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141 | import {
abs,
clamp,
cos,
dot,
float,
Fn,
If,
Loop,
mat2,
mix,
normalize,
reflect,
ShaderNodeObject,
sin,
smoothstep,
uniform,
vec3
} from 'three/tsl'
import * as THREE from 'three/webgpu'
import { atmosphericScattering } from './AtmosphericScattering'
import AmbientOcclusion from './AmbientOcclusion'
import ShadowMarcher from './ShadowMarcher'
import GUI from 'three/examples/jsm/libs/lil-gui.module.min.js'
export default class Land {
private static options = {
octaves: 10,
lacunarity: 2.15,
gain: 0.35,
factorA: 0.19,
factorB: 2.2,
colour1: new THREE.Color(0xdfff00).convertLinearToSRGB(),
colour2: new THREE.Color(0xffffff).convertLinearToSRGB()
}
private static octaves = uniform(this.options.octaves)
private static lacunarity = uniform(this.options.lacunarity)
private static gain = uniform(this.options.gain)
private static factorA = uniform(this.options.factorA)
private static factorB = uniform(this.options.factorB)
private static colour1 = uniform(this.options.colour1)
private static colour2 = uniform(this.options.colour2)
private static noise = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
return sin(position.x).add(sin(position.y))
})
private static rotate = Fn(([radians]: [ShaderNodeObject<THREE.Node>]) => {
const a = sin(radians)
const b = cos(radians)
//@ts-ignore
return mat2(b, a.negate(), a, b)
})
private static fbm = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
const p = position.xz.toVar()
const accumulator = float(0.0).toVar()
const amplitude = float(this.gain).toVar()
Loop({ start: 0, end: this.octaves, condition: '<' }, () => {
accumulator.addAssign(amplitude.mul(this.noise(p)))
amplitude.mulAssign(this.gain)
//p.mulAssign(lacunarity)
p.mulAssign(this.lacunarity.mul(this.rotate(this.factorA)))
})
return accumulator
})
static scene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
const p = position.mul(0.5)
const height = float(0).toVar()
If(abs(position.y).lessThan(5), () => {
height.assign(this.fbm(p).mul(this.factorB))
})
return p.y.sub(height)
})
static render = Fn(
([position, normal, rayDirection, lightPosition, lightDirection]: [
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>,
ShaderNodeObject<THREE.Node>
]) => {
const diffuse = clamp(dot(normal, lightDirection), 0, 1).toVar()
const colour = atmosphericScattering(reflect(rayDirection, normal), normalize(lightPosition)).mul(this.colour1)
const steepness = float(abs(normal.y).oneMinus()).toVar()
colour.assign(mix(colour, this.colour2, smoothstep(0.1, 0.7, steepness)))
colour.assign(mix(colour, this.colour2, smoothstep(0, 1.0, position.y.sub(2))))
diffuse.mulAssign(ShadowMarcher.render(position.add(normal.mul(0.001)), vec3(lightDirection), this.scene))
colour.mulAssign(AmbientOcclusion.render(position, normal, this.scene))
return colour.mul(diffuse)
}
)
static setGUI(gui: GUI) {
const folder = gui.addFolder('Land')
folder
.add(this.options, 'octaves', 0, 10, 1)
.name('Octaves')
.onChange((v) => {
this.octaves.value = v
})
folder
.add(this.options, 'lacunarity', 1, 10, 0.01)
.name('Lacunarity')
.onChange((v) => {
this.lacunarity.value = v
})
folder
.add(this.options, 'gain', 0.01, 1.99, 0.01)
.name('Gain')
.onChange((v) => {
this.gain.value = v
})
folder
.add(this.options, 'factorA', 0, Math.PI / 2, 0.01)
.name('Factor A')
.onChange((v) => {
this.factorA.value = v
})
folder
.add(this.options, 'factorB', -10, 10, 0.01)
.name('Factor B')
.onChange((v) => {
this.factorB.value = v
})
folder.addColor(this.options, 'colour1').name('Colour 1')
folder.addColor(this.options, 'colour2').name('Colour 2')
folder.close()
}
}
|