Files
webeditor3d/src/rendering/world-background-renderer.ts

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import {
BackSide,
Camera,
Color,
Group,
Mesh,
MeshBasicMaterial,
PlaneGeometry,
Scene,
ShaderMaterial,
SphereGeometry,
Texture,
Vector2,
Vector3
} from "three";
import type { Vec3 } from "../core/vector";
import type {
WorldBackgroundSettings,
WorldSunLightSettings
} from "../document/world-settings";
import type { WorldShaderSkyRenderState } from "./world-shader-sky";
const BACKGROUND_SPHERE_RADIUS = 320;
const BACKGROUND_SPHERE_WIDTH_SEGMENTS = 48;
const BACKGROUND_SPHERE_HEIGHT_SEGMENTS = 24;
const DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR = "#0d1116";
const NIGHT_BACKGROUND_EPSILON = 1e-4;
const MIN_CELESTIAL_BODY_INTENSITY = 1e-4;
const MIN_CELESTIAL_BODY_ALTITUDE = -0.02;
const CELESTIAL_BODY_DISTANCE = BACKGROUND_SPHERE_RADIUS - 6;
const SUN_CELESTIAL_BODY_SIZE = 28;
const MOON_CELESTIAL_BODY_SIZE = 20;
function clamp(value: number, min: number, max: number) {
return Math.min(Math.max(value, min), max);
}
function lerp(left: number, right: number, amount: number) {
return left + (right - left) * amount;
}
function resolveGradientColors(background: WorldBackgroundSettings) {
if (background.mode === "solid") {
return {
topColorHex: background.colorHex,
bottomColorHex: background.colorHex
};
}
if (background.mode === "verticalGradient") {
return {
topColorHex: background.topColorHex,
bottomColorHex: background.bottomColorHex
};
}
return {
topColorHex: DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR,
bottomColorHex: DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR
};
}
export interface WorldBackgroundOverlayState {
texture: Texture | null;
opacity: number;
environmentIntensity: number;
}
export interface WorldEnvironmentBlendTextureResolver {
resolveBlendTexture(
baseTexture: Texture,
overlayTexture: Texture,
blendAmount: number
): Texture | null;
}
export interface WorldEnvironmentState {
texture: Texture | null;
intensity: number;
}
export interface WorldCelestialBodyState {
colorHex: string;
direction: Vec3;
intensity: number;
size: number;
}
export interface WorldCelestialBodiesState {
sun: WorldCelestialBodyState | null;
moon: WorldCelestialBodyState | null;
}
export function resolveWorldEnvironmentState(
background: WorldBackgroundSettings,
backgroundTexture: Texture | null,
overlay: WorldBackgroundOverlayState | null,
environmentBlendTextureResolver: WorldEnvironmentBlendTextureResolver | null = null
): WorldEnvironmentState {
const baseTexture = background.mode === "image" ? backgroundTexture : null;
const baseIntensity =
background.mode === "image" ? background.environmentIntensity : 0;
const overlayTexture = overlay?.texture ?? null;
const overlayOpacity = clamp(overlay?.opacity ?? 0, 0, 1);
const overlayIntensity = overlay?.environmentIntensity ?? 0;
if (
baseTexture !== null &&
overlayTexture !== null &&
overlayOpacity > NIGHT_BACKGROUND_EPSILON &&
overlayOpacity < 1 - NIGHT_BACKGROUND_EPSILON
) {
const blendedTexture =
environmentBlendTextureResolver?.resolveBlendTexture(
baseTexture,
overlayTexture,
overlayOpacity
) ?? baseTexture;
return {
texture: blendedTexture,
intensity: lerp(baseIntensity, overlayIntensity, overlayOpacity)
};
}
if (overlayTexture !== null && overlayOpacity > NIGHT_BACKGROUND_EPSILON) {
if (baseTexture === null) {
return {
texture: overlayTexture,
