLight = pb.mul(this.lightEnergy, this.foam, pb.add(pb.mul(this.foamColor, this.NoLfoam, 1 / Math.PI), pb.vec3(this.foamGlint)));
|
|
1832
|
+
this.lightContrib = pb.add(this.lightContrib, this.foamLight);
|
|
2151
1833
|
this.$l.shadow = pb.vec3(1);
|
|
2152
1834
|
if (shadow) {
|
|
2153
|
-
//
|
|
2154
|
-
// wave normal would jitter the shadow lookup per-pixel.
|
|
1835
|
+
// +Y, not the wave normal, which would jitter the lookup per pixel.
|
|
2155
1836
|
this.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, pb.vec3(0, 1, 0), this.NoL));
|
|
2156
|
-
this.dbgShadow = this.shadow;
|
|
2157
1837
|
this.lightContrib = pb.mul(this.lightContrib, this.shadow);
|
|
2158
1838
|
}
|
|
1839
|
+
this.foamRadiance = pb.add(this.foamRadiance, pb.mul(this.foamLight, this.shadow));
|
|
1840
|
+
if (hasGroundFoam) {
|
|
1841
|
+
this.$if(pb.greaterThan(this.groundFoamOpacity, 0), function() {
|
|
1842
|
+
this.$l.groundNoL = pb.clamp(pb.div(pb.add(pb.dot(this.groundNormal, this.lightDir), FOAM_LIGHT_WRAP), 1 + FOAM_LIGHT_WRAP), 0, 1);
|
|
1843
|
+
this.$l.groundShadow = pb.vec3(1);
|
|
1844
|
+
if (shadow) {
|
|
1845
|
+
this.groundShadow = pb.vec3(that.calculateShadow(this, this.wPos.xyz, this.groundNormal, this.groundNoL));
|
|
1846
|
+
}
|
|
1847
|
+
this.groundFoamRadiance = pb.add(this.groundFoamRadiance, pb.mul(this.lightEnergy, this.foamColor, this.groundNoL, this.groundShadow, this.groundFoamOpacity, 1 / Math.PI));
|
|
1848
|
+
});
|
|
1849
|
+
}
|
|
2159
1850
|
this.finalColor = pb.add(this.finalColor, this.lightContrib);
|
|
2160
|
-
this.dbgSpecular = pb.add(this.dbgSpecular, pb.mul(this.specularTerm, this.shadow));
|
|
2161
1851
|
this.dbgSubsurface = pb.add(this.dbgSubsurface, pb.mul(this.subsurfaceTerm, this.shadow));
|
|
2162
1852
|
this.dbgSunScatter = pb.add(this.dbgSunScatter, pb.mul(this.sunScatterTerm, this.shadow));
|
|
1853
|
+
this.dbgShadow = pb.min(this.dbgShadow, this.shadow);
|
|
1854
|
+
this.dbgSpecular = pb.add(this.dbgSpecular, pb.mul(this.specularTerm, this.shadow));
|
|
2163
1855
|
});
|
|
2164
1856
|
if (that.needCalculateEnvLight()) {
|
|
2165
1857
|
this.$l.irradiance = that.getEnvLightIrradiance(this, this.diffuseNormal);
|
|
2166
|
-
//
|
|
2167
|
-
// it. `bodyWeight` is what the surface transmits on the way out times
|
|
2168
|
-
// the share of it that is still water.
|
|
2169
|
-
//
|
|
2170
|
-
// On the same path length the absorption uses, so this vanishes from
|
|
2171
|
-
// below: the column the eye is already inside belongs to the
|
|
2172
|
-
// Underwater pass, and adding the surface's own estimate of it on top
|
|
2173
|
-
// paints the water colour twice. The foam term below is unconditional
|
|
2174
|
-
// - a crest that has broken is white from underneath too.
|
|
1858
|
+
// On `mediumPath`, so zero from below. The foam term is unconditional.
|
|
2175
1859
|
this.$l.sss = pb.mul(this.getScattering(this.mediumPath), this.irradiance, this.bodyWeight, 1 / Math.PI);
|
|
2176
1860
|
this.finalColor = pb.add(this.finalColor, this.sss);
|
|
2177
|
-
this.
