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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 WorldShaderSkyEnvironmentTextureResolver {
resolveEnvironmentTexture(state: WorldShaderSkyRenderState): 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,
shaderSkyState: WorldShaderSkyRenderState | null = null,
shaderSkyEnvironmentTextureResolver: WorldShaderSkyEnvironmentTextureResolver | null = null
): WorldEnvironmentState {
if (background.mode === "shader") {
return {
texture:
shaderSkyState === null
? null
: (shaderSkyEnvironmentTextureResolver?.resolveEnvironmentTexture(
shaderSkyState
) ?? null),
intensity: 1
};
}
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 float uHorizonHeight;
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 uStarHorizonFadeOffset;
uniform vec3 uStarRotationAxis;
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;
uniform float uAuroraVisibility;
uniform float uAuroraIntensity;
uniform float uAuroraHeight;
uniform float uAuroraThickness;
uniform float uAuroraSpeed;
uniform vec3 uAuroraPrimaryColor;
uniform vec3 uAuroraSecondaryColor;
uniform float uAuroraRotationRadians;
uniform float uAuroraTimeHours;
varying vec3 vWorldPosition;
float hash12(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453123);
}
float hash13(vec3 point) {
return fract(sin(dot(point, vec3(127.1, 311.7, 74.7))) * 43758.5453123);
}
float noise2(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));
float x1 = mix(a, b, blend.x);
float x2 = mix(c, d, blend.x);
return mix(x1, x2, blend.y);
}
float noise3(vec3 point) {
vec3 cell = floor(point);
vec3 local = fract(point);
vec3 blend = local * local * (3.0 - 2.0 * local);
float a = hash13(cell);
float b = hash13(cell + vec3(1.0, 0.0, 0.0));
float c = hash13(cell + vec3(0.0, 1.0, 0.0));
float d = hash13(cell + vec3(1.0, 1.0, 0.0));
float e = hash13(cell + vec3(0.0, 0.0, 1.0));
float f = hash13(cell + vec3(1.0, 0.0, 1.0));
float g = hash13(cell + vec3(0.0, 1.0, 1.0));
float h = hash13(cell + vec3(1.0, 1.0, 1.0));
float x1 = mix(a, b, blend.x);
float x2 = mix(c, d, blend.x);
float y1 = mix(x1, x2, blend.y);
float x3 = mix(e, f, blend.x);
float x4 = mix(g, h, blend.x);
float y2 = mix(x3, x4, blend.y);
return mix(y1, y2, blend.z);
}
float fbm2(vec2 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 5; octave++) {
value += noise2(point) * amplitude;
point = point * 2.03 + vec2(17.3, 9.1);
amplitude *= 0.5;
}
return value;
}
float fbm3(vec3 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 4; octave++) {
value += noise3(point) * amplitude;
point = point * 2.11 + vec3(13.7, 8.3, 19.1);
amplitude *= 0.5;
}
return value;
}
float auroraRayPattern(float x, float timeShift, float phase) {
float field = fbm2(
vec2(
x * 0.55 + phase + timeShift * 0.03,
x * 0.12 - timeShift * 0.012
)
);
float slowFold =
0.5 +
0.5 *
sin(x * 12.0 + field * 5.2 + phase + timeShift * 0.42);
float ribbonFold =
0.5 +
0.5 *
sin(x * 21.0 + field * 7.2 + phase * 1.4 + timeShift * 0.42);
float filament =
0.5 +
0.5 *
sin(x * 34.0 + field * 7.0 + phase * 1.9 + timeShift * 0.58);
float gaps = smoothstep(
0.18,
0.92,
fbm2(vec2(x * 1.2 - timeShift * 0.025 + phase, x * 0.08 + 6.0))
);
return gaps *
(pow(slowFold, 1.9) * 0.72 +
pow(ribbonFold, 3.1) * 0.48 +
pow(filament, 7.0) * 0.36);
}
mat3 rotationY(float radians) {
