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📄 SkyMesh.js

📊 Analysis Summary

Metric Count
🧱 Classes 1
📦 Imports 27
📊 Variables & Constants 2

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/objects/SkyMesh.js

📦 Imports

Name Source
BackSide three/webgpu
BoxGeometry three/webgpu
Mesh three/webgpu
Vector3 three/webgpu
NodeMaterial three/webgpu
Fn three/tsl
float three/tsl
vec3 three/tsl
acos three/tsl
add three/tsl
mul three/tsl
clamp three/tsl
cos three/tsl
dot three/tsl
exp three/tsl
max three/tsl
mix three/tsl
modelViewProjection three/tsl
normalize three/tsl
positionWorld three/tsl
pow three/tsl
smoothstep three/tsl
sub three/tsl
varyingProperty three/tsl
vec4 three/tsl
uniform three/tsl
cameraPosition three/tsl

Variables & Constants

Name Type Kind Value Exported
material any let/var new NodeMaterial()
position any let/var modelViewProjection

Classes

SkyMesh

Class Code
class SkyMesh extends Mesh {

    /**
     * Constructs a new skydome.
     */
    constructor() {

        const material = new NodeMaterial();

        super( new BoxGeometry( 1, 1, 1 ), material );

        /**
         * The turbidity uniform.
         *
         * @type {UniformNode<float>}
         */
        this.turbidity = uniform( 2 );

        /**
         * The rayleigh uniform.
         *
         * @type {UniformNode<float>}
         */
        this.rayleigh = uniform( 1 );

        /**
         * The mieCoefficient uniform.
         *
         * @type {UniformNode<float>}
         */
        this.mieCoefficient = uniform( 0.005 );

        /**
         * The mieDirectionalG uniform.
         *
         * @type {UniformNode<float>}
         */
        this.mieDirectionalG = uniform( 0.8 );

        /**
         * The sun position uniform.
         *
         * @type {UniformNode<vec3>}
         */
        this.sunPosition = uniform( new Vector3() );

        /**
         * The up position.
         *
         * @type {UniformNode<vec3>}
         */
        this.upUniform = uniform( new Vector3( 0, 1, 0 ) );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isSky = true;

        // Varyings

        const vSunDirection = varyingProperty( 'vec3' );
        const vSunE = varyingProperty( 'float' );
        const vSunfade = varyingProperty( 'float' );
        const vBetaR = varyingProperty( 'vec3' );
        const vBetaM = varyingProperty( 'vec3' );

        const vertexNode = /*@__PURE__*/ Fn( () => {

            // constants for atmospheric scattering
            const e = float( 2.71828182845904523536028747135266249775724709369995957 );
            // const pi = float( 3.141592653589793238462643383279502884197169 );

            // wavelength of used primaries, according to preetham
            // const lambda = vec3( 680E-9, 550E-9, 450E-9 );
            // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
            // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
            const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );

            // mie stuff
            // K coefficient for the primaries
            // const v = float( 4.0 );
            // const K = vec3( 0.686, 0.678, 0.666 );
            // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
            const MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );

            // earth shadow hack
            // cutoffAngle = pi / 1.95;
            const cutoffAngle = float( 1.6110731556870734 );
            const steepness = float( 1.5 );
            const EE = float( 1000.0 );

            // varying sun position

            const sunDirection = normalize( this.sunPosition );
            vSunDirection.assign( sunDirection );

            // varying sun intensity

            const angle = dot( sunDirection, this.upUniform );
            const zenithAngleCos = clamp( angle, - 1, 1 );
            const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) );
            vSunE.assign( sunIntensity );

            // varying sun fade

            const sunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
            vSunfade.assign( sunfade );

            // varying vBetaR

            const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( sunfade ) ) );

            // extinction (absorption + out scattering)
            // rayleigh coefficients
            vBetaR.assign( totalRayleigh.mul( rayleighCoefficient ) );

            // varying vBetaM

            const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 );
            const totalMie = float( 0.434 ).mul( c ).mul( MieConst );

            vBetaM.assign( totalMie.mul( this.mieCoefficient ) );

            // position

            const position = modelViewProjection;
            position.z.assign( position.w ); // set z to camera.far

            return position;

        } )();

        const colorNode = /*@__PURE__*/ Fn( () => {

            // constants for atmospheric scattering
            const pi = float( 3.141592653589793238462643383279502884197169 );

            // optical length at zenith for molecules
            const rayleighZenithLength = float( 8.4E3 );
            const mieZenithLength = float( 1.25E3 );
            // 66 arc seconds -> degrees, and the cosine of that
            const sunAngularDiameterCos = float( 0.999956676946448443553574619906976478926848692873900859324 );

            // 3.0 / ( 16.0 * pi )
            const THREE_OVER_SIXTEENPI = float( 0.05968310365946075 );
            // 1.0 / ( 