icy3dw/src/client/object/world/client-world-chunk-shader.ts

216 lines
6.3 KiB
TypeScript

import { ShaderMaterial, UniformsLib, UniformsUtils } from 'three';
import { WorldChunk } from '../../../common/world/WorldChunk';
import { ClientWorldTexture } from './client-world-texture';
// Adapted from the Lambert Material shader
// https://github.com/mrdoob/three.js/blob/44837d13a1bc0cf59824f3a6ddfab19ecd5ff435/src/renderers/shaders/ShaderLib/meshlambert.glsl.js
const vertex = /* glsl */ `
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars_begin>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec3 vLightFront;
varying vec3 vIndirectFront;
varying vec2 vUv;
void main() {
vUv = uv;
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <morphcolor_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_lambert_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}
`;
const fragment = /* glsl */ `
varying vec3 vLightFront;
varying vec3 vIndirectFront;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
uniform sampler2D backgroundTex;
uniform sampler2D noiseTex;
uniform sampler2D rTex;
uniform sampler2D gTex;
uniform sampler2D bTex;
uniform sampler2D splatMap;
uniform float chunkSize;
varying vec2 vUv;
float sum( vec3 v ) { return v.x+v.y+v.z; }
// https://www.shadertoy.com/view/lt2GDd
vec4 textureNoTile(sampler2D samp, in vec2 x)
{
float k = texture( noiseTex, 0.005*x ).x; // cheap (cache friendly) lookup
vec2 duvdx = dFdx( x );
vec2 duvdy = dFdx( x );
float l = k*8.0;
float f = fract(l);
float ia = floor(l+0.5);
float ib = floor(l);
f = min(f, 1.0-f)*2.0;
vec2 offa = sin(vec2(3.0,7.0)*ia); // can replace with any other hash
vec2 offb = sin(vec2(3.0,7.0)*ib); // can replace with any other hash
vec3 cola = textureGrad( samp, x + 0.8 *offa, duvdx, duvdy ).xyz;
vec3 colb = textureGrad( samp, x + 0.8 *offb, duvdx, duvdy ).xyz;
return vec4(mix( cola, colb, smoothstep(0.2,0.8,f-0.1*sum(cola-colb)) ), 1.0);
}
void main() {
#include <clipping_planes_fragment>
vec4 splatMapColor = texture2D(splatMap, vUv);
float backTextureAmount = 1.0 - (splatMapColor.r + splatMapColor.g + splatMapColor.b);
vec2 tiledCoords = vUv * chunkSize;
vec4 backgroundTextureColor = textureNoTile(backgroundTex, tiledCoords) * backTextureAmount;
vec4 rTextureAmount = textureNoTile(rTex, tiledCoords) * splatMapColor.r;
vec4 gTextureAmount = textureNoTile(gTex, tiledCoords) * splatMapColor.g;
vec4 bTextureAmount = textureNoTile(bTex, tiledCoords) * splatMapColor.b;
vec4 diffuseColor = backgroundTextureColor + rTextureAmount + gTextureAmount + bTextureAmount;
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <emissivemap_fragment>
reflectedLight.indirectDiffuse += vIndirectFront;
#include <lightmap_fragment>
reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
reflectedLight.directDiffuse = vLightFront;
reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
#include <envmap_fragment>
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}
`;
export class ClientWorldChunkShader {
public shader!: ShaderMaterial;
constructor(public textureList: Map<string, ClientWorldTexture>) {}
initialize() {
this.shader = new ShaderMaterial({
vertexShader: vertex,
fragmentShader: fragment,
lights: true,
uniforms: UniformsUtils.merge([
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.fog,
UniformsLib.lights,
{
backgroundTex: { value: null, type: 't' },
noiseTex: { value: null, type: 't' },
rTex: { value: null, type: 't' },
gTex: { value: null, type: 't' },
bTex: { value: null, type: 't' },
splatMap: { value: null, type: 't' },
chunkSize: { value: null },
},
]),
});
}
public setNoise(noise: ClientWorldTexture) {
this.shader.uniforms.noiseTex.value = noise.texture;
}
public getShader(
chunk: WorldChunk,
splatMap: string,
textureList: string[],
): ShaderMaterial {
const clone = this.shader.clone();
const splat = this.textureList.get(splatMap);
const [bg, r, g, b] = textureList.map((item) => this.textureList.get(item));
clone.uniforms.chunkSize.value = chunk.size / 2;
clone.uniforms.splatMap.value = splat.texture;
clone.uniforms.backgroundTex.value = bg.texture;
clone.uniforms.rTex.value = r.texture;
clone.uniforms.gTex.value = g.texture;
clone.uniforms.bTex.value = b.texture;
return clone;
}
}