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Эх сурвалжийг харах

Allow skyshader to be used in te code

gero3 8 жил өмнө
parent
commit
7c4878da8e
1 өөрчлөгдсөн 173 нэмэгдсэн , 171 устгасан
  1. 173 171
      examples/js/SkyShader.js

+ 173 - 171
examples/js/SkyShader.js

@@ -16,209 +16,211 @@
 
 THREE.Sky = function () {
 
-	var skyShader = {
+	var skyShader = THREE.Sky.SkyShader;
 
-		uniforms: {
-			luminance: { value: 1 },
-			turbidity: { value: 2 },
-			rayleigh: { value: 1 },
-			mieCoefficient: { value: 0.005 },
-			mieDirectionalG: { value: 0.8 },
-			sunPosition: { value: new THREE.Vector3() }
-		},
+	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
 
-		vertexShader: [
-			'uniform vec3 sunPosition;',
-			'uniform float rayleigh;',
-			'uniform float turbidity;',
-			'uniform float mieCoefficient;',
-
-			'varying vec3 vWorldPosition;',
-			'varying vec3 vSunDirection;',
-			'varying float vSunfade;',
-			'varying vec3 vBetaR;',
-			'varying vec3 vBetaM;',
-			'varying float vSunE;',
-
-			'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
-
-			// constants for atmospheric scattering
-			'const float e = 2.71828182845904523536028747135266249775724709369995957;',
-			'const float pi = 3.141592653589793238462643383279502884197169;',
-
-			// wavelength of used primaries, according to preetham
-			'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );',
-			// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
-			// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
-			'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
-
-			// mie stuff
-			// K coefficient for the primaries
-			'const float v = 4.0;',
-			'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
-			// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
-			'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
-
-			// earth shadow hack
-			// cutoffAngle = pi / 1.95;
-			'const float cutoffAngle = 1.6110731556870734;',
-			'const float steepness = 1.5;',
-			'const float EE = 1000.0;',
-
-			'float sunIntensity( float zenithAngleCos ) {',
-			'	zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
-			'	return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
-			'}',
-
-			'vec3 totalMie( float T ) {',
-			'	float c = ( 0.2 * T ) * 10E-18;',
-			'	return 0.434 * c * MieConst;',
-			'}',
-
-			'void main() {',
-
-			'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
-			'	vWorldPosition = worldPosition.xyz;',
-
-			'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
-
-			'	vSunDirection = normalize( sunPosition );',
-
-			'	vSunE = sunIntensity( dot( vSunDirection, up ) );',
-
-			'	vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
-
-			'	float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
-
-			// extinction (absorbtion + out scattering)
-			// rayleigh coefficients
-			'	vBetaR = totalRayleigh * rayleighCoefficient;',
-
-			// mie coefficients
-			'	vBetaM = totalMie( turbidity ) * mieCoefficient;',
-
-			'}'
-		].join( '\n' ),
+	var skyMat = new THREE.ShaderMaterial( {
+		fragmentShader: skyShader.fragmentShader,
+		vertexShader: skyShader.vertexShader,
+		uniforms: skyUniforms,
+		side: THREE.BackSide
+	} );
 
-		fragmentShader: [
-			'varying vec3 vWorldPosition;',
-			'varying vec3 vSunDirection;',
-			'varying float vSunfade;',
-			'varying vec3 vBetaR;',
-			'varying vec3 vBetaM;',
-			'varying float vSunE;',
+	var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
+	var skyMesh = new THREE.Mesh( skyGeo, skyMat );
 
-			'uniform float luminance;',
-			'uniform float mieDirectionalG;',
+	// Expose variables
+	this.mesh = skyMesh;
+	this.uniforms = skyUniforms;
 
-			'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
+};
 
-			// constants for atmospheric scattering
-			'const float pi = 3.141592653589793238462643383279502884197169;',
+THREE.Sky.SkyShader = {
 
