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Open-source WebGL/WebGPU 3D engine for the web

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import { Vec3 } from '../../core/math/vec3.js'; import { SKYTYPE_INFINITE } from '../constants.js'; import { FisheyeProjection } from '../graphics/fisheye-projection.js'; import { GraphNode } from '../graph-node.js'; import { SkyMesh } from './sky-mesh.js'; /** * @import { Scene } from '../scene.js' */ /** * Implementation of the sky. * * @category Graphics */ class Sky { destroy() { this._preRenderEvt.off(); this.resetSkyMesh(); } applySettings(render) { this.type = render.skyType ?? SKYTYPE_INFINITE; this.node.setLocalPosition(new Vec3(render.skyMeshPosition ?? [ 0, 0, 0 ])); this.node.setLocalEulerAngles(new Vec3(render.skyMeshRotation ?? [ 0, 0, 0 ])); this.node.setLocalScale(new Vec3(render.skyMeshScale ?? [ 1, 1, 1 ])); if (render.skyCenter) { this._center = new Vec3(render.skyCenter); } } /** * The type of the sky. One of the SKYTYPE_* constants. Defaults to {@link SKYTYPE_INFINITE}. * Can be: * * - {@link SKYTYPE_INFINITE} * - {@link SKYTYPE_BOX} * - {@link SKYTYPE_DOME} * * @type {string} */ set type(value) { if (this._type !== value) { this._type = value; this.scene.updateShaders = true; this.updateSkyMesh(); } } get type() { return this._type; } /** * The center of the sky. Ignored for {@link SKYTYPE_INFINITE}. Typically only the y-coordinate * is used, representing the tripod height. Defaults to (0, 1, 0). * * @type {Vec3} */ set center(value) { this._center.copy(value); } get center() { return this._center; } /** * Whether depth writing is enabled for the sky. Defaults to false. * * Writing a depth value for the skydome is supported when its type is not * {@link SKYTYPE_INFINITE}. When enabled, the depth is written during a prepass render pass and * can be utilized by subsequent passes to apply depth-based effects, such as Depth of Field. * * Note: For the skydome to be rendered during the prepass, the Sky Layer must be ordered before * the Depth layer, which is the final layer used in the prepass. * * @type {boolean} */ set depthWrite(value) { if (this._depthWrite !== value) { this._depthWrite = value; if (this.skyMesh) { this.skyMesh.depthWrite = value; } } } /** * Returns whether depth writing is enabled for the sky. * * @type {boolean} */ get depthWrite() { return this._depthWrite; } /** * Controls the fisheye projection strength for the sky. The value is in the range [0, 1]: * * - 0: Standard rectilinear (perspective) projection. * - (0, 1]: Increasing barrel distortion, producing a wider field of view. * * Only supported with {@link SKYTYPE_INFINITE}. Has no effect on dome or box sky types, * and has no effect with orthographic cameras. * * Defaults to 0. * * @type {number} */ set fisheye(value) { if (this._fisheye !== value) { const wasEnabled = this._fisheye > 0; this._fisheye = value; const isEnabled = value > 0; if (wasEnabled !== isEnabled) { this._fisheyeProj ?? (this._fisheyeProj = new FisheyeProjection()); if (this._type === SKYTYPE_INFINITE) { this._setFisheyeDefine(isEnabled); } } } } get fisheye() { return this._fisheye; } updateSkyMesh() { const texture = this.scene._getSkyboxTex(); if (texture) { this.resetSkyMesh(); this.skyMesh = new SkyMesh(this.device, this.scene, this.node, texture, this.type); this.skyMesh.depthWrite = this._depthWrite; if (this._fisheye > 0 && this.type === SKYTYPE_INFINITE) { this._setFisheyeDefine(true); } this.scene.fire('set:skybox', texture); } } resetSkyMesh() { this.skyMesh?.destroy(); this.skyMesh = null; } update() { // uniforms if (this.type !== SKYTYPE_INFINITE) { const { center, centerArray } = this; // tripod position is relative to the node, transform it to the world space const temp = new Vec3(); this.node.getWorldTransform().transformPoint(center, temp); centerArray[0] = temp.x; centerArray[1] = temp.y; centerArray[2] = temp.z; this.projectedSkydomeCenterId.setValue(centerArray); } } /** * @param {boolean} enabled - Whether to enable the SKY_FISHEYE define. * @private */ _setFisheyeDefine(enabled) { if (this.skyMesh?.meshInstance) { const material = this.skyMesh.meshInstance.material; material.setDefine('SKY_FISHEYE', enabled); material.update(); } } /** * Per-camera prerender callback that updates fisheye uniforms for the active camera. * * @param {import('../../framework/components/camera/component.js').CameraComponent} cameraComponent - The camera about to render. * @private */ _onPreRender(cameraComponent) { if (this._fisheye > 0 && this._fisheyeProj && this.skyMesh?.meshInstance) { const camera = cameraComponent.camera; const proj = this._fisheyeProj; proj.update(this._fisheye, camera.fov, camera.projectionMatrix); const material = this.skyMesh.meshInstance.material; material.setParameter('fisheye_k', proj.k); material.setParameter('fisheye_invK', proj.invK); material.setParameter('fisheye_projMat00', proj.projMat00); material.setParameter('fisheye_projMat11', proj.projMat11); } } /** * Constructs a new sky. * * @param {Scene} scene - The scene owning the sky. * @ignore */ constructor(scene){ /** * The type of the sky. One of the SKYTYPE_* constants. * * @type {string} * @private */ this._type = SKYTYPE_INFINITE; /** * The center of the sky. * * @type {Vec3} * @private */ this._center = new Vec3(0, 1, 0); /** * The sky mesh of the scene. * * @type {SkyMesh|null} * @ignore */ this.skyMesh = null; /** * @type {boolean} * @private */ this._depthWrite = false; /** * @type {number} * @private */ this._fisheye = 0; /** * Lazily created on first non-zero fisheye set. * * @type {FisheyeProjection|null} * @private */ this._fisheyeProj = null; /** * A graph node with a transform used to render the sky mesh. Adjust the position, rotation and * scale of this node to orient the sky mesh. Ignored for {@link SKYTYPE_INFINITE}. * * @type {GraphNode} * @readonly */ this.node = new GraphNode('SkyMeshNode'); this.device = scene.device; this.scene = scene; // defaults this.center = new Vec3(0, 1, 0); this.centerArray = new Float32Array(3); this.projectedSkydomeCenterId = this.device.scope.resolve('projectedSkydomeCenter'); this._preRenderEvt = scene.on('prerender', this._onPreRender, this); } } export { Sky };