float sine = sin(radians);
float cosine = cos(radians);
return mat3(
cosine, 0.0, -sine,
0.0, 1.0, 0.0,
sine, 0.0, cosine
);
}
vec3 rotateAroundAxis(vec3 value, vec3 axis, float radians) {
vec3 normalizedAxis = normalize(axis);
float sine = sin(radians);
float cosine = cos(radians);
return value * cosine +
cross(normalizedAxis, value) * sine +
normalizedAxis * dot(normalizedAxis, value) * (1.0 - cosine);
}
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);
}
vec3 starTint(float seed) {
vec3 cool = vec3(0.58, 0.7, 1.0);
vec3 warm = vec3(1.0, 0.9, 0.64);
vec3 violet = vec3(0.92, 0.68, 1.0);
vec3 base = mix(cool, warm, smoothstep(0.18, 0.82, seed));
return mix(base, violet, smoothstep(0.84, 1.0, seed) * 0.46);
}
vec3 starLayer(vec3 direction, float scale, float densityThreshold, float radius) {
vec3 scaledDirection = direction * scale;
vec3 cell = floor(scaledDirection);
vec3 local = fract(scaledDirection) - 0.5;
float seed = hash13(cell);
float distanceToCenter = length(local);
float star = smoothstep(radius, 0.0, distanceToCenter);
float core = smoothstep(radius * 0.34, 0.0, distanceToCenter);
float visible = step(densityThreshold, seed);
vec3 tint = starTint(hash13(cell + vec3(19.0, 7.0, 41.0)));
float sparkle = mix(0.48, 1.28, hash13(cell + 17.0));
return visible * tint * (star * sparkle + core * 0.68);
}
vec2 projectCloudUv(
vec3 direction,
float horizonHeight,
float cloudHeight,
float layerOffset,
vec2 driftOffset
) {
float projectedHeight =
max(
direction.y -
horizonHeight +
mix(0.24, 0.86, clamp(cloudHeight, 0.0, 1.0)) +
layerOffset,
0.08
);
return direction.xz / projectedHeight + driftOffset;
}
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
float shiftedY = clamp(direction.y - uHorizonHeight, -1.0, 1.0);
float skyMix = clamp(shiftedY * 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(shiftedY), 0.0, 1.0), 2.6);
skyColor += mix(uSkyBottomColor, vec3(1.0), 0.1 + uTwilightFactor * 0.18) * horizonMask * 0.04;
float sunHorizonFade = smoothstep(uHorizonHeight - 0.14, uHorizonHeight + 0.03, uSunDirection.y);
float moonHorizonFade = smoothstep(uHorizonHeight - 0.14, uHorizonHeight + 0.03, uMoonDirection.y);
float sunDisc = uSunVisible * sunHorizonFade * discMask(direction, uSunDirection, uSunDiscSizeDegrees, 0.42);
float sunGlow = uSunVisible * sunHorizonFade * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 4.8);
float moonDisc = uMoonVisible * moonHorizonFade * discMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 0.5);
float moonGlow = uMoonVisible * moonHorizonFade * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 5.6);
float sunAtmosphere = uSunVisible * sunHorizonFade * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 12.0);
float moonAtmosphere = uMoonVisible * moonHorizonFade * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 10.0);
vec3 rotatedStarDirection =
normalize(rotateAroundAxis(direction, uStarRotationAxis, uStarRotationRadians));
float starDensity = clamp(uStarDensity, 0.0, 2.0);
vec3 starLayerA = starLayer(
rotatedStarDirection,
mix(120.0, 380.0, clamp(starDensity * 0.64, 0.0, 1.0)),
mix(0.995, 0.91, clamp(starDensity, 0.0, 1.0)),
0.145
);
vec3 starLayerB = starLayer(
normalize(rotateAroundAxis(direction, uStarRotationAxis, uStarRotationRadians + 1.618)),
