Rename radius to halfWidth and intensity to halfDepth in WaterContactPatch interface
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@@ -10,8 +10,8 @@ export interface WaterContactBounds {
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export interface WaterContactPatch {
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x: number;
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z: number;
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radius: number;
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intensity: number;
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halfWidth: number;
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halfDepth: number;
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}
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export interface WaterMaterialResult {
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@@ -118,31 +118,29 @@ export function collectWaterContactPatches(volume: OrientedWaterVolume, contactB
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continue;
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}
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const radius = Math.max(0.2, Math.min(Math.max(overlapWidth, overlapDepth) * 0.55, Math.min(halfX, halfZ) * 0.85));
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const verticalDistance = Math.min(Math.abs(surfaceY - minY), Math.abs(maxY - surfaceY));
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const intensity = 1 - Math.min(verticalDistance / surfaceBand, 1);
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if (intensity <= WATER_CONTACT_EPSILON) {
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if (1 - Math.min(verticalDistance / surfaceBand, 1) <= WATER_CONTACT_EPSILON) {
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continue;
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}
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patches.push({
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x: (overlapMinX + overlapMaxX) * 0.5,
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z: (overlapMinZ + overlapMaxZ) * 0.5,
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radius,
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intensity: 0.45 + intensity * 0.55
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halfWidth: overlapWidth * 0.5,
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halfDepth: overlapDepth * 0.5
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});
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}
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return patches
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.sort((left, right) => right.radius * right.intensity - left.radius * left.intensity)
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.sort((left, right) => right.halfWidth * right.halfDepth - left.halfWidth * left.halfDepth)
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.slice(0, MAX_WATER_CONTACT_PATCHES);
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}
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export function createWaterContactPatchUniformValue(contactPatches?: WaterContactPatch[]): Vector4[] {
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return Array.from({ length: MAX_WATER_CONTACT_PATCHES }, (_, index) => {
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const patch = contactPatches?.[index];
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return new Vector4(patch?.x ?? 0, patch?.z ?? 0, patch?.radius ?? 0, patch?.intensity ?? 0);
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return new Vector4(patch?.x ?? 0, patch?.z ?? 0, patch?.halfWidth ?? 0, patch?.halfDepth ?? 0);
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});
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}
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@@ -298,18 +296,24 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
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if (isTopFace > 0.5) {
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for (int patchIndex = 0; patchIndex < ${MAX_WATER_CONTACT_PATCHES}; patchIndex += 1) {
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vec4 patchData = contactPatches[patchIndex];
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if (patchData.z <= 0.0) {
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if (patchData.z <= 0.0 || patchData.w <= 0.0) {
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continue;
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}
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float normalizedDistance = length(vLocalSurfaceUv - patchData.xy) / patchData.z;
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float contactBody = 1.0 - smoothstep(0.0, 0.82, normalizedDistance);
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float ripple = (sin(normalizedDistance * 14.0 - time * (2.4 + patchData.w * 1.6)) * 0.5 + 0.5) * exp(-normalizedDistance * 3.2);
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vec2 regionDelta = abs(vLocalSurfaceUv - patchData.xy) - patchData.zw;
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vec2 outsideDelta = max(regionDelta, 0.0);
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float outsideDistance = length(outsideDelta);
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float insideDistance = min(max(regionDelta.x, regionDelta.y), 0.0);
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float signedDistance = outsideDistance + insideDistance;
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float boundaryScale = max(min(patchData.z, patchData.w), 0.18);
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float normalizedDistance = abs(signedDistance) / boundaryScale;
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float contactBody = 1.0 - smoothstep(0.0, 0.65, max(signedDistance, 0.0) / boundaryScale);
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float ripple = (sin(normalizedDistance * 13.0 - time * 3.2) * 0.5 + 0.5) * exp(-normalizedDistance * 2.6);
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float wakeNoise = noise(vLocalSurfaceUv * 3.4 + vec2(time * 0.34, -time * 0.28));
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float foamField = max(contactBody * 0.38, ripple * (0.72 + wakeNoise * 0.28)) * patchData.w;
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float foamField = max(contactBody * 0.42, ripple * (0.72 + wakeNoise * 0.28));
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contactFoam = max(contactFoam, foamField);
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contactRipple = max(contactRipple, ripple * patchData.w);
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contactSheen = max(contactSheen, contactBody * patchData.w);
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contactRipple = max(contactRipple, ripple);
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contactSheen = max(contactSheen, contactBody);
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}
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}
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