-			'const float n = 1.0003;', // refractive index of air
-			'const float N = 2.545E25;', // number of molecules per unit volume for air at
-										// 288.15K and 1013mb (sea level -45 celsius)
+	uniforms: {
+		luminance: { value: 1 },
+		turbidity: { value: 2 },
+		rayleigh: { value: 1 },
+		mieCoefficient: { value: 0.005 },
+		mieDirectionalG: { value: 0.8 },
+		sunPosition: { value: new THREE.Vector3() }
+	},
 
-			// optical length at zenith for molecules
-			'const float rayleighZenithLength = 8.4E3;',
-			'const float mieZenithLength = 1.25E3;',
-			'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
-			// 66 arc seconds -> degrees, and the cosine of that
-			'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
+	vertexShader: [
+		'uniform vec3 sunPosition;',
+		'uniform float rayleigh;',
+		'uniform float turbidity;',
+		'uniform float mieCoefficient;',
 
-			// 3.0 / ( 16.0 * pi )
-			'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
-			// 1.0 / ( 4.0 * pi )
-			'const float ONE_OVER_FOURPI = 0.07957747154594767;',
+		'varying vec3 vWorldPosition;',
+		'varying vec3 vSunDirection;',
+		'varying float vSunfade;',
+		'varying vec3 vBetaR;',
+		'varying vec3 vBetaM;',
+		'varying float vSunE;',
+
+		'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
 
-			'float rayleighPhase( float cosTheta ) {',
-			'	return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
-			'}',
+		// constants for atmospheric scattering
+		'const float e = 2.71828182845904523536028747135266249775724709369995957;',
+		'const float pi = 3.141592653589793238462643383279502884197169;',
+
+		// wavelength of used primaries, according to preetham
+		'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );',
+		// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+		// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
+		'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
+
+		// mie stuff
+		// K coefficient for the primaries
+		'const float v = 4.0;',
+		'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
+		// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
+		'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
+
+		// earth shadow hack
+		// cutoffAngle = pi / 1.95;
+		'const float cutoffAngle = 1.6110731556870734;',
+		'const float steepness = 1.5;',
+		'const float EE = 1000.0;',
+
+		'float sunIntensity( float zenithAngleCos ) {',
+		'	zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
+		'	return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
+		'}',
+
+		'vec3 totalMie( float T ) {',
+		'	float c = ( 0.2 * T ) * 10E-18;',
+		'	return 0.434 * c * MieConst;',
+		'}',
+
+		'void main() {',
 
-			'float hgPhase( float cosTheta, float g ) {',
-			'	float g2 = pow( g, 2.0 );',
-			'	float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
-			'	return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
-			'}',
+		'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
+		'	vWorldPosition = worldPosition.xyz;',
 
-			// Filmic ToneMapping http://filmicgames.com/archives/75
-			'const float A = 0.15;',
-			'const float B = 0.50;',
-			'const float C = 0.10;',
-			'const float D = 0.20;',
-			'const float E = 0.02;',
-			'const float F = 0.30;',
+		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
 
-			'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
+		'	vSunDirection = normalize( sunPosition );',
+
+		'	vSunE = sunIntensity( dot( vSunDirection, up ) );',
+
+		'	vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
+
+		'	float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
+
+		// extinction (absorbtion + out scattering)
+		// rayleigh coefficients
+		'	vBetaR = totalRayleigh * rayleighCoefficient;',
 
-			'vec3 Uncharted2Tonemap( vec3 x ) {',
-			'	return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
-			'}',
+		// mie coefficients
+		'	vBetaM = totalMie( turbidity ) * mieCoefficient;',
 
+		'}'
+	].join( '\n' ),
 
-			'void main() {',
-			// optical length
-			// cutoff angle at 90 to avoid singularity in next formula.
-			'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
-			'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
-			'	float sR = rayleighZenithLength * inverse;',
-			'	float sM = mieZenithLength * inverse;',
+	fragmentShader: [
+		'varying vec3 vWorldPosition;',
+		'varying vec3 vSunDirection;',
+		'varying float vSunfade;',
+		'varying vec3 vBetaR;',
+		'varying vec3 vBetaM;',
+		'varying float vSunE;',
 