intensity: overlayIntensity * overlayOpacity
};
}
if (overlayOpacity >= 1 - NIGHT_BACKGROUND_EPSILON) {
return {
texture: overlayTexture,
intensity: overlayIntensity
};
}
}
if (baseTexture !== null) {
return {
texture: baseTexture,
intensity: baseIntensity
};
}
if (overlayTexture !== null && overlayOpacity > NIGHT_BACKGROUND_EPSILON) {
return {
texture: overlayTexture,
intensity: overlayIntensity * overlayOpacity
};
}
return {
texture: null,
intensity: 1
};
}
function normalizeDirection(direction: Vec3): Vec3 | null {
const length = Math.hypot(direction.x, direction.y, direction.z);
if (length <= 1e-6) {
return null;
}
return {
x: direction.x / length,
y: direction.y / length,
z: direction.z / length
};
}
function resolveWorldCelestialBodyState(
light: WorldSunLightSettings | null,
size: number
): WorldCelestialBodyState | null {
if (light === null || light.intensity <= MIN_CELESTIAL_BODY_INTENSITY) {
return null;
}
const direction = normalizeDirection(light.direction);
if (direction === null || direction.y < MIN_CELESTIAL_BODY_ALTITUDE) {
return null;
}
return {
colorHex: light.colorHex,
direction,
intensity: light.intensity,
size
};
}
export function resolveWorldCelestialBodiesState(
showCelestialBodies: boolean,
sunLight: WorldSunLightSettings,
moonLight: WorldSunLightSettings | null
): WorldCelestialBodiesState {
if (!showCelestialBodies) {
return {
sun: null,
moon: null
};
}
return {
sun: resolveWorldCelestialBodyState(sunLight, SUN_CELESTIAL_BODY_SIZE),
moon: resolveWorldCelestialBodyState(moonLight, MOON_CELESTIAL_BODY_SIZE)
};
}
const GRADIENT_VERTEX_SHADER = `
varying vec3 vWorldPosition;
void main() {
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const GRADIENT_FRAGMENT_SHADER = `
uniform vec3 uTopColor;
uniform vec3 uBottomColor;
varying vec3 vWorldPosition;
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
float gradientAmount = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
vec3 color = mix(uBottomColor, uTopColor, gradientAmount);
gl_FragColor = vec4(color, 1.0);
}
`;
const DEFAULT_SKY_FRAGMENT_SHADER = `
uniform vec3 uSkyTopColor;
uniform vec3 uSkyBottomColor;
uniform vec3 uSunDirection;
uniform vec3 uSunColor;
uniform float uSunIntensity;
uniform float uSunDiscSizeDegrees;
uniform float uSunVisible;
uniform vec3 uMoonDirection;
uniform vec3 uMoonColor;
uniform float uMoonIntensity;
uniform float uMoonDiscSizeDegrees;
uniform float uMoonVisible;
uniform float uDaylightFactor;
uniform float uTwilightFactor;
uniform float uStarDensity;
uniform float uStarBrightness;
uniform float uStarVisibility;
uniform float uStarRotationRadians;
uniform float uCloudCoverage;
uniform float uCloudDensity;
uniform float uCloudSoftness;
uniform float uCloudScale;
uniform float uCloudHeight;
uniform float uCloudHeightVariation;
uniform vec3 uCloudTint;
uniform float uCloudOpacity;
uniform float uCloudOpacityRandomness;
uniform vec2 uCloudDriftOffset;
varying vec3 vWorldPosition;
const float PI = 3.1415926535897932384626433832795;
float hash12(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453123);
}
float noise(vec2 point) {
vec2 cell = floor(point);
vec2 local = fract(point);
vec2 blend = local * local * (3.0 - 2.0 * local);
float a = hash12(cell);
float b = hash12(cell + vec2(1.0, 0.0));
float c = hash12(cell + vec2(0.0, 1.0));
float d = hash12(cell + vec2(1.0, 1.0));
return mix(mix(a, b, blend.x), mix(c, d, blend.x), blend.y);
}
