import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three'; /** * Ground projected env map adapted from @react-three/drei. * https://github.com/pmndrs/drei/blob/master/src/core/Environment.tsx */ export class GroundProjectedEnv extends Mesh { constructor( texture, options ) { const isCubeMap = texture.isCubeTexture; const w = ( isCubeMap ? texture.image[ 0 ]?.width : texture.image.width ) ?? 1024; const cubeSize = w / 4; const _lodMax = Math.floor( Math.log2( cubeSize ) ); const _cubeSize = Math.pow( 2, _lodMax ); const width = 3 * Math.max( _cubeSize, 16 * 7 ); const height = 4 * _cubeSize; const defines = [ isCubeMap ? '#define ENVMAP_TYPE_CUBE' : '', `#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`, `#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`, `#define CUBEUV_MAX_MIP ${_lodMax}.0`, ]; const vertexShader = /* glsl */ ` varying vec3 vWorldPosition; void main() { vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) ); vWorldPosition = worldPosition.xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } `; const fragmentShader = defines.join( '\n' ) + /* glsl */ ` #define ENVMAP_TYPE_CUBE_UV varying vec3 vWorldPosition; uniform float radius; uniform float height; uniform float angle; #ifdef ENVMAP_TYPE_CUBE uniform samplerCube map; #else uniform sampler2D map; #endif // From: https://www.shadertoy.com/view/4tsBD7 float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r ) { float d = dot ( rd, n ); if( d > 0.0 ) { return 1e6; } vec3 o = ro - c; float t = - dot( n, o ) / d; vec3 q = o + rd * t; return ( dot( q, q ) < r * r ) ? t : 1e6; } // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) { vec3 oc = ro - ce; float b = dot( oc, rd ); float c = dot( oc, oc ) - ra * ra; float h = b * b - c; if( h < 0.0 ) { return -1.0; } h = sqrt( h ); return - b + h; } vec3 project() { vec3 p = normalize( vWorldPosition ); vec3 camPos = cameraPosition; camPos.y -= height; float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius ); if( intersection > 0.0 ) { vec3 h = vec3( 0.0, - height, 0.0 ); float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius ); p = ( camPos + min( intersection, intersection2 ) * p ) / radius; } else { p = vec3( 0.0, 1.0, 0.0 ); } return p; } #include <common> #include <cube_uv_reflection_fragment> void main() { vec3 projectedWorldPosition = project(); #ifdef ENVMAP_TYPE_CUBE vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb; #else vec3 direction = normalize( projectedWorldPosition ); vec2 uv = equirectUv( direction ); vec3 outcolor = texture2D( map, uv ).rgb; #endif gl_FragColor = vec4( outcolor, 1.0 ); #include <tonemapping_fragment> #include <encodings_fragment> } `; const uniforms = { map: { value: texture }, height: { value: options?.height || 15 }, radius: { value: options?.radius || 100 }, }; const geometry = new IcosahedronGeometry( 1, 16 ); const material = new ShaderMaterial( { uniforms, fragmentShader, vertexShader, side: DoubleSide, } ); super( geometry, material ); } set radius( radius ) { this.material.uniforms.radius.value = radius; } get radius() { return this.material.uniforms.radius.value; } set height( height ) { this.material.uniforms.height.value = height; } get height() { return this.material.uniforms.height.value; } }