-			// combined extinction factor
-			'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
+		'uniform float luminance;',
+		'uniform float mieDirectionalG;',
 
-			// in scattering
-			'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
+		'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
 
-			'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
-			'	vec3 betaRTheta = vBetaR * rPhase;',
+		// constants for atmospheric scattering
+		'const float pi = 3.141592653589793238462643383279502884197169;',
 
-			'	float mPhase = hgPhase( cosTheta, mieDirectionalG );',
-			'	vec3 betaMTheta = vBetaM * mPhase;',
+		'const float n = 1.0003;', // refractive index of air
+		'const float N = 2.545E25;', // number of molecules per unit volume for air at
+									// 288.15K and 1013mb (sea level -45 celsius)
 
-			'	vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );',
-			'	Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
+		// optical length at zenith for molecules
+		'const float rayleighZenithLength = 8.4E3;',
+		'const float mieZenithLength = 1.25E3;',
+		'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
+		// 66 arc seconds -> degrees, and the cosine of that
+		'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
 
-			// nightsky
-			'	vec3 direction = normalize( vWorldPosition - cameraPos );',
-			'	float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
-			'	float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
-			'	vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',
-			'	vec3 L0 = vec3( 0.1 ) * Fex;',
+		// 3.0 / ( 16.0 * pi )
+		'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
+		// 1.0 / ( 4.0 * pi )
+		'const float ONE_OVER_FOURPI = 0.07957747154594767;',
 
-			// composition + solar disc
-			'	float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
-			'	L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
+		'float rayleighPhase( float cosTheta ) {',
+		'	return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
+		'}',
 
-			'	vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );',
+		'float hgPhase( float cosTheta, float g ) {',
+		'	float g2 = pow( g, 2.0 );',
+		'	float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
+		'	return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
+		'}',
 
-			'	vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );',
-			'	vec3 color = curr * whiteScale;',
+		// Filmic ToneMapping http://filmicgames.com/archives/75
+		'const float A = 0.15;',
+		'const float B = 0.50;',
+		'const float C = 0.10;',
+		'const float D = 0.20;',
+		'const float E = 0.02;',
+		'const float F = 0.30;',
 
-			'	vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
+		'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
 
-			'	gl_FragColor = vec4( retColor, 1.0 );',
+		'vec3 Uncharted2Tonemap( vec3 x ) {',
+		'	return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
+		'}',
 
-			'}'
-		].join( '\n' )
 
-	};
+		'void main() {',
+		// optical length
+		// cutoff angle at 90 to avoid singularity in next formula.
+		'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
+		'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
+		'	float sR = rayleighZenithLength * inverse;',
+		'	float sM = mieZenithLength * inverse;',
 
-	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
+		// combined extinction factor
+		'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
 
-	var skyMat = new THREE.ShaderMaterial( {
-		fragmentShader: skyShader.fragmentShader,
-		vertexShader: skyShader.vertexShader,
-		uniforms: skyUniforms,
-		side: THREE.BackSide
-	} );
+		// in scattering
+		'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
 
-	var skyGeo = new THREE.SphereBufferGeometry( 450000, 32, 15 );
-	var skyMesh = new THREE.Mesh( skyGeo, skyMat );
+		'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
+		'	vec3 betaRTheta = vBetaR * rPhase;',
 
-	// Expose variables
-	this.mesh = skyMesh;
-	this.uniforms = skyUniforms;
+		'	float mPhase = hgPhase( cosTheta, mieDirectionalG );',
+		'	vec3 betaMTheta = vBetaM * mPhase;',
+
+		'	vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );',
+		'	Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
+
+		// nightsky
+		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
+		'	float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
+		'	float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
+		'	vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',
+		'	vec3 L0 = vec3( 0.1 ) * Fex;',
+
+		// composition + solar disc
+		'	float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
+		'	L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
+
+		'	vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );',
+
+		'	vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );',
+		'	vec3 color = curr * whiteScale;',
+
+		'	vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
+
+		'	gl_FragColor = vec4( retColor, 1.0 );',
+
+		'}'
+	].join( '\n' )
 
 };