float fbm(vec2 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 5; octave++) {
value += noise(point) * amplitude;
point = point * 2.03 + vec2(19.7, 7.3);
amplitude *= 0.5;
}
return value;
}
mat2 rotation2d(float radians) {
float sine = sin(radians);
float cosine = cos(radians);
return mat2(cosine, -sine, sine, cosine);
}
vec2 toSkyUv(vec3 direction) {
float longitude = atan(direction.z, direction.x);
float latitude = asin(clamp(direction.y, -1.0, 1.0));
return vec2(longitude / (2.0 * PI) + 0.5, latitude / PI + 0.5);
}
float discMask(vec3 direction, vec3 lightDirection, float sizeDegrees, float featherScale) {
float sizeRadians = radians(max(sizeDegrees, 0.01));
float alignment = dot(direction, normalize(lightDirection));
float outerCos = cos(sizeRadians * 1.6);
float innerCos = cos(sizeRadians * max(featherScale, 0.18));
return smoothstep(outerCos, innerCos, alignment);
}
float glowMask(vec3 direction, vec3 lightDirection, float sizeDegrees, float radiusScale) {
float sizeRadians = radians(max(sizeDegrees, 0.01) * max(radiusScale, 1.0));
float alignment = dot(direction, normalize(lightDirection));
float outerCos = cos(sizeRadians * 1.8);
float innerCos = cos(sizeRadians * 0.55);
return smoothstep(outerCos, innerCos, alignment);
}
float starLayer(vec2 uv, float scale, float densityThreshold) {
vec2 scaledUv = uv * scale;
vec2 cell = floor(scaledUv);
vec2 local = fract(scaledUv) - 0.5;
float seed = hash12(cell);
float star = smoothstep(0.18, 0.0, length(local));
return step(densityThreshold, seed) * star * mix(0.45, 1.0, hash12(cell + 17.0));
}
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
float skyMix = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
skyMix = pow(skyMix, 0.72);
vec3 skyColor = mix(uSkyBottomColor, uSkyTopColor, skyMix);
float horizonMask = pow(clamp(1.0 - abs(direction.y), 0.0, 1.0), 2.6);
skyColor += mix(uSkyBottomColor, vec3(1.0), 0.1 + uTwilightFactor * 0.18) * horizonMask * 0.04;
float sunDisc = uSunVisible * discMask(direction, uSunDirection, uSunDiscSizeDegrees, 0.42);
float sunGlow = uSunVisible * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 4.8);
float moonDisc = uMoonVisible * discMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 0.5);
float moonGlow = uMoonVisible * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 5.6);
vec2 skyUv = toSkyUv(direction);
vec2 centeredStarUv = skyUv - 0.5;
centeredStarUv = rotation2d(uStarRotationRadians) * centeredStarUv;
vec2 starUv = centeredStarUv + 0.5;
float starDensity = clamp(uStarDensity, 0.0, 2.0);
float starLayerA = starLayer(starUv, mix(110.0, 360.0, clamp(starDensity * 0.65, 0.0, 1.0)), mix(0.994, 0.9, clamp(starDensity, 0.0, 1.0)));
float starLayerB = starLayer(starUv + vec2(13.4, 5.7), mix(220.0, 640.0, clamp(starDensity * 0.5, 0.0, 1.0)), mix(0.9985, 0.96, clamp(starDensity * 0.8, 0.0, 1.0)));
float starTwinkle = noise(starUv * 24.0 + vec2(uStarRotationRadians * 0.5, uTwilightFactor * 17.0));
float stars = (starLayerA * 0.75 + starLayerB * 1.15) * mix(0.8, 1.18, starTwinkle);
float starHorizonFade = smoothstep(-0.08, 0.12, direction.y);
skyColor += vec3(stars) * uStarBrightness * uStarVisibility * starHorizonFade;
vec2 cloudUv = skyUv;
cloudUv.x += uCloudDriftOffset.x;
cloudUv.y += uCloudDriftOffset.y;
float cloudScale = max(uCloudScale, 0.01);
float layerA = fbm(cloudUv * (0.9 + cloudScale * 1.4));
float layerB = fbm((cloudUv + vec2(5.1, 1.7)) * (1.8 + cloudScale * 2.1));