|
|
2178
|
-
this.finalColor = pb.add(this.finalColor,
|
|
1861
|
+
this.$l.foamAmbient = pb.mul(this.irradiance, this.foamColor, this.foam, 1 / Math.PI);
|
|
1862
|
+
this.finalColor = pb.add(this.finalColor, this.foamAmbient);
|
|
1863
|
+
this.foamRadiance = pb.add(this.foamRadiance, this.foamAmbient);
|
|
1864
|
+
if (hasGroundFoam) {
|
|
1865
|
+
this.groundFoamRadiance = pb.add(this.groundFoamRadiance, pb.mul(that.getEnvLightIrradiance(this, this.groundNormal), this.foamColor, this.groundFoamOpacity, 1 / Math.PI));
|
|
1866
|
+
}
|
|
1867
|
+
// Bubbles under the white foam, part of the water body as in Crest,
|
|
1868
|
+
// so under the white foam and the mirror: the foam texture blurred and
|
|
1869
|
+
// shifted by parallax, as seen at a depth under the surface
|
|
1870
|
+
this.$if(pb.greaterThan(this.bubbleDensity, 0), function() {
|
|
1871
|
+
this.$l.toEye = pb.neg(this.eyeVecNorm);
|
|
1872
|
+
this.$l.bubbleShift = pb.div(pb.mul(this.toEye.xz, pb.neg(this.foamLookParams.w)), pb.max(pb.dot(this.diffuseNormal, this.toEye), 0.1));
|
|
1873
|
+
this.$l.bubbleTex = sampleFoamTexture(this, this.foamTex, pb.mul(pb.add(this.restXZ, this.bubbleShift, pb.vec2(pb.mul(ShaderHelper.getElapsedTime(this), FOAM_DRIFT))), this.foamUVScale), this.restXZGrad, this.foamUVScale, FOAM_BUBBLE_MIP_SCALE, false).x;
|
|
1874
|
+
this.finalColor = pb.add(this.finalColor, pb.mul(this.irradiance, this.foamBubbleColor, this.bubbleTex, pb.clamp(pb.mul(this.bubbleDensity, this.foamLookParams.z), 0, 1), this.bodyWeight, 1 / Math.PI));
|
|
1875
|
+
});
|
|
2179
1876
|
}
|
|
1877
|
+
// A thin sheet fades into the scene behind it. Where the generator
|
|
1878
|
+
// knows the wet edge, its coverage keeps foam visible on even a
|
|
1879
|
+
// millimetre-thick sheet; elsewhere foam fades by the measured depth.
|
|
1880
|
+
this.$if(pb.not(this.underwaterEye), function() {
|
|
1881
|
+
this.$l.edgeFade = pb.mul(this.$choice(pb.greaterThan(this.edgeFadeWidth, 0), pb.smoothStep(0, pb.max(this.edgeFadeWidth, 1e-4), this.edgeThickness), pb.float(1)), this.coverage);
|
|
1882
|
+
this.$if(pb.lessThan(this.edgeFade, 1), function() {
|
|
1883
|
+
this.$l.behind = pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.screenUV, 0).rgb;
|
|
1884
|
+
// finalColor = water (on the share without foam) + foam light: the
|
|
1885
|
+
// water fades into what is behind, under the foam
|
|
1886
|
+
this.finalColor = pb.add(pb.mix(pb.mul(this.behind, pb.sub(1, pb.mul(this.foam, this.foamFade))), pb.sub(this.finalColor, this.foamRadiance), this.edgeFade), pb.mul(this.foamRadiance, this.foamFade));
|
|
1887
|
+
});
|
|
1888
|
+
if (hasGroundFoam) {
|
|
1889
|
+
this.$if(pb.greaterThan(this.groundFoamWeight, 0), function() {
|
|
1890
|
+
this.$l.groundBehind = pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.screenUV, 0).rgb;
|
|
1891
|
+
// One crossfade between complete covers. Attenuating the mobile
|
|
1892
|
+
// foam before overlaying ground foam applies this weight twice
|
|
1893
|
+
// and exposes sand in the middle even if both covers are white.
|
|
1894
|
+
this.$l.groundColor = pb.add(pb.mul(this.groundBehind, pb.sub(1, this.groundFoamOpacity)), this.groundFoamRadiance);
|
|
1895
|
+
this.finalColor = pb.mix(this.finalColor, this.groundColor, this.groundFoamWeight);
|
|
1896
|
+
});
|
|
1897
|
+
}
|
|
1898
|
+
});
|
|
2180
1899
|
switch(debugOutput){
|
|
2181
1900
|
case 'normal':
|
|
2182
|
-
this.$
|
|
2183
|
-
|
|
2184
|
-
|
|
2185
|
-
|
|
2186
|
-
|
|
2187
|
-
case 'frontFacing':
|
|
2188
|
-
this.$return(this.$choice(this.$builtins.frontFacing, pb.vec3(1), pb.vec3(0)));
|
|
1901
|
+
this.$if(pb.lessThan(this.diffuseNormal.y, 0.01), function() {
|
|
1902
|
+
this.$return(pb.vec3(1, 0, 0));
|
|
1903
|
+
}).$else(function() {
|
|
1904
|
+
this.$return(pb.add(pb.mul(this.diffuseNormal, 0.5), pb.vec3(0.5)));
|
|
1905
|
+
});
|
|
2189
1906
|
break;
|
|
2190
|
-
case 'viewFacing':
|
|
2191
|
-
{
|
|
2192
|
-
// Raw, not clamped: a negative value means the wave normal faces
|
|
2193
|
-
// away from the eye at that pixel.
|
|
2194
|
-
this.$l.viewFacing = pb.dot(this.normal, pb.neg(this.eyeVecNorm));
|
|
2195
|
-
this.$return(pb.vec3(this.viewFacing));
|
|
2196
|
-
break;
|
|
2197
|
-
}
|
|
2198
1907
|
case 'foam':
|
|
2199
|
-
this.$return(pb.vec3(this.foam));
|
|
1908
|
+
this.$return(pb.vec3(pb.mix(this.foam, this.groundFoamOpacity, this.groundFoamWeight)));
|
|
2200
1909
|
break;
|
|
2201
|
-
case '
|
|
2202
|
-
this.$return(pb.vec3(this.