mix(230.0, 700.0, clamp(starDensity * 0.56, 0.0, 1.0)),
mix(0.999, 0.955, clamp(starDensity * 0.85, 0.0, 1.0)),
0.12
);
vec3 heroStars = starLayer(
normalize(rotateAroundAxis(direction, uStarRotationAxis, uStarRotationRadians - 0.93)),
mix(52.0, 130.0, clamp(starDensity * 0.7, 0.0, 1.0)),
mix(0.9992, 0.985, clamp(starDensity, 0.0, 1.0)),
0.19
);
float starTwinkle = noise3(rotatedStarDirection * 24.0 + vec3(uTwilightFactor * 17.0, uStarRotationRadians * 0.5, 9.0));
vec3 stars = (starLayerA * 0.74 + starLayerB * 1.08 + heroStars * 1.65) *
mix(0.82, 1.2, starTwinkle);
float starHorizonLine = uHorizonHeight + uStarHorizonFadeOffset;
float starHorizonFade = smoothstep(starHorizonLine - 0.08, starHorizonLine + 0.12, direction.y);
vec3 galacticNormal = normalize(vec3(0.08, 0.46, 0.89));
float galacticLatitude = abs(dot(rotatedStarDirection, galacticNormal));
float galaxyWide = 1.0 - smoothstep(0.02, 0.38, galacticLatitude);
float galaxyCore = 1.0 - smoothstep(0.0, 0.13, galacticLatitude);
float galaxyNoise = fbm3(rotatedStarDirection * 5.2 + vec3(1.2, 6.1, 2.4));
float galaxyClumps = smoothstep(0.38, 0.82, galaxyNoise) * galaxyWide;
float dustLane =
smoothstep(
0.48,
0.78,
fbm3(rotatedStarDirection * 18.0 + vec3(11.0, 3.0, 7.0))
) *
(1.0 - smoothstep(0.04, 0.2, galacticLatitude));
float galaxyBulge =
smoothstep(
0.74,
1.0,
dot(rotatedStarDirection, normalize(vec3(-0.42, 0.14, 0.9)))
) *
galaxyWide;
float galaxy = max(galaxyCore * 0.38, galaxyClumps) + galaxyBulge * 0.62;
galaxy *= 1.0 - dustLane * 0.64;
vec3 galaxyColor = mix(
vec3(0.15, 0.34, 0.95),
vec3(1.0, 0.68, 0.95),
smoothstep(0.34, 0.86, galaxyNoise)
);
vec3 nebulaColor = mix(
vec3(0.08, 0.72, 1.0),
vec3(1.0, 0.28, 0.82),
fbm3(rotatedStarDirection * 3.0 + vec3(4.0, 9.0, 1.0))
);
float nebula =
galaxyWide *
pow(
smoothstep(
0.52,
0.92,
fbm3(rotatedStarDirection * 3.7 + vec3(8.0, 2.0, 13.0))
),
2.2
);
vec3 nightLift = mix(vec3(0.01, 0.025, 0.08), vec3(0.04, 0.08, 0.2), skyMix);
skyColor += nightLift * uStarVisibility * starHorizonFade * 0.2;
skyColor += stars * uStarBrightness * uStarVisibility * starHorizonFade;
skyColor += galaxyColor * galaxy * uStarBrightness * uStarVisibility * starHorizonFade * 0.42;
skyColor += nebulaColor * nebula * uStarBrightness * uStarVisibility * starHorizonFade * 0.16;
float cloudScale = max(uCloudScale, 0.01);
float cloudDensity = clamp(uCloudDensity, 0.0, 2.0);
vec2 driftA = uCloudDriftOffset * 0.55;
vec2 driftB =
vec2(-uCloudDriftOffset.y, uCloudDriftOffset.x) * 0.32 +
uCloudDriftOffset * 0.35;
vec2 cloudUvA =
projectCloudUv(direction, uHorizonHeight, uCloudHeight, 0.12, driftA) *
(0.28 + cloudScale * 0.48);
vec2 cloudUvB =
projectCloudUv(direction, uHorizonHeight, uCloudHeight, 0.28, driftB) *
(0.54 + cloudScale * 0.82);
float layerA = fbm2(cloudUvA);
float layerB = fbm2(cloudUvB * 1.37 + vec2(17.0, 11.0));
float layerC = noise2(cloudUvA * 2.9 + vec2(5.0, 3.0));
float cloudShape =
mix(
layerA,
layerA * 0.6 + layerB * 0.4,
clamp(cloudDensity / 1.35, 0.0, 1.0)
);
cloudShape = mix(cloudShape, cloudShape * 0.76 + layerC * 0.24, 0.42);
float bandCenter = mix(-0.15, 0.85, clamp(uCloudHeight, 0.0, 1.0)) + uHorizonHeight;
float bandNoise =
(noise2(cloudUvB * 0.2 + vec2(23.0, 7.0)) - 0.5) *
2.0 *
clamp(uCloudHeightVariation, 0.0, 1.0);
float bandDistance = abs(direction.y - (bandCenter + bandNoise * 0.45));