float layerC = noise((cloudUv - vec2(3.4, 7.2)) * (3.4 + cloudScale * 3.4));
float cloudDensity = clamp(uCloudDensity, 0.0, 2.0);
float cloudShape = mix(layerA, layerA * 0.58 + layerB * 0.42, clamp(cloudDensity / 1.35, 0.0, 1.0));
cloudShape = mix(cloudShape, cloudShape * 0.72 + layerC * 0.28, 0.35);
float bandCenter = mix(-0.15, 0.85, clamp(uCloudHeight, 0.0, 1.0));
float bandNoise = (noise(cloudUv * 0.45 + vec2(11.0, 23.0)) - 0.5) * 2.0 * clamp(uCloudHeightVariation, 0.0, 1.0);
float bandDistance = abs(direction.y - (bandCenter + bandNoise * 0.45));
float bandMask = 1.0 - smoothstep(0.22, 0.88, bandDistance + (1.0 - clamp(cloudDensity / 1.35, 0.0, 1.0)) * 0.15);
float coverageThreshold = mix(0.94, 0.12, clamp(uCloudCoverage, 0.0, 1.0));
float softness = mix(0.01, 0.22, clamp(uCloudSoftness, 0.0, 1.0));
float opacityNoise = mix(1.0, noise(cloudUv * 2.6 + vec2(19.0, 7.0)), clamp(uCloudOpacityRandomness, 0.0, 1.0));
float clouds = smoothstep(coverageThreshold, coverageThreshold - softness - 0.0001, cloudShape + bandMask * 0.22);
clouds *= bandMask;
clouds *= clamp(uCloudOpacity, 0.0, 1.0) * mix(0.82, 1.0, opacityNoise);
vec3 cloudLight = mix(mix(uSkyBottomColor, uSkyTopColor, 0.62), vec3(1.0), 0.12 + uDaylightFactor * 0.18 + uTwilightFactor * 0.08);
cloudLight += uSunColor * sunGlow * (0.16 + uTwilightFactor * 0.12);
vec3 cloudColor = mix(cloudLight, uCloudTint, 0.56);
skyColor = mix(skyColor, cloudColor, clamp(clouds, 0.0, 1.0));
skyColor += uSunColor * (sunGlow * (0.16 + uTwilightFactor * 0.32) + sunDisc * (0.75 + min(uSunIntensity, 3.5) * 0.25));
skyColor += uMoonColor * (moonGlow * 0.12 + moonDisc * 0.35 * (0.35 + min(uMoonIntensity, 2.0) * 0.65));
skyColor = clamp(skyColor, 0.0, 1.0);
gl_FragColor = vec4(skyColor, 1.0);
}
`;
const CELESTIAL_BODY_VERTEX_SHADER = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const SUN_FRAGMENT_SHADER = `
uniform vec3 uColor;
uniform float uIntensity;
varying vec2 vUv;
void main() {
vec2 centeredUv = vUv * 2.0 - 1.0;
float distanceFromCenter = length(centeredUv);
float disc = smoothstep(0.52, 0.18, distanceFromCenter);
float core = smoothstep(0.26, 0.0, distanceFromCenter);
float halo = smoothstep(1.0, 0.28, distanceFromCenter);
float glow = clamp(0.18 + min(uIntensity, 4.0) * 0.18, 0.18, 0.95);
vec3 warmCore = mix(uColor, vec3(1.0, 0.97, 0.88), 0.45);
vec3 color =
warmCore * (disc * 1.15 + core * 0.8) +
uColor * halo * glow * 0.55;
float alpha = disc * 0.82 + core * 0.28 + halo * glow * 0.22;
if (alpha <= 0.001) {
discard;
}
gl_FragColor = vec4(color, alpha);
}
`;
const MOON_FRAGMENT_SHADER = `
uniform vec3 uColor;
uniform float uIntensity;
varying vec2 vUv;
float hash(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453123);
}
float noise(vec2 point) {
vec2 cell = floor(point);
vec2 local = fract(point);
vec2 blend = local * local * (3.0 - 2.0 * local);
float a = hash(cell);
float b = hash(cell + vec2(1.0, 0.0));
float c = hash(cell + vec2(0.0, 1.0));
float d = hash(cell + vec2(1.0, 1.0));
return mix(mix(a, b, blend.x), mix(c, d, blend.x), blend.y);
}
void main() {
vec2 centeredUv = vUv * 2.0 - 1.0;
float distanceFromCenter = length(centeredUv);
float disc = smoothstep(0.52, 0.44, distanceFromCenter);
float body = smoothstep(0.48, 0.0, distanceFromCenter);
float halo = smoothstep(0.92, 0.32, distanceFromCenter);
float craterNoise = noise(centeredUv * 6.0 + vec2(17.0, 9.0));