|
|
1910
|
+
case 'swashFoamCuts':
|
|
1911
|
+
this.$return(pb.vec3(this.foam, this.groundFoamOpacity, this.groundFoamWeight));
|
|
2203
1912
|
break;
|
|
2204
1913
|
case 'waterDepth':
|
|
2205
|
-
|
|
2206
|
-
// With the band switched off there is no such estimate, so the plain
|
|
2207
|
-
// height difference stands in.
|
|
2208
|
-
this.$return(pb.vec3(pb.mul(shoreFoam ? this.shoreFoamInfo.y : pb.max(pb.sub(this.worldPos.y, this.wPos.y), 0), 0.1)));
|
|
1914
|
+
this.$return(pb.vec3(pb.mul(pb.max(pb.sub(this.worldPos.y, this.wPos.y), 0), 0.1)));
|
|
2209
1915
|
break;
|
|
2210
1916
|
case 'fresnel':
|
|
2211
1917
|
this.$return(pb.vec3(this.fresnelTerm));
|
|
@@ -2220,76 +1926,36 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
2220
1926
|
this.$return(this.absorption);
|
|
2221
1927
|
break;
|
|
2222
1928
|
case 'scattering':
|
|
2223
|
-
this.$return(this.
|
|
1929
|
+
this.$return(this.sss);
|
|
2224
1930
|
break;
|
|
2225
1931
|
case 'sunScattering':
|
|
2226
1932
|
this.$return(this.dbgSunScatter);
|
|
2227
1933
|
break;
|
|
2228
|
-
case '
|
|
2229
|
-
this.$return(
|
|
1934
|
+
case 'subsurface':
|
|
1935
|
+
this.$return(this.dbgSubsurface);
|
|
1936
|
+
break;
|
|
1937
|
+
case 'subsurfaceThickness':
|
|
1938
|
+
this.$return(pb.vec3(this.sssThickness));
|
|
2230
1939
|
break;
|
|
2231
1940
|
case 'shadow':
|
|
2232
1941
|
this.$return(this.dbgShadow);
|
|
2233
1942
|
break;
|
|
2234
|
-
case 'sunPhase':
|
|
2235
|
-
{
|
|
2236
|
-
// Recomputed from the same inputs rather than read back out of
|
|
2237
|
-
// waterSunScattering: the value belongs to that function's scope, and
|
|
2238
|
-
// the variant that wants it is the one that never calls it. Keep the
|
|
2239
|
-
// two expressions in step.
|
|
2240
|
-
this.$l.dbgLw = pb.refract(pb.neg(this.dbgLightDir), pb.vec3(0, 1, 0), 1 / 1.333);
|
|
2241
|
-
this.$l.dbgVw = pb.refract(this.eyeVecNorm, pb.vec3(0, 1, 0), 1 / 1.333);
|
|
2242
|
-
this.$l.dbgCosTheta = pb.neg(pb.dot(this.dbgLw, this.dbgVw));
|
|
2243
|
-
this.$l.dbgHg = waterScatterPhase(this, this.dbgCosTheta, this.sunScatterParams.y);
|
|
2244
|
-
this.$l.dbgLumWeights = pb.vec3(0.2126, 0.7152, 0.0722);
|
|
2245
|
-
this.$l.dbgThickness = pb.mul(pb.dot(this.mediumAlbedo, this.dbgLumWeights), pb.sub(1, pb.exp(pb.neg(pb.mul(pb.dot(this.mediumExtinction, this.dbgLumWeights), this.depth)))));
|
|
2246
|
-
this.$return(pb.vec3(pb.clamp(pb.mix(this.dbgHg, 1 / (4 * Math.PI), pb.smoothStep(0, 0.5, pb.clamp(this.dbgThickness, 0, 1))), 0, 1)));
|
|
2247
|
-
break;
|
|
2248
|
-
}
|
|
2249
|
-
case 'sunIntegral':
|
|
2250
|
-
{
|
|
2251
|
-
this.$l.dbgVy = pb.max(pb.neg(pb.refract(this.eyeVecNorm, pb.vec3(0, 1, 0), 1 / 1.333).y), 1e-3);
|
|
2252
|
-
this.$l.dbgSy = pb.max(pb.neg(pb.refract(pb.neg(this.dbgLightDir), pb.vec3(0, 1, 0), 1 / 1.333).y), 0.05);
|
|
2253
|
-
this.$l.dbgRr = pb.add(1, pb.div(this.dbgVy, this.dbgSy));
|
|
2254
|
-
this.$l.dbgIntegral = pb.div(pb.sub(pb.vec3(1), pb.exp(pb.neg(pb.mul(pb.mul(this.mediumExtinction, this.dbgRr), this.depth)))), this.dbgRr);
|
|
2255
|
-
this.$return(pb.vec3(pb.clamp(pb.length(this.dbgIntegral), 0, 1)));
|
|
2256
|
-
break;
|
|
2257
|
-
}
|
|
2258
|
-
case 'subsurface':
|
|
2259
|
-
this.$return(this.dbgSubsurface);
|
|
2260
|
-
break;
|
|
2261
1943
|
case 'specular':
|
|
2262
1944
|
this.$return(this.dbgSpecular);
|
|
2263
1945
|
break;
|
|
2264
1946
|
case 'depth':
|
|
2265
1947
|
this.$return(pb.vec3(pb.mul(this.depth, 0.1)));
|
|
2266
1948
|
break;
|
|
2267
|
-
case 'refractUV':
|
|
2268
|
-
this.$return(pb.vec3(pb.add(pb.mul(pb.sub(this.refractUV, this.screenUV), 4), pb.vec2(0.5)), 0.5));
|
|
2269
|
-
break;
|
|
2270
|
-
case 'nan':
|
|
2271
|
-
{
|
|
2272
|
-
// NaN is the only value that fails x == x. The normal is checked
|
|
2273
|
-
// separately from the colour so a NaN that a clamp downstream
|
|
2274
|
-
// swallowed still shows.