float bandWidth = mix(0.7, 0.34, clamp(cloudDensity / 1.4, 0.0, 1.0));
float bandMask = 1.0 - smoothstep(bandWidth, bandWidth + 0.18, bandDistance);
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,
noise2(cloudUvA * 1.8 + vec2(31.0, 13.0)),
clamp(uCloudOpacityRandomness, 0.0, 1.0)
);
float cloudHorizonFade = smoothstep(
uHorizonHeight - 0.16,
uHorizonHeight + 0.08,
direction.y
);
float clouds = smoothstep(coverageThreshold - softness, coverageThreshold + softness, cloudShape + bandMask * 0.22);
clouds *= bandMask * cloudHorizonFade;
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);
cloudLight += uMoonColor * moonGlow * 0.04 * (1.0 - uDaylightFactor);
vec3 cloudColor = mix(cloudLight, uCloudTint, 0.56);
skyColor = mix(skyColor, cloudColor, clamp(clouds, 0.0, 1.0));
if (uAuroraVisibility > 0.001) {
vec3 auroraDirection = normalize(rotationY(uAuroraRotationRadians) * direction);
float auroraTime = uAuroraTimeHours * max(uAuroraSpeed, 0.0);
float planeDepth = max(auroraDirection.z, 0.12);
float planeX = auroraDirection.x / planeDepth;
float planeY = auroraDirection.y / planeDepth;
float horizonFade = smoothstep(
uHorizonHeight - 0.03,
uHorizonHeight + 0.2,
direction.y
);
float zenithFade = 1.0 - smoothstep(0.92, 1.0, direction.y);
float forwardMask = smoothstep(0.04, 0.3, auroraDirection.z);
float sideFalloff = 1.0 - smoothstep(1.22, 2.18, abs(planeX));
float authoredHeight = clamp(uAuroraHeight, 0.0, 1.0);
float authoredThickness = clamp(uAuroraThickness, 0.0, 1.0);
float lowerEdge = uHorizonHeight * 0.18 + 0.04;
float upperEdge = lowerEdge + mix(0.62, 1.58, authoredHeight);
float thicknessWidth = mix(0.18, 0.52, authoredThickness);
float verticalStart = smoothstep(lowerEdge, lowerEdge + thicknessWidth, planeY);
float verticalEnd =
1.0 -
smoothstep(upperEdge, upperEdge + thicknessWidth * 1.45, planeY);
float verticalVeil = verticalStart * verticalEnd;
float topDrape =
1.0 -
smoothstep(
thicknessWidth * 0.25,
thicknessWidth * 1.65,
abs(planeY - upperEdge)
);
float bottomGlow =
1.0 -
smoothstep(
lowerEdge + thicknessWidth * 0.4,
lowerEdge + thicknessWidth * 3.4,
planeY
);
float layerA = auroraRayPattern(planeX * 1.2, auroraTime, 0.0);
float layerB = auroraRayPattern(planeX * 1.42 + 1.7, auroraTime * 0.72 + 9.0, 2.6);
float layerC = auroraRayPattern(planeX * 0.88 - 2.4, auroraTime * 0.48 + 15.0, 5.4);
float rayField = layerA * 0.72 + layerB * 0.46 + layerC * 0.28;
float veilTurbulence =
0.76 +
0.24 *
fbm2(vec2(planeX * 0.7 + auroraTime * 0.018, planeY * 0.52 + 4.0));
float softSkyBloom =
verticalVeil *
fbm2(vec2(planeX * 0.3 + auroraTime * 0.012, planeY * 0.34 + 4.0));
float auroraStrength =
(rayField * verticalVeil * veilTurbulence + topDrape * rayField * 0.18 + bottomGlow * layerA * 0.08 + softSkyBloom * 0.18) *
forwardMask *
sideFalloff *
horizonFade *
zenithFade;
float colorNoise = fbm2(
vec2(
planeX * 0.82 - auroraTime * 0.018,
planeY * 1.2 + 0.45
)
);
float auroraColorMix =
clamp(
smoothstep(lowerEdge + thicknessWidth * 0.7, upperEdge, planeY) *
0.72 +
colorNoise * 0.34,
0.0,
1.0
);
vec3 auroraColor = mix(
uAuroraPrimaryColor,
uAuroraSecondaryColor,
auroraColorMix
);
vec3 innerFire = mix(vec3(0.78, 1.0, 0.82), uAuroraPrimaryColor, 0.5);
float cloudOcclusion = 1.0 - clamp(clouds * 0.58, 0.0, 0.72);