float mariaNoise = noise(centeredUv * 3.0 + vec2(3.0, 5.0));
float surfaceVariation = mix(0.86, 1.04, craterNoise * 0.65 + mariaNoise * 0.35);
float glow = clamp(0.12 + min(uIntensity, 2.0) * 0.16, 0.12, 0.42);
vec3 moonColor = mix(uColor, vec3(1.0, 1.0, 1.0), 0.35) * surfaceVariation;
vec3 color = moonColor * (body * 1.08 + disc * 0.18) + uColor * halo * glow * 0.18;
float alpha = disc * 0.82 + halo * glow * 0.12;
if (alpha <= 0.001) {
discard;
}
gl_FragColor = vec4(color, alpha);
}
`;
function createCelestialBodyMaterial(fragmentShader: string) {
return new ShaderMaterial({
uniforms: {
uColor: {
value: new Color("#ffffff")
},
uIntensity: {
value: 0
}
},
vertexShader: CELESTIAL_BODY_VERTEX_SHADER,
fragmentShader,
depthTest: false,
depthWrite: false,
fog: false,
transparent: true
});
}
export class WorldBackgroundRenderer {
readonly scene = new Scene();
private readonly anchor = new Group();
private readonly geometry = new SphereGeometry(
BACKGROUND_SPHERE_RADIUS,
BACKGROUND_SPHERE_WIDTH_SEGMENTS,
BACKGROUND_SPHERE_HEIGHT_SEGMENTS
);
private readonly gradientMaterial = new ShaderMaterial({
uniforms: {
uTopColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uBottomColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
}
},
vertexShader: GRADIENT_VERTEX_SHADER,
fragmentShader: GRADIENT_FRAGMENT_SHADER,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
});
private readonly shaderSkyMaterial = new ShaderMaterial({
uniforms: {
uSkyTopColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uSkyBottomColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uSunDirection: {
value: new Vector3(0, 1, 0)
},
uSunColor: {
value: new Color("#ffffff")
},
uSunIntensity: {
value: 0
},
uSunDiscSizeDegrees: {
value: 2.6
},
uSunVisible: {
value: 0
},
uMoonDirection: {
value: new Vector3(0, 1, 0)
},
uMoonColor: {
value: new Color("#ffffff")
},
uMoonIntensity: {
value: 0
},
uMoonDiscSizeDegrees: {
value: 1.8
},
uMoonVisible: {
value: 0
},
uDaylightFactor: {
value: 1
},
uTwilightFactor: {
value: 0
},
uStarDensity: {
value: 0.5
},
uStarBrightness: {
value: 0.75
},
uStarVisibility: {
value: 0
},
uStarRotationRadians: {
value: 0
},
uCloudCoverage: {
value: 0.55
},
uCloudDensity: {
value: 0.6
},
uCloudSoftness: {
value: 0.4
},
uCloudScale: {
value: 1.2
},
uCloudHeight: {
value: 0.6
},
uCloudHeightVariation: {
value: 0.2
},
uCloudTint: {
value: new Color("#ffffff")
},
uCloudOpacity: {
value: 0.65
},
uCloudOpacityRandomness: {
value: 0.2
},
uCloudDriftOffset: {
value: new Vector2(0, 0)
}
},
vertexShader: GRADIENT_VERTEX_SHADER,
fragmentShader: DEFAULT_SKY_FRAGMENT_SHADER,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
});
private readonly imageMaterial = new MeshBasicMaterial({
color: 0xffffff,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
});
private readonly overlayMaterial = new MeshBasicMaterial({
color: 0xffffff,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false,
transparent: true,
opacity: 0
});
private readonly celestialGeometry = new PlaneGeometry(1, 1);
private readonly sunMaterial = createCelestialBodyMaterial(
SUN_FRAGMENT_SHADER
);
private readonly moonMaterial = createCelestialBodyMaterial(
MOON_FRAGMENT_SHADER
);
private readonly shaderMesh = new Mesh(this.geometry, this.shaderSkyMaterial);
private readonly gradientMesh = new Mesh(this.geometry, this.gradientMaterial);
private readonly imageMesh = new Mesh(this.geometry, this.imageMaterial);