|
|
2275
|
-
this.$l.sum = pb.add(pb.dot(this.finalColor, pb.vec3(1)), pb.dot(this.normal, pb.vec3(1)));
|
|
2276
|
-
this.$l.bad = pb.or(pb.notEqual(this.sum, this.sum), pb.greaterThan(pb.abs(this.sum), 1e30));
|
|
2277
|
-
this.$return(this.$choice(this.bad, pb.vec3(1, 0, 0), pb.vec3(0)));
|
|
2278
|
-
break;
|
|
2279
|
-
}
|
|
2280
1949
|
default:
|
|
2281
1950
|
this.$return(this.finalColor);
|
|
2282
1951
|
}
|
|
2283
1952
|
});
|
|
2284
|
-
return scope.waterShading(worldPos, worldNormal, foamFactor);
|
|
1953
|
+
return scope.waterShading(worldPos, worldNormal, foamFactor, crestHeight, restXZ, restXZGrad, foamSample, coverage, sheetThickness, wallFoam, scenePos, groundFoamDensity, groundFoamSample, groundNormal, groundFoamWeight);
|
|
2285
1954
|
}
|
|
2286
1955
|
applyUniforms(bindGroup, ctx, needUpdate, pass) {
|
|
2287
1956
|
super.applyUniforms(bindGroup, ctx, needUpdate, pass);
|
|
2288
|
-
const waveGenerator = this.
|
|
2289
|
-
//
|
|
2290
|
-
// per pass/render-variant hash, so drawing for a second camera reuses a
|
|
2291
|
-
// different group whose wave uniforms were never written. WeakMap so a
|
|
2292
|
-
// released group is garbage collected with its entry.
|
|
1957
|
+
const waveGenerator = this._effectiveWaveGenerator;
|
|
1958
|
+
// Per bind group: the material owns one per pass/variant hash.
|
|
2293
1959
|
const lastWritten = this._waveVersionByBindGroup.get(bindGroup) ?? -1;
|
|
2294
1960
|
if (waveGenerator && lastWritten !== waveGenerator.version) {
|
|
2295
1961
|
waveGenerator.applyWaterBindGroup(bindGroup);
|
|
@@ -2305,98 +1971,255 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
|
|
|
2305
1971
|
bindGroup.setValue('region', this._region);
|
|
2306
1972
|
}
|
|
2307
1973
|
if (this.needFragmentColor(ctx)) {
|
|
2308
|
-
// Dimensionless: the offset is derived in world space and projected, so
|
|
2309
|
-
// there is nothing here for the render size to scale.
|
|
2310
1974
|
bindGroup.setValue('refractionScale', this._refractionScale);
|
|
2311
1975
|
if (this.refractionMode === 'offset') {
|
|
2312
1976
|
bindGroup.setValue('cheapRefractionDepth', this._cheapRefractionDepth);
|
|
2313
1977
|
}
|
|
2314
1978
|
bindGroup.setValue('reflectionStrength', this._reflectionStrength);
|
|
1979
|
+
const wind = this._waveGenerator.get()?.wind;
|
|
1980
|
+
const windSpeed = wind ? Math.hypot(wind.x, wind.y) : 0;
|
|
1981
|
+
this._unresolvedSlope.setXYZW(windSpeed > 0 ? wind.x / windSpeed : 1, windSpeed > 0 ? wind.y / windSpeed : 0, COX_MUNK_UPWIND * windSpeed, COX_MUNK_CROSSWIND_BASE + COX_MUNK_CROSSWIND * windSpeed);
|
|
1982
|
+
bindGroup.setValue('unresolvedSlope', this._unresolvedSlope);
|
|
1983
|
+
bindGroup.setValue('skyReflectScale', ctx.scene.lightingMode === 'physical' ? ShaderHelper.getPreExposure(ctx) / PHYSICAL_BAKE_EXPOSURE : 1);
|
|
2315
1984
|
bindGroup.setValue('ssrParams', this._ssrParams);
|
|
2316
|
-
|
|
1985
|
+
const eyeUnder = ctx.underwater;
|
|
1986
|
+
bindGroup.setValue('eyeSide', eyeUnder ? eyeUnder.material === this ? -1 : 0 : 1);
|
|
1987
|
+
this._subsurfaceParams.setXYZW(this._subsurfaceIntensity, this._subsurfaceCrestHeight, 0, 0);
|
|
2317
1988
|
bindGroup.setValue('subsurfaceParams', this._subsurfaceParams);
|
|
2318
|
-
|
|
1989
|
+
bindGroup.setValue('subsurfaceTint', this._subsurfaceTint);
|
|
1990
|
+
this._foamParams.setXYZW(this._foamAmount, this._foamFalloff, this._shoreWaves.height > 0 ? this._shoreWaves.wallFoamStrength : 0, 0);
|
|
2319
1991
|
bindGroup.setValue('foamShadingParams', this._foamParams);
|
|
2320
1992
|
bindGroup.setValue('foamColor', this._foamColor);
|
|
2321
|
-
|
|
2322
|
-
|
|
2323
|
-
|
|
2324
|
-
|
|
2325
|
-
|
|
2326
|
-
|
|
2327
|
-
// and a level moving with the wash would step the band's resolution.