float auroraEnergy = uAuroraVisibility * uAuroraIntensity * cloudOcclusion;
skyColor += auroraColor * auroraStrength * auroraEnergy * 0.72;
skyColor += innerFire * rayField * verticalVeil * auroraEnergy * 0.16;
skyColor += auroraColor * softSkyBloom * auroraEnergy * 0.18;
}
skyColor +=
uSunColor *
(sunAtmosphere * (0.03 + uTwilightFactor * 0.18) +
sunGlow * (0.16 + uTwilightFactor * 0.32) +
sunDisc * (0.75 + min(uSunIntensity, 3.5) * 0.25));
skyColor +=
uMoonColor *
(moonAtmosphere * 0.015 * (1.0 - uDaylightFactor) +
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
});
}
function createShaderSkyMaterial() {
return new ShaderMaterial({
uniforms: {
uSkyTopColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uSkyBottomColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uHorizonHeight: {
value: 0
},
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
},
uStarHorizonFadeOffset: {
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)
},
uAuroraVisibility: {
value: 0
},
uAuroraIntensity: {
value: 1
},
uAuroraHeight: {
value: 0.66
},
uAuroraThickness: {
value: 0.42
},
uAuroraSpeed: {
value: 0.12
},
uAuroraPrimaryColor: {
value: new Color("#6df7d0")
},
uAuroraSecondaryColor: {
value: new Color("#6e8dff")
},
uAuroraRotationRadians: {
value: 0
},
uAuroraTimeHours: {
value: 0
}
},
vertexShader: GRADIENT_VERTEX_SHADER,
fragmentShader: DEFAULT_SKY_FRAGMENT_SHADER,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
});
}
function applyShaderSkyStateToMaterial(
material: ShaderMaterial,
state: WorldShaderSkyRenderState | null
) {
if (state === null) {
material.uniforms.uHorizonHeight.value = 0;
material.uniforms.uStarVisibility.value = 0;
material.uniforms.uStarHorizonFadeOffset.value = 0;
material.uniforms.uSunVisible.value = 0;
material.uniforms.uMoonVisible.value = 0;
material.uniforms.uAuroraVisibility.value = 0;
return;
}
material.uniforms.uSkyTopColor.value.set(state.sky.topColorHex);
material.uniforms.uSkyBottomColor.value.set(state.sky.bottomColorHex);
material.uniforms.uHorizonHeight.value = state.sky.horizonHeight;
material.uniforms.uSunDirection.value.set(
state.celestial.sunDirection.x,
state.celestial.sunDirection.y,
state.celestial.sunDirection.z
);
material.uniforms.uSunColor.value.set(state.celestial.sunColorHex);
material.uniforms.uSunIntensity.value = state.celestial.sunIntensity;
material.uniforms.uSunDiscSizeDegrees.value =
state.celestial.sunDiscSizeDegrees;
material.uniforms.uSunVisible.value = state.celestial.sunVisible ? 1 : 0;
material.uniforms.uMoonDirection.value.set(
state.celestial.moonDirection.x,
state.celestial.moonDirection.y,
state.celestial.moonDirection.z
);
material.uniforms.uMoonColor.value.set(state.celestial.moonColorHex);
material.uniforms.uMoonIntensity.value = state.celestial.moonIntensity;
material.uniforms.uMoonDiscSizeDegrees.value =
state.celestial.moonDiscSizeDegrees;
material.uniforms.uMoonVisible.value = state.celestial.moonVisible ? 1 : 0;
material.uniforms.uDaylightFactor.value = state.time.daylightFactor;
material.uniforms.uTwilightFactor.value = state.time.twilightFactor;
material.uniforms.uStarDensity.value = state.stars.density;
material.uniforms.uStarBrightness.value = state.stars.brightness;
material.uniforms.uStarVisibility.value = state.stars.visibility;