private readonly overlayMesh = new Mesh(this.geometry, this.overlayMaterial);
private readonly sunMesh = new Mesh(this.celestialGeometry, this.sunMaterial);
private readonly moonMesh = new Mesh(this.celestialGeometry, this.moonMaterial);
private readonly celestialBodyPosition = new Vector3();
private sunState: WorldCelestialBodyState | null = null;
private moonState: WorldCelestialBodyState | null = null;
constructor() {
this.shaderMesh.renderOrder = -1003;
this.gradientMesh.renderOrder = -1002;
this.imageMesh.renderOrder = -1001;
this.overlayMesh.renderOrder = -1000;
this.moonMesh.renderOrder = -999;
this.sunMesh.renderOrder = -998;
for (const mesh of [
this.shaderMesh,
this.gradientMesh,
this.imageMesh,
this.overlayMesh,
this.sunMesh,
this.moonMesh
]) {
mesh.frustumCulled = false;
}
this.anchor.add(this.shaderMesh);
this.anchor.add(this.gradientMesh);
this.anchor.add(this.imageMesh);
this.anchor.add(this.overlayMesh);
this.anchor.add(this.moonMesh);
this.anchor.add(this.sunMesh);
this.scene.add(this.anchor);
}
update(
background: WorldBackgroundSettings,
backgroundTexture: Texture | null,
overlay: WorldBackgroundOverlayState | null,
celestialBodies: WorldCelestialBodiesState | null = null,
shaderSkyState: WorldShaderSkyRenderState | null = null
) {
const gradientColors = resolveGradientColors(background);
this.gradientMaterial.uniforms.uTopColor.value.set(
gradientColors.topColorHex
);
this.gradientMaterial.uniforms.uBottomColor.value.set(
gradientColors.bottomColorHex
);
const showShaderBackground =
background.mode === "shader" && shaderSkyState !== null;
const showImageBackground =
!showShaderBackground &&
background.mode === "image" &&
backgroundTexture !== null;
if (this.imageMaterial.map !== backgroundTexture) {
this.imageMaterial.map = backgroundTexture;
this.imageMaterial.needsUpdate = true;
}
this.syncShaderSkyState(shaderSkyState);
this.shaderMesh.visible = showShaderBackground;
this.gradientMesh.visible = !showShaderBackground && !showImageBackground;
this.imageMesh.visible = showImageBackground;
const overlayTexture = overlay?.texture ?? null;
const overlayOpacity =
overlayTexture === null ? 0 : clamp(overlay?.opacity ?? 0, 0, 1);
if (this.overlayMaterial.map !== overlayTexture) {
this.overlayMaterial.map = overlayTexture;
this.overlayMaterial.needsUpdate = true;
}
this.overlayMaterial.opacity = overlayOpacity;
this.overlayMesh.visible =
!showShaderBackground && overlayOpacity > NIGHT_BACKGROUND_EPSILON;
this.sunState = showShaderBackground ? null : celestialBodies?.sun ?? null;
this.moonState =
showShaderBackground ? null : celestialBodies?.moon ?? null;
this.syncCelestialBodyVisualState(
this.sunMesh,
this.sunMaterial,
this.sunState
);
this.syncCelestialBodyVisualState(
this.moonMesh,
this.moonMaterial,
this.moonState
);
}
syncToCamera(camera: Camera) {
this.anchor.position.copy(camera.position);
this.syncCelestialBodyPose(this.sunMesh, this.sunState, camera);
this.syncCelestialBodyPose(this.moonMesh, this.moonState, camera);
}
dispose() {
this.geometry.dispose();
this.celestialGeometry.dispose();
this.gradientMaterial.dispose();
this.shaderSkyMaterial.dispose();
this.imageMaterial.dispose();
this.overlayMaterial.dispose();
this.sunMaterial.dispose();
this.moonMaterial.dispose();
}
private syncCelestialBodyVisualState(
mesh: Mesh,
material: ShaderMaterial,
state: WorldCelestialBodyState | null
) {
if (state === null) {