|
|
2328
|
-
this._shoreFoamDepth * (1 + this._shoreFoamWashAmount));
|
|
2329
|
-
bindGroup.setValue('shoreFoamWashParams', this._shoreFoamWashParams);
|
|
2330
|
-
}
|
|
1993
|
+
this._foamLookParams.setXYZW(this._foamFeather, this._foamNormalStrength, this._foamBubbleCoverage, this._foamBubbleDepth);
|
|
1994
|
+
bindGroup.setValue('foamLookParams', this._foamLookParams);
|
|
1995
|
+
bindGroup.setValue('foamBubbleColor', this._foamBubbleColor);
|
|
1996
|
+
bindGroup.setTexture('foamTex', this.foamTexture ?? getDefaultFoamTexture(), fetchSampler('repeat_linear'));
|
|
1997
|
+
bindGroup.setValue('foamUVScale', 1 / this._foamTextureSize);
|
|
1998
|
+
bindGroup.setValue('edgeFadeWidth', this._edgeFadeWidth);
|
|
2331
1999
|
bindGroup.setValue('mediumAlbedo', this._scatterAlbedo);
|
|
2332
|
-
// Needed in both medium modes: the sun-scattering integral is always
|
|
2333
|
-
// physical, even where the ramp overrides the depth-driven absorption.
|
|
2334
2000
|
bindGroup.setValue('mediumExtinction', this._extinction);
|
|
2001
|
+
bindGroup.setTexture('zLTCMatLut', getLTCMatLUT());
|
|
2002
|
+
bindGroup.setTexture('zLTCAmpLut', getLTCAmpLUT());
|
|
2335
2003
|
this._sunScatterParams.setXYZW(this._sunScatteringIntensity, this._scatterAnisotropy, 0, 0);
|
|
2336
2004
|
bindGroup.setValue('sunScatterParams', this._sunScatterParams);
|
|
2337
|
-
//
|
|
2338
|
-
// collapse to a scalar. Luminance-weighted rather than a plain mean: the
|
|
2339
|
-
// blur is a perceptual effect and green carries most of what is seen.
|
|
2005
|
+
// Luminance-weighted scalar: one blur LOD serves all three channels.
|
|
2340
2006
|
bindGroup.setValue('refractBlurDensity', (0.2126 * this._scattering.x + 0.7152 * this._scattering.y + 0.0722 * this._scattering.z) * this._scatteringScale * REFRACT_BLUR_DENSITY * this._refractionBlur);
|
|
2341
|
-
if (this.mediumMode === 'ramp') {
|
|
2342
|
-
bindGroup.setValue('depthMulti', this._depthMulti);
|
|
2343
|
-
bindGroup.setTexture('scatterRampTex', this._getScatterRampTexture(ctx.device), fetchSampler('clamp_linear_nomip'));
|
|
2344
|
-
bindGroup.setTexture('absorptionRampTex', this._getAbsorptionRampTexture(ctx.device), fetchSampler('clamp_linear_nomip'));
|
|
2345
|
-
}
|
|
2346
2007
|
}
|
|
2347
2008
|
if (this.waveGenerator) {
|
|
2348
2009
|
this.waveGenerator.applyWaterBindGroup(bindGroup);
|
|
2349
2010
|
}
|
|
2350
2011
|
}
|
|
2351
2012
|
needUpdate() {
|
|
2352
|
-
return !!this._waveGenerator.get()?.needUpdate();
|
|
2013
|
+
return !!this._waveGenerator.get()?.needUpdate() || !!this._interaction.get() || !!this._shoreWaveGenerator;
|
|
2014
|
+
}
|
|
2015
|
+
/**
|
|
2016
|
+
* Crest to trough height in metres of the waves rolling in to the shore and
|
|
2017
|
+
* running up the beach, 0 for none. See {@link ShoreWaveGenerator}. Needs
|
|
2018
|
+
* the scene signed distance field (WebGPU); without it the waves are off.
