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webeditor3d/src/rendering/fog-material.ts

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import { BackSide, Color, ShaderMaterial, UniformsLib, UniformsUtils, Vector3 } from "three";
export interface FogQualityMaterialOptions {
colorHex: string;
density: number;
padding: number;
time: number;
halfSize: {
x: number;
y: number;
z: number;
};
opacityMultiplier?: number;
colorLift?: number;
}
export interface FogQualityMaterialResult {
material: ShaderMaterial;
animationUniform: { value: number };
}
const MIN_FOG_HALF_SIZE = 0.05;
export function createFogQualityMaterial(options: FogQualityMaterialOptions): FogQualityMaterialResult {
const halfSize = new Vector3(
Math.max(MIN_FOG_HALF_SIZE, options.halfSize.x),
Math.max(MIN_FOG_HALF_SIZE, options.halfSize.y),
Math.max(MIN_FOG_HALF_SIZE, options.halfSize.z)
);
const minHalfExtent = Math.min(halfSize.x, halfSize.y, halfSize.z);
const padding = Math.max(0, Math.min(options.padding, minHalfExtent * 0.82));
const animationUniform = { value: options.time };
const uniforms = UniformsUtils.clone(UniformsLib.fog) as Record<string, { value: unknown }>;
uniforms["time"] = animationUniform;
uniforms["volumeFogColor"] = { value: new Color(options.colorHex) };
uniforms["volumeFogDensity"] = { value: Math.max(0, options.density) };
uniforms["volumeHalfSize"] = { value: halfSize };
uniforms["volumePadding"] = { value: padding };
uniforms["opacityMultiplier"] = { value: Math.max(0.6, Math.min(1.5, options.opacityMultiplier ?? 1)) };
uniforms["colorLift"] = { value: Math.max(0, Math.min(0.22, options.colorLift ?? 0)) };
uniforms["localCameraPosition"] = { value: new Vector3() };
const vertexShader = /* glsl */ `
varying vec3 vLocalPosition;
#include <fog_pars_vertex>
void main() {
vLocalPosition = position;
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vec4 mvPosition = viewMatrix * worldPosition;
gl_Position = projectionMatrix * mvPosition;
#include <fog_vertex>
}
`;
const fragmentShader = /* glsl */ `
uniform vec3 volumeFogColor;
uniform float volumeFogDensity;
uniform vec3 volumeHalfSize;
uniform float volumePadding;
uniform float opacityMultiplier;
uniform float colorLift;
uniform float time;
uniform vec3 localCameraPosition;
varying vec3 vLocalPosition;
#include <fog_pars_fragment>
#define FOG_STEPS 10
float hash13(vec3 point) {
point = fract(point * 0.1031);
point += dot(point, point.yzx + 33.33);
return fract((point.x + point.y) * point.z);
}
float noise3(vec3 point) {
vec3 cell = floor(point);
vec3 local = fract(point);
vec3 smoothLocal = local * local * (3.0 - 2.0 * local);
float n000 = hash13(cell + vec3(0.0, 0.0, 0.0));
float n100 = hash13(cell + vec3(1.0, 0.0, 0.0));
float n010 = hash13(cell + vec3(0.0, 1.0, 0.0));
float n110 = hash13(cell + vec3(1.0, 1.0, 0.0));
float n001 = hash13(cell + vec3(0.0, 0.0, 1.0));
float n101 = hash13(cell + vec3(1.0, 0.0, 1.0));
float n011 = hash13(cell + vec3(0.0, 1.0, 1.0));
float n111 = hash13(cell + vec3(1.0, 1.0, 1.0));
float nx00 = mix(n000, n100, smoothLocal.x);
float nx10 = mix(n010, n110, smoothLocal.x);
float nx01 = mix(n001, n101, smoothLocal.x);
float nx11 = mix(n011, n111, smoothLocal.x);
float nxy0 = mix(nx00, nx10, smoothLocal.y);
float nxy1 = mix(nx01, nx11, smoothLocal.y);
return mix(nxy0, nxy1, smoothLocal.z);
}
float fbm(vec3 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 3; octave += 1) {
value += amplitude * noise3(point);
point = point * 2.04 + vec3(17.1, 31.7, 9.2);
amplitude *= 0.5;
}
return value;
}
vec2 intersectBox(vec3 rayOrigin, vec3 rayDirection, vec3 halfSize) {
vec3 safeDirection = sign(rayDirection) * max(abs(rayDirection), vec3(1e-4));
vec3 invDirection = 1.0 / safeDirection;
vec3 t0 = (-halfSize - rayOrigin) * invDirection;
vec3 t1 = (halfSize - rayOrigin) * invDirection;
vec3 tMin = min(t0, t1);
vec3 tMax = max(t0, t1);
float nearHit = max(max(tMin.x, tMin.y), tMin.z);
float farHit = min(min(tMax.x, tMax.y), tMax.z);