mesh.visible = false;
material.uniforms.uIntensity.value = 0;
return;
}
material.uniforms.uColor.value.set(state.colorHex);
material.uniforms.uIntensity.value = state.intensity;
mesh.scale.setScalar(state.size);
mesh.visible = true;
}
private syncShaderSkyState(state: WorldShaderSkyRenderState | null) {
if (state === null) {
this.shaderSkyMaterial.uniforms.uStarVisibility.value = 0;
this.shaderSkyMaterial.uniforms.uSunVisible.value = 0;
this.shaderSkyMaterial.uniforms.uMoonVisible.value = 0;
return;
}
this.shaderSkyMaterial.uniforms.uSkyTopColor.value.set(
state.sky.topColorHex
);
this.shaderSkyMaterial.uniforms.uSkyBottomColor.value.set(
state.sky.bottomColorHex
);
this.shaderSkyMaterial.uniforms.uSunDirection.value.set(
state.celestial.sunDirection.x,
state.celestial.sunDirection.y,
state.celestial.sunDirection.z
);
this.shaderSkyMaterial.uniforms.uSunColor.value.set(
state.celestial.sunColorHex
);
this.shaderSkyMaterial.uniforms.uSunIntensity.value =
state.celestial.sunIntensity;
this.shaderSkyMaterial.uniforms.uSunDiscSizeDegrees.value =
state.celestial.sunDiscSizeDegrees;
this.shaderSkyMaterial.uniforms.uSunVisible.value = state.celestial.sunVisible
? 1
: 0;
this.shaderSkyMaterial.uniforms.uMoonDirection.value.set(
state.celestial.moonDirection.x,
state.celestial.moonDirection.y,
state.celestial.moonDirection.z
);
this.shaderSkyMaterial.uniforms.uMoonColor.value.set(
state.celestial.moonColorHex
);
this.shaderSkyMaterial.uniforms.uMoonIntensity.value =
state.celestial.moonIntensity;
this.shaderSkyMaterial.uniforms.uMoonDiscSizeDegrees.value =
state.celestial.moonDiscSizeDegrees;
this.shaderSkyMaterial.uniforms.uMoonVisible.value = state.celestial.moonVisible
? 1
: 0;
this.shaderSkyMaterial.uniforms.uDaylightFactor.value =
state.time.daylightFactor;
this.shaderSkyMaterial.uniforms.uTwilightFactor.value =
state.time.twilightFactor;
this.shaderSkyMaterial.uniforms.uStarDensity.value = state.stars.density;
this.shaderSkyMaterial.uniforms.uStarBrightness.value =
state.stars.brightness;
this.shaderSkyMaterial.uniforms.uStarVisibility.value =
state.stars.visibility;
this.shaderSkyMaterial.uniforms.uStarRotationRadians.value =
state.stars.rotationRadians;
this.shaderSkyMaterial.uniforms.uCloudCoverage.value =
state.clouds.coverage;
this.shaderSkyMaterial.uniforms.uCloudDensity.value = state.clouds.density;
this.shaderSkyMaterial.uniforms.uCloudSoftness.value =
state.clouds.softness;
this.shaderSkyMaterial.uniforms.uCloudScale.value = state.clouds.scale;
this.shaderSkyMaterial.uniforms.uCloudHeight.value = state.clouds.height;
this.shaderSkyMaterial.uniforms.uCloudHeightVariation.value =
state.clouds.heightVariation;
this.shaderSkyMaterial.uniforms.uCloudTint.value.set(state.clouds.tintHex);
this.shaderSkyMaterial.uniforms.uCloudOpacity.value = state.clouds.opacity;
this.shaderSkyMaterial.uniforms.uCloudOpacityRandomness.value =
state.clouds.opacityRandomness;
this.shaderSkyMaterial.uniforms.uCloudDriftOffset.value.set(
state.clouds.driftOffset.x,
state.clouds.driftOffset.y
);
}
private syncCelestialBodyPose(
mesh: Mesh,
state: WorldCelestialBodyState | null,
camera: Camera
) {
if (state === null) {
mesh.visible = false;
return;
}
this.celestialBodyPosition
.set(state.direction.x, state.direction.y, state.direction.z)
.normalize()
.multiplyScalar(CELESTIAL_BODY_DISTANCE);
mesh.position.copy(this.celestialBodyPosition);
mesh.lookAt(camera.position);
}
}