polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
69 lines (60 loc) • 1.99 kB
text/typescript
/**
* Creates a Sky Material
*
*
*/
import {ShaderMaterial} from 'three/src/materials/ShaderMaterial';
import {TypedMatNode} from './_Base';
import {Vector3} from 'three/src/math/Vector3';
import {Sky} from '../../../modules/three/examples/jsm/objects/Sky';
interface ShaderMaterialWithSkyUniforms extends ShaderMaterial {
uniforms: {
turbidity: {value: number};
rayleigh: {value: number};
mieCoefficient: {value: number};
mieDirectionalG: {value: number};
sunPosition: {value: Vector3};
up: {value: Vector3};
};
}
import {ParamConfig, NodeParamsConfig} from '../utils/params/ParamsConfig';
class SkyMatParamsConfig extends NodeParamsConfig {
turbidity = ParamConfig.FLOAT(2, {
range: [0, 20],
});
rayleigh = ParamConfig.FLOAT(1, {
range: [0, 4],
});
mieCoefficient = ParamConfig.FLOAT(0.005);
mieDirectional = ParamConfig.FLOAT(0.8);
inclination = ParamConfig.FLOAT(0.5);
azimuth = ParamConfig.FLOAT(0.25);
up = ParamConfig.VECTOR3([0, 1, 0]);
}
const ParamsConfig = new SkyMatParamsConfig();
export class SkyMatNode extends TypedMatNode<ShaderMaterialWithSkyUniforms, SkyMatParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'sky';
}
create_material() {
const object = new Sky();
const mat = object.material as ShaderMaterialWithSkyUniforms;
mat.depthWrite = true;
return mat;
}
async cook() {
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.set_material(this.material);
}
}