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186 lines
4.4 KiB
186 lines
4.4 KiB
import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three';
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/**
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* Ground projected env map adapted from @react-three/drei.
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* https://github.com/pmndrs/drei/blob/master/src/core/Environment.tsx
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*/
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export class GroundProjectedEnv extends Mesh {
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constructor( texture, options ) {
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const isCubeMap = texture.isCubeTexture;
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const w =
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( isCubeMap ? texture.image[ 0 ]?.width : texture.image.width ) ?? 1024;
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const cubeSize = w / 4;
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const _lodMax = Math.floor( Math.log2( cubeSize ) );
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const _cubeSize = Math.pow( 2, _lodMax );
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const width = 3 * Math.max( _cubeSize, 16 * 7 );
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const height = 4 * _cubeSize;
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const defines = [
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isCubeMap ? '#define ENVMAP_TYPE_CUBE' : '',
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`#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`,
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`#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`,
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`#define CUBEUV_MAX_MIP ${_lodMax}.0`,
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];
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const vertexShader = /* glsl */ `
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varying vec3 vWorldPosition;
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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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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`;
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const fragmentShader = defines.join( '\n' ) + /* glsl */ `
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#define ENVMAP_TYPE_CUBE_UV
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varying vec3 vWorldPosition;
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uniform float radius;
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uniform float height;
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uniform float angle;
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#ifdef ENVMAP_TYPE_CUBE
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uniform samplerCube map;
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#else
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uniform sampler2D map;
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#endif
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// From: https://www.shadertoy.com/view/4tsBD7
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float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r )
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{
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float d = dot ( rd, n );
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if( d > 0.0 ) { return 1e6; }
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vec3 o = ro - c;
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float t = - dot( n, o ) / d;
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vec3 q = o + rd * t;
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return ( dot( q, q ) < r * r ) ? t : 1e6;
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}
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// From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
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float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra )
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{
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vec3 oc = ro - ce;
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float b = dot( oc, rd );
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float c = dot( oc, oc ) - ra * ra;
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float h = b * b - c;
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if( h < 0.0 ) { return -1.0; }
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h = sqrt( h );
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return - b + h;
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}
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vec3 project()
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{
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vec3 p = normalize( vWorldPosition );
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vec3 camPos = cameraPosition;
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camPos.y -= height;
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float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );
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if( intersection > 0.0 ) {
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vec3 h = vec3( 0.0, - height, 0.0 );
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float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );
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p = ( camPos + min( intersection, intersection2 ) * p ) / radius;
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} else {
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p = vec3( 0.0, 1.0, 0.0 );
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}
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return p;
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}
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#include <common>
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#include <cube_uv_reflection_fragment>
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void main()
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{
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vec3 projectedWorldPosition = project();
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#ifdef ENVMAP_TYPE_CUBE
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vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;
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#else
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vec3 direction = normalize( projectedWorldPosition );
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vec2 uv = equirectUv( direction );
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vec3 outcolor = texture2D( map, uv ).rgb;
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#endif
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gl_FragColor = vec4( outcolor, 1.0 );
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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}
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`;
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const uniforms = {
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map: { value: texture },
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height: { value: options?.height || 15 },
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radius: { value: options?.radius || 100 },
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};
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const geometry = new IcosahedronGeometry( 1, 16 );
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const material = new ShaderMaterial( {
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uniforms,
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fragmentShader,
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vertexShader,
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side: DoubleSide,
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} );
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super( geometry, material );
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}
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set radius( radius ) {
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this.material.uniforms.radius.value = radius;
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}
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get radius() {
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return this.material.uniforms.radius.value;
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}
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set height( height ) {
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this.material.uniforms.height.value = height;
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}
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get height() {
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return this.material.uniforms.height.value;
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}
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}
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