|
|
2019
|
+
*/ get shoreWaveHeight() {
|
|
2020
|
+
return this._shoreWaves.height;
|
|
2021
|
+
}
|
|
2022
|
+
set shoreWaveHeight(val) {
|
|
2023
|
+
val = Math.max(0, val);
|
|
2024
|
+
const wasOn = this._shoreWaves.height > 0;
|
|
2025
|
+
this._shoreWaves.height = val;
|
|
2026
|
+
if (wasOn !== val > 0) {
|
|
2027
|
+
this._rebuildEffectiveWaveGenerator();
|
|
2028
|
+
}
|
|
2029
|
+
}
|
|
2030
|
+
/** Distance in metres between shore wave crests at the outer edge of their zone; they bunch up towards the shore. */ get shoreWaveLength() {
|
|
2031
|
+
return this._shoreWaves.wavelength;
|
|
2032
|
+
}
|
|
2033
|
+
set shoreWaveLength(val) {
|
|
2034
|
+
this._shoreWaves.wavelength = Math.max(0.5, val);
|
|
2035
|
+
}
|
|
2036
|
+
/** Seconds between successive shore waves. */ get shoreWavePeriod() {
|
|
2037
|
+
return this._shoreWaves.period;
|
|
2038
|
+
}
|
|
2039
|
+
set shoreWavePeriod(val) {
|
|
2040
|
+
this._shoreWaves.period = Math.max(0.5, val);
|
|
2041
|
+
}
|
|
2042
|
+
/** How far out from the waterline the shore waves rise, in metres. */ get shoreWaveZone() {
|
|
2043
|
+
return this._shoreWaves.zone;
|
|
2044
|
+
}
|
|
2045
|
+
set shoreWaveZone(val) {
|
|
2046
|
+
this._shoreWaves.zone = Math.max(1, val);
|
|
2047
|
+
}
|
|
2048
|
+
/** How sharp the shore wave crests become at the shore, 0 for a sine and towards 1 for a cusp. */ get shoreWaveSharpness() {
|
|
2049
|
+
return this._shoreWaves.sharpness;
|
|
2050
|
+
}
|
|
2051
|
+
set shoreWaveSharpness(val) {
|
|
2052
|
+
this._shoreWaves.sharpness = Math.min(Math.max(val, 0), 0.95);
|
|
2053
|
+
}
|
|
2054
|
+
/** How far the shore wave crests lean towards the shore there, 0 for upright, 1 for a steep front face. */ get shoreWaveLean() {
|
|
2055
|
+
return this._shoreWaves.lean;
|
|
2056
|
+
}
|
|
2057
|
+
set shoreWaveLean(val) {
|
|
2058
|
+
this._shoreWaves.lean = Math.min(Math.max(val, 0), 1);
|
|
2059
|
+
}
|
|
2060
|
+
/** How irregular the shore waves are, 0..1: 0 for parallel crests a fixed wavelength apart, higher for each wave with a period and a bend of its own. */ get shoreWaveIrregularity() {
|
|
2061
|
+
return this._shoreWaves.irregularity;
|
|
2062
|
+
}
|
|
2063
|
+
set shoreWaveIrregularity(val) {
|
|
2064
|
+
this._shoreWaves.irregularity = Math.min(Math.max(val, 0), 1);
|
|
2065
|
+
}
|
|
2066
|
+
/** How fast the foam fades, per second (Crest's Foam Fade Rate): lower leaves longer trails behind breaking waves. */ get foamFadeRate() {
|
|
2067
|
+
return this._foamField.fadeRate;
|
|
2068
|
+
}
|
|
2069
|
+
set foamFadeRate(val) {
|
|
2070
|
+
this._foamField.fadeRate = val;
|
|
2071
|
+
}
|
|
2072
|
+
/** How much foam the open water's breaking crests leave behind to drift and fade; 0 keeps foam only while a crest breaks. */ get foamTrailStrength() {
|
|
2073
|
+
return this._foamField.baseStrength;
|
|
2074
|
+
}
|
|
2075
|
+
set foamTrailStrength(val) {
|
|
2076
|
+
this._foamField.baseStrength = val;
|
|
2077
|
+
}
|
|
2078
|
+
/** Share of the wind speed the foam drifts at, about 0.03 in nature. */ get foamDrift() {
|
|
2079
|
+
return this._foamField.drift;
|
|
2080
|
+
}
|
|
2081
|
+
set foamDrift(val) {
|
|
2082
|
+
this._foamField.drift = val;
|
|
2083
|
+
}
|
|
2084
|
+
/** Side in metres of the finest square of water around the view whose foam lingers, in the most detail; coarser squares reach eight times as far, beyond which foam shows only while crests break. */ get foamFieldSize() {
|
|
2085
|
+
return this._foamField.size;
|
|
2086
|
+
}
|
|
2087
|
+
set foamFieldSize(val) {
|
|
2088
|
+
this._foamField.size = val;
|
|
2089
|
+
}
|
|
2090
|
+
/** How much foam the breaking shore waves make (Crest's Wave Foam Strength). */ get shoreWaveFoamStrength() {
|
|
2091
|
+
return this._shoreWaves.waveFoamStrength;
|
|
2092
|
+
}
|
|
2093
|
+
set shoreWaveFoamStrength(val) {
|
|
2094
|
+
this._shoreWaves.waveFoamStrength = Math.max(0, val);
|
|
2095
|
+
}
|
|
2096
|
+
/** How much of the shore waves makes foam, 0..1, higher for more (Crest's Wave Foam Coverage). */ get shoreWaveFoamCoverage() {
|
|
2097
|
+
return this._shoreWaves.waveFoamCoverage;
|
|
2098
|
+
}
|
|
2099
|
+
set shoreWaveFoamCoverage(val) {
|
|
2100
|
+
this._shoreWaves.waveFoamCoverage = Math.min(Math.max(val, 0), 1);
|
|
2101
|
+
}
|
|
2102
|
+
