@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
60 lines (59 loc) • 2.02 kB
JavaScript
"use strict";
import { PrimitiveMatNode } from "./_Base";
import { Sky } from "three/examples/jsm/objects/Sky";
import { MatType } from "../../poly/registers/nodes/types/Mat";
import { ParamConfig, NodeParamsConfig } from "../utils/params/ParamsConfig";
class SkyMatParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
/** @param turbidity */
this.turbidity = ParamConfig.FLOAT(2, {
range: [0, 20]
});
/** @param rayleigh */
this.rayleigh = ParamConfig.FLOAT(1, {
range: [0, 4]
});
/** @param mieCoefficient */
this.mieCoefficient = ParamConfig.FLOAT(5e-3);
/** @param mieDirectional */
this.mieDirectional = ParamConfig.FLOAT(0.8);
/** @param inclination */
this.inclination = ParamConfig.FLOAT(0.5);
/** @param azimuth */
this.azimuth = ParamConfig.FLOAT(0.25);
/** @param up */
this.up = ParamConfig.VECTOR3([0, 1, 0]);
}
}
const ParamsConfig = new SkyMatParamsConfig();
export class SkyMatNode extends PrimitiveMatNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return MatType.SKY;
}
createMaterial() {
const object = new Sky();
const mat = object.material;
mat.depthWrite = true;
return mat;
}
async cook() {
this._material = this._material || this.createMaterial();
const uniforms = this._material.uniforms;
uniforms.turbidity.value = this.pv.turbidity;
uniforms.rayleigh.value = this.pv.rayleigh;
uniforms.mieCoefficient.value = this.pv.mieCoefficient;
uniforms.mieDirectionalG.value = this.pv.mieDirectional;
uniforms.up.value.copy(this.pv.up);
const theta = Math.PI * (this.pv.inclination - 0.5);
const phi = 2 * Math.PI * (this.pv.azimuth - 0.5);
uniforms.sunPosition.value.x = Math.cos(phi);
uniforms.sunPosition.value.y = Math.sin(phi) * Math.sin(theta);
uniforms.sunPosition.value.z = Math.sin(phi) * Math.cos(theta);
this.setMaterial(this._material);
}
}