return vec2(nearHit, farHit);
}
float sampleShape(vec3 samplePosition) {
float minHalfExtent = min(min(volumeHalfSize.x, volumeHalfSize.y), volumeHalfSize.z);
float edgeSoftness = max(0.08, min(volumePadding + minHalfExtent * 0.16, minHalfExtent * 0.72));
vec3 innerHalfSize = max(volumeHalfSize - vec3(edgeSoftness), vec3(minHalfExtent * 0.18));
vec3 distanceToCore = abs(samplePosition) - innerHalfSize;
float outsideDistance = length(max(distanceToCore, 0.0));
float insideDistance = min(max(distanceToCore.x, max(distanceToCore.y, distanceToCore.z)), 0.0);
float roundedBoxDistance = outsideDistance + insideDistance;
float edgeMask = 1.0 - smoothstep(-edgeSoftness * 0.7, edgeSoftness * 1.35, roundedBoxDistance);
vec3 ellipsoidPosition = samplePosition / max(volumeHalfSize - vec3(edgeSoftness * 0.18), vec3(1e-3));
float roundedMask = 1.0 - smoothstep(0.54, 1.03, length(ellipsoidPosition * vec3(0.96, 1.08, 0.96)));
return edgeMask * mix(0.42, 1.0, roundedMask);
}
float sampleVolumeDensity(vec3 samplePosition) {
vec3 normalizedPosition = samplePosition / max(volumeHalfSize, vec3(1e-3));
float shape = sampleShape(samplePosition);
if (shape <= 1e-3) {
return 0.0;
}
vec3 drift = vec3(time * 0.1, time * 0.04, -time * 0.065);
float primary = fbm(samplePosition * 0.58 + drift);
float secondary = fbm(samplePosition * 1.18 - drift * 1.45 + vec3(4.3, 9.7, 2.1));
float wisps = noise3(samplePosition * 2.15 + vec3(0.0, time * 0.08, 0.0));
float cloud = smoothstep(0.34, 0.92, primary * 0.68 + secondary * 0.24 + wisps * 0.08);
float centerBias = 1.0 - smoothstep(0.18, 1.08, length(normalizedPosition * vec3(1.05, 0.92, 1.05)));
float verticalBias = mix(0.9, 1.08, smoothstep(-0.75, 0.35, normalizedPosition.y));
float carvedCloud = mix(0.42, 1.04, cloud) * mix(0.72, 1.0, centerBias);
return volumeFogDensity * shape * carvedCloud * verticalBias;
}
void main() {
vec3 rayDirection = normalize(vLocalPosition - localCameraPosition);
vec2 hitRange = intersectBox(localCameraPosition, rayDirection, volumeHalfSize);
float startDistance = max(hitRange.x, 0.0);
float endDistance = hitRange.y;
if (endDistance <= startDistance) {
discard;
}
float rayLength = endDistance - startDistance;
float stepLength = rayLength / float(FOG_STEPS);
float jitter = hash13(vLocalPosition * 1.73 + vec3(time * 0.17)) - 0.5;
float transmittance = 1.0;
vec3 accumulatedColor = vec3(0.0);
for (int stepIndex = 0; stepIndex < FOG_STEPS; stepIndex += 1) {
float sampleDistance = startDistance + (float(stepIndex) + 0.5 + jitter * 0.35) * stepLength;
vec3 samplePosition = localCameraPosition + rayDirection * sampleDistance;
float sampleDensity = sampleVolumeDensity(samplePosition);
if (sampleDensity <= 1e-4) {
continue;
}
vec3 normalizedPosition = samplePosition / max(volumeHalfSize, vec3(1e-3));
float topLight = smoothstep(-0.2, 0.95, normalizedPosition.y);
float forwardScatter = 1.0 - abs(dot(rayDirection, normalize(samplePosition + vec3(1e-3, 2e-3, -1e-3))));
float coolShadow = smoothstep(0.18, 0.88, noise3(samplePosition * 0.88 - vec3(time * 0.08, 0.0, time * 0.05)));
vec3 sampleColor = mix(volumeFogColor * 0.76, vec3(1.0), 0.06 + topLight * 0.12 + forwardScatter * 0.12);
sampleColor = mix(sampleColor * 0.92, sampleColor, coolShadow);
float extinction = sampleDensity * stepLength * 1.5;
float sampleAlpha = 1.0 - exp(-extinction);
accumulatedColor += transmittance * sampleColor * sampleAlpha;
transmittance *= 1.0 - sampleAlpha;
if (transmittance < 0.03) {
break;
}
}
float baseAlpha = 1.0 - transmittance;
float alpha = clamp(baseAlpha * opacityMultiplier, 0.0, 0.96);
if (alpha <= 0.01) {
discard;
}
vec3 color = accumulatedColor / max(baseAlpha, 1e-4);
color = mix(color, vec3(1.0), colorLift);
gl_FragColor = vec4(color, alpha);
#include <fog_fragment>
}
`;
return {
material: new ShaderMaterial({
vertexShader,
fragmentShader,
uniforms,
transparent: true,
depthWrite: false,
fog: true,
side: BackSide
}),
animationUniform
};
}