three
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JavaScript 3D library
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JavaScript
import { positionView, positionWorld } from '../accessors/Position.js';
import { smoothstep } from '../math/MathNode.js';
import { Fn, output, vec4 } from '../tsl/TSLBase.js';
/**
* Returns a node that represents the `z` coordinate in view space
* for the current fragment. It's a different representation of the
* default depth value.
*
* This value can be part of a computation that defines how the fog
* density increases when moving away from the camera.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node} The viewZ node.
*/
function getViewZNode( builder ) {
let viewZ;
const getViewZ = builder.context.getViewZ;
if ( getViewZ !== undefined ) {
viewZ = getViewZ( this );
}
return ( viewZ || positionView.z ).negate();
}
/**
* Constructs a new range factor node.
*
* @tsl
* @function
* @param {Node} near - Defines the near value.
* @param {Node} far - Defines the far value.
*/
export const rangeFogFactor = Fn( ( [ near, far ], builder ) => {
const viewZ = getViewZNode( builder );
return smoothstep( near, far, viewZ );
} );
/**
* Represents an exponential squared fog. This type of fog gives
* a clear view near the camera and a faster than exponentially
* densening fog farther from the camera.
*
* @tsl
* @function
* @param {Node} density - Defines the fog density.
*/
export const densityFogFactor = Fn( ( [ density ], builder ) => {
const viewZ = getViewZNode( builder );
return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
} );
/**
* Constructs a new height fog factor node. This fog factor requires a Y-up coordinate system.
*
* @tsl
* @function
* @param {Node} density - Defines the fog density.
* @param {Node} height - The height threshold in world space. Everything below this y-coordinate is affected by fog.
*/
export const exponentialHeightFogFactor = Fn( ( [ density, height ], builder ) => {
const viewZ = getViewZNode( builder );
const distance = height.sub( positionWorld.y ).max( 0 ).toConst();
const m = distance.mul( viewZ ).toConst();
return density.mul( density, m, m ).negate().exp().oneMinus();
} );
/**
* This class can be used to configure a fog for the scene.
* Nodes of this type are assigned to `Scene.fogNode`.
*
* @tsl
* @function
* @param {Node} color - Defines the color of the fog.
* @param {Node} factor - Defines how the fog is factored in the scene.
*/
export const fog = Fn( ( [ color, factor ] ) => {
return vec4( factor.toFloat().mix( output.rgb, color.toVec3() ), output.a );
} );