material.uniforms.uStarHorizonFadeOffset.value =
state.stars.horizonFadeOffset;
material.uniforms.uStarRotationRadians.value = state.stars.rotationRadians;
material.uniforms.uCloudCoverage.value = state.clouds.coverage;
material.uniforms.uCloudDensity.value = state.clouds.density;
material.uniforms.uCloudSoftness.value = state.clouds.softness;
material.uniforms.uCloudScale.value = state.clouds.scale;
material.uniforms.uCloudHeight.value = state.clouds.height;
material.uniforms.uCloudHeightVariation.value = state.clouds.heightVariation;
material.uniforms.uCloudTint.value.set(state.clouds.tintHex);
material.uniforms.uCloudOpacity.value = state.clouds.opacity;
material.uniforms.uCloudOpacityRandomness.value =
state.clouds.opacityRandomness;
material.uniforms.uCloudDriftOffset.value.set(
state.clouds.driftOffset.x,
state.clouds.driftOffset.y
);
material.uniforms.uAuroraVisibility.value = state.aurora.visibility;
material.uniforms.uAuroraIntensity.value = state.aurora.intensity;
material.uniforms.uAuroraHeight.value = state.aurora.height;
material.uniforms.uAuroraThickness.value = state.aurora.thickness;
material.uniforms.uAuroraSpeed.value = state.aurora.speed;
material.uniforms.uAuroraPrimaryColor.value.set(state.aurora.primaryColorHex);
material.uniforms.uAuroraSecondaryColor.value.set(
state.aurora.secondaryColorHex
);
material.uniforms.uAuroraRotationRadians.value = state.aurora.rotationRadians;
material.uniforms.uAuroraTimeHours.value = state.aurora.timeHours;
}
export class WorldBackgroundRenderer {
readonly scene = new Scene();
readonly environmentCaptureScene = new Scene();
private readonly anchor = new Group();
private readonly environmentCaptureAnchor = 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 = createShaderSkyMaterial();
private readonly environmentCaptureShaderMaterial = createShaderSkyMaterial();
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 environmentCaptureShaderMesh = new Mesh(
this.geometry,
this.environmentCaptureShaderMaterial
);
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.environmentCaptureShaderMesh,
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);
this.environmentCaptureAnchor.add(this.environmentCaptureShaderMesh);
this.environmentCaptureScene.add(this.environmentCaptureAnchor);
this.shaderMesh.visible = false;
this.environmentCaptureShaderMesh.visible = false;
this.imageMesh.visible = false;
this.overlayMesh.visible = false;
this.sunMesh.visible = false;
this.moonMesh.visible = false;
}
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;
}
applyShaderSkyStateToMaterial(this.shaderSkyMaterial, shaderSkyState);
this.syncEnvironmentCaptureState(
showShaderBackground ? shaderSkyState : null
);
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.environmentCaptureShaderMaterial.dispose();
this.imageMaterial.dispose();
this.overlayMaterial.dispose();
this.sunMaterial.dispose();
this.moonMaterial.dispose();
}
syncEnvironmentCaptureState(state: WorldShaderSkyRenderState | null) {
applyShaderSkyStateToMaterial(this.environmentCaptureShaderMaterial, state);
this.environmentCaptureShaderMesh.visible = state !== null;
}
getEnvironmentCaptureFarPlane() {
return BACKGROUND_SPHERE_RADIUS + 8;
}
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 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);
}
}