/** Water shallower than this many metres makes foam (Crest's Shoreline Foam Max Depth). */ get shoreWaveShallowFoamDepth() {
|
|
2103
|
+
return this._shoreWaves.shorelineFoamMaxDepth;
|
|
2104
|
+
}
|
|
2105
|
+
set shoreWaveShallowFoamDepth(val) {
|
|
2106
|
+
this._shoreWaves.shorelineFoamMaxDepth = Math.max(0.01, val);
|
|
2107
|
+
}
|
|
2108
|
+
/** How much foam shallow water makes (Crest's Shoreline Foam Strength). */ get shoreWaveShallowFoamStrength() {
|
|
2109
|
+
return this._shoreWaves.shorelineFoamStrength;
|
|
2110
|
+
}
|
|
2111
|
+
set shoreWaveShallowFoamStrength(val) {
|
|
2112
|
+
this._shoreWaves.shorelineFoamStrength = Math.max(0, val);
|
|
2113
|
+
}
|
|
2114
|
+
/** How opaque the foam is that the water makes against walls, rocks and piers standing in it, 0..1; it always rings them whole. */ get wallFoamStrength() {
|
|
2115
|
+
return this._shoreWaves.wallFoamStrength;
|
|
2116
|
+
}
|
|
2117
|
+
set wallFoamStrength(val) {
|
|
2118
|
+
this._shoreWaves.wallFoamStrength = Math.min(Math.max(val, 0), 1);
|
|
2119
|
+
this.uniformChanged();
|
|
2120
|
+
}
|
|
2121
|
+
/** Speed in metres per second the water has to hit a wall at before it makes any foam there. */ get wallFoamMinSpeed() {
|
|
2122
|
+
return this._shoreWaves.wallFoamMinSpeed;
|
|
2123
|
+
}
|
|
2124
|
+
set wallFoamMinSpeed(val) {
|
|
2125
|
+
this._shoreWaves.wallFoamMinSpeed = Math.max(0, val);
|
|
2126
|
+
}
|
|
2127
|
+
/** Speed in metres per second at which water hitting a wall makes the most foam. */ get wallFoamMaxSpeed() {
|
|
2128
|
+
return this._shoreWaves.wallFoamMaxSpeed;
|
|
2129
|
+
}
|
|
2130
|
+
set wallFoamMaxSpeed(val) {
|
|
2131
|
+
this._shoreWaves.wallFoamMaxSpeed = Math.max(0.01, val);
|
|
2132
|
+
}
|
|
2133
|
+
/** Speed in metres per second the foam drifts out from walls, rocks and piers at: higher for a wider ring of foam around them. */ get wallFoamDrift() {
|
|
2134
|
+
return this._shoreWaves.wallFoamDrift;
|
|
2135
|
+
}
|
|
2136
|
+
set wallFoamDrift(val) {
|
|
2137
|
+
this._shoreWaves.wallFoamDrift = Math.max(0, val);
|
|
2138
|
+
}
|
|
2139
|
+
/**
|
|
2140
|
+
* Seconds the foam each breaking wave brings in lasts: higher for longer
|
|
2141
|
+
* white trails behind the crests and foam that stays on the swash all the
|
|
2142
|
+
* way up the beach, lower for brief flashes of white at the crests.
|
|
2143
|
+
*/ get surfFoamDuration() {
|
|
2144
|
+
return this._shoreWaves.surfFoamDuration;
|
|
2145
|
+
}
|
|
2146
|
+
set surfFoamDuration(val) {
|
|
2147
|
+
this._shoreWaves.surfFoamDuration = Math.max(0.05, val);
|
|
2148
|
+
}
|
|
2149
|
+
/**
|
|
2150
|
+
* Water depth in metres at and below which foam stops drifting and stays
|
|
2151
|
+
* where it is: higher to leave foam lying over a wider band of the shallows
|
|
2152
|
+
* and the beach, lower to let it drift until the water is almost gone.
|
|
2153
|
+
*/ get foamSettleDepth() {
|
|
2154
|
+
return this._shoreWaves.foamSettleDepth;
|
|
2155
|
+
}
|
|
2156
|
+
set foamSettleDepth(val) {
|
|
2157
|
+
this._shoreWaves.foamSettleDepth = Math.max(0, val);
|
|
2158
|
+
}
|
|
2159
|
+
/**
|
|
2160
|
+
* Water depth in metres at and beyond which foam drifts freely: higher to
|
|
2161
|
+
* slow the foam over a wider band of shallow water, lower to keep it moving
|
|
2162
|
+
* until close in.
|
|
2163
|
+
*/ get foamDriftDepth() {
|
|
2164
|
+
return this._shoreWaves.foamDriftDepth;
|
|
2165
|
+
}
|
|
2166
|
+
set foamDriftDepth(val) {
|
|
2167
|
+
this._shoreWaves.foamDriftDepth = Math.max(0, val);
|
|
2168
|
+
}
|
|
2169
|
+
/**
|
|
2170
|
+
* How fast foam that has settled in shallow water and on the sand fades, as
|
|
2171
|
+
* a share of the foam's fade: lower to leave it lying on the beach longer
|
|
2172
|
+
* after the wave has drained, 1 to fade it as fast as foam on open water.
|
|
2173
|
+
*/ get settledFoamFade() {
|
|
2174
|
+
return this._shoreWaves.settledFoamFade;
|
|
2175
|
+
}
|
|
2176
|
+
set settledFoamFade(val) {
|
|
2177
|
+
this._shoreWaves.settledFoamFade = Math.min(Math.max(val, 0.01), 1);
|
|
2178
|
+
}
|
|
2179
|
+
/**
|
|
2180
|
+
* Hands the shore waves this frame's waterline fields: the shore field in
|
|
2181
|
+
* levels, null when there is none, which turns them off; and the wall field,
|
|
2182
|
+
* null for no foam against walls. Called by the water every frame.
