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+/**
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+ * @author zz85 / https://github.com/zz85
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+ *
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+ * Based on "A Practical Analytic Model for Daylight"
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+ * aka The Preetham Model, the de facto standard analytic skydome model
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+ * http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
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+ *
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+ * First implemented by Simon Wallner
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+ * http://www.simonwallner.at/projects/atmospheric-scattering
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+ *
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+ * Improved by Martin Upitis
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+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
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+ *
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+ * Three.js integration by zz85 http://twitter.com/blurspline
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+*/
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+
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+import {
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+ BackSide,
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+ BoxBufferGeometry,
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+ Mesh,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ Vector3
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+} from "../../../build/three.module.js";
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+
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+var Sky = function () {
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+
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+ var shader = Sky.SkyShader;
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+
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+ var material = new ShaderMaterial( {
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+ fragmentShader: shader.fragmentShader,
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+ vertexShader: shader.vertexShader,
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+ uniforms: UniformsUtils.clone( shader.uniforms ),
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+ side: BackSide
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+ } );
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+
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+ Mesh.call( this, new BoxBufferGeometry( 1, 1, 1 ), material );
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+
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+};
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+
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+Sky.prototype = Object.create( Mesh.prototype );
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+
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+Sky.SkyShader = {
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+
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+ uniforms: {
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+ "luminance": { value: 1 },
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+ "turbidity": { value: 2 },
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+ "rayleigh": { value: 1 },
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+ "mieCoefficient": { value: 0.005 },
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+ "mieDirectionalG": { value: 0.8 },
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+ "sunPosition": { value: new Vector3() }
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+ },
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+
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+ vertexShader: [
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+ 'uniform vec3 sunPosition;',
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+ 'uniform float rayleigh;',
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+ 'uniform float turbidity;',
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+ 'uniform float mieCoefficient;',
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+
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+ 'varying vec3 vWorldPosition;',
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+ 'varying vec3 vSunDirection;',
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+ 'varying float vSunfade;',
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+ 'varying vec3 vBetaR;',
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+ 'varying vec3 vBetaM;',
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+ 'varying float vSunE;',
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+
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+ 'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
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+
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+ // constants for atmospheric scattering
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+ 'const float e = 2.71828182845904523536028747135266249775724709369995957;',
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+ 'const float pi = 3.141592653589793238462643383279502884197169;',
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+
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+ // wavelength of used primaries, according to preetham
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+ 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );',
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+ // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
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+ // (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))
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+ 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );',
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+
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+ // mie stuff
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+ // K coefficient for the primaries
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+ 'const float v = 4.0;',
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+ 'const vec3 K = vec3( 0.686, 0.678, 0.666 );',
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+ // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
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+ 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );',
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+
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+ // earth shadow hack
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+ // cutoffAngle = pi / 1.95;
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+ 'const float cutoffAngle = 1.6110731556870734;',
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+ 'const float steepness = 1.5;',
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+ 'const float EE = 1000.0;',
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+
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+ 'float sunIntensity( float zenithAngleCos ) {',
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+ ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );',
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+ ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );',
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+ '}',
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+
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+ 'vec3 totalMie( float T ) {',
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+ ' float c = ( 0.2 * T ) * 10E-18;',
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+ ' return 0.434 * c * MieConst;',
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+ '}',
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+
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+ 'void main() {',
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+
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+ ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
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+ ' vWorldPosition = worldPosition.xyz;',
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+
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+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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+ ' gl_Position.z = gl_Position.w;', // set z to camera.far
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+
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+ ' vSunDirection = normalize( sunPosition );',
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+
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+ ' vSunE = sunIntensity( dot( vSunDirection, up ) );',
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+
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+ ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );',
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+
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+ ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );',
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+
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+ // extinction (absorbtion + out scattering)
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+ // rayleigh coefficients
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+ ' vBetaR = totalRayleigh * rayleighCoefficient;',
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+
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+ // mie coefficients
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+ ' vBetaM = totalMie( turbidity ) * mieCoefficient;',
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+
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+ '}'
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+ ].join( '\n' ),
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+
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+ fragmentShader: [
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+ 'varying vec3 vWorldPosition;',
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+ 'varying vec3 vSunDirection;',
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+ 'varying float vSunfade;',
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+ 'varying vec3 vBetaR;',
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+ 'varying vec3 vBetaM;',
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+ 'varying float vSunE;',
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+
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+ 'uniform float luminance;',
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+ 'uniform float mieDirectionalG;',
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+
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+ 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );',
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+
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+ // constants for atmospheric scattering
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+ 'const float pi = 3.141592653589793238462643383279502884197169;',
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+
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+ 'const float n = 1.0003;', // refractive index of air
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+ 'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
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+
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+ // optical length at zenith for molecules
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+ 'const float rayleighZenithLength = 8.4E3;',
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+ 'const float mieZenithLength = 1.25E3;',
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+ 'const vec3 up = vec3( 0.0, 1.0, 0.0 );',
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+ // 66 arc seconds -> degrees, and the cosine of that
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+ 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;',
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+
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+ // 3.0 / ( 16.0 * pi )
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+ 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;',
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+ // 1.0 / ( 4.0 * pi )
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+ 'const float ONE_OVER_FOURPI = 0.07957747154594767;',
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+
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+ 'float rayleighPhase( float cosTheta ) {',
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+ ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );',
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+ '}',
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+
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+ 'float hgPhase( float cosTheta, float g ) {',
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+ ' float g2 = pow( g, 2.0 );',
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+ ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );',
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+ ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );',
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+ '}',
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+
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+ // Filmic ToneMapping http://filmicgames.com/archives/75
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+ 'const float A = 0.15;',
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+ 'const float B = 0.50;',
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+ 'const float C = 0.10;',
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+ 'const float D = 0.20;',
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+ 'const float E = 0.02;',
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+ 'const float F = 0.30;',
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+
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+ 'const float whiteScale = 1.0748724675633854;', // 1.0 / Uncharted2Tonemap(1000.0)
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+
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+ 'vec3 Uncharted2Tonemap( vec3 x ) {',
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+ ' return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;',
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+ '}',
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+
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+
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+ 'void main() {',
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+ // optical length
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+ // cutoff angle at 90 to avoid singularity in next formula.
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+ ' float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
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+ ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
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+ ' float sR = rayleighZenithLength * inverse;',
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+ ' float sM = mieZenithLength * inverse;',
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+
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+ // combined extinction factor
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+ ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
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+
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+ // in scattering
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+ ' float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
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+
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+ ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
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+ ' vec3 betaRTheta = vBetaR * rPhase;',
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+
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+ ' float mPhase = hgPhase( cosTheta, mieDirectionalG );',
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+ ' vec3 betaMTheta = vBetaM * mPhase;',
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+
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+ ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );',
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+ ' 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 ) );',
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+
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+ // nightsky
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+ ' vec3 direction = normalize( vWorldPosition - cameraPos );',
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+ ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
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+ ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
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+ ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',
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+ ' vec3 L0 = vec3( 0.1 ) * Fex;',
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+
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+ // composition + solar disc
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+ ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );',
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+ ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;',
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+
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+ ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );',
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+
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+ ' vec3 curr = Uncharted2Tonemap( ( log2( 2.0 / pow( luminance, 4.0 ) ) ) * texColor );',
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+ ' vec3 color = curr * whiteScale;',
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+
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+ ' vec3 retColor = pow( color, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );',
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+
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+ ' gl_FragColor = vec4( retColor, 1.0 );',
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+
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+ '}'
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+ ].join( '\n' )
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+
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+};
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+
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+export { Sky };
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