|
|
2183
|
+
* @internal
|
|
2184
|
+
*/ setShoreWaveFrame(shore, shoreRegions, wall, wallRegion, level) {
|
|
2185
|
+
this._shoreWaveGenerator?.setFrame(shore, shoreRegions, wall, wallRegion, level, this._waveClock);
|
|
2186
|
+
}
|
|
2187
|
+
/**
|
|
2188
|
+
* Steps the foam field around the water the view looks at, once a frame
|
|
2189
|
+
* however many views there are. Called by the water after
|
|
2190
|
+
* {@link setShoreWaveFrame}, which its sources read.
|
|
2191
|
+
* @param focusX - World x the field is centred on.
|
|
2192
|
+
* @param focusZ - World z the field is centred on.
|
|
2193
|
+
* @internal
|
|
2194
|
+
*/ updateFoamField(focusX, focusZ) {
|
|
2195
|
+
if (!this._foamSource || this._foamFrameId === this._frameId) {
|
|
2196
|
+
return;
|
|
2197
|
+
}
|
|
2198
|
+
this._foamFrameId = this._frameId;
|
|
2199
|
+
this._foamField.stepAround(focusX, focusZ, this._waveClock, this._waveGenerator.get()?.wind ?? null, this._foamSource);
|
|
2353
2200
|
}
|
|
2354
2201
|
update(frameId, elapsed) {
|
|
2202
|
+
this._frameId = frameId;
|
|
2203
|
+
this._waveClock = elapsed;
|
|
2204
|
+
// The base generator and the field are stepped separately, each guarded by
|
|
2205
|
+
// its own per-frame mark, so a generator shared between two bodies of water
|
|
2206
|
+
// is still stepped once even when each body wraps it with its own field.
|
|
2355
2207
|
const waveGenerator = this._waveGenerator.get();
|
|
2356
2208
|
if (waveGenerator) {
|
|
2357
2209
|
const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);
|
|
2358
2210
|
if (updateFrameId !== frameId) {
|
|
2359
|
-
waveGenerator.update(elapsed);
|
|
2211
|
+
RenderGraphExecutor.profileScope('WaterWaves', ()=>waveGenerator.update(elapsed));
|
|
2360
2212
|
WaterMaterial._waveUpdateState.set(waveGenerator, frameId);
|
|
2361
2213
|
}
|
|
2362
2214
|
}
|
|
2363
|
-
|
|
2364
|
-
|
|
2365
|
-
|
|
2366
|
-
|
|
2367
|
-
|
|
2368
|
-
|
|
2369
|
-
});
|
|
2370
|
-
const numTexels = width * height;
|
|
2371
|
-
const data = new Uint8Array(numTexels * 4);
|
|
2372
|
-
const tmpcolor = new Vector3();
|
|
2373
|
-
for(let i = 0; i < numTexels; i++){
|
|
2374
|
-
grad.interpolate(i % width / width, tmpcolor);
|
|
2375
|
-
data[i * 4 + 0] = tmpcolor.x * 255 >> 0;
|
|
2376
|
-
data[i * 4 + 1] = tmpcolor.y * 255 >> 0;
|
|
2377
|
-
data[i * 4 + 2] = tmpcolor.z * 255 >> 0;
|
|
2378
|
-
data[i * 4 + 3] = 255;
|
|
2379
|
-
}
|
|
2380
|
-
texture.update(data, 0, 0, width, height);
|
|
2381
|
-
return texture;
|
|
2382
|
-
}
|
|
2383
|
-
_getScatterRampTexture(device) {
|
|
2384
|
-
if (!this._scatterRampTexture.get()) {
|
|
2385
|
-
if (!WaterMaterial._defaultScatterRampTexture.get()) {
|
|
2386
|
-
WaterMaterial._defaultScatterRampTexture.set(this._getRampTexture(device, WaterMaterial._scatterGrad));
|
|
2387
|
-
}
|
|
2388
|
-
this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());
|
|
2389
|
-
}
|
|
2390
|
-
return this._scatterRampTexture.get();
|
|
2391
|
-
}
|
|
2392
|
-
_getAbsorptionRampTexture(device) {
|
|
2393
|
-
if (!this._absorptionRampTexture.get()) {
|
|
2394
|
-
if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {
|
|
2395
|
-
WaterMaterial._defaultAbsorptionRampTexture.set(this._getRampTexture(device, WaterMaterial._absorptionGrad));
|
|
2215
|
+
const interaction = this._interaction.get();
|
|
2216
|
+
if (interaction && this._interactiveWaveGenerator) {
|
|
2217
|
+
const updateFrameId = WaterMaterial._interactionUpdateState.get(interaction);
|
|
2218
|
+
if (updateFrameId !== frameId) {
|
|
2219
|
+
RenderGraphExecutor.profileScope('WaterInteraction', ()=>interaction.update(elapsed));
|
|
2220
|
+
WaterMaterial._interactionUpdateState.set(interaction, frameId);
|
|
2396
2221
|
}
|
|
2397
|
-
this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());
|
|
2398
2222
|
}
|
|
2399
|
-
return this._absorptionRampTexture.get();
|
|
2400
2223
|
}
|
|
2401
2224
|
}
|
|
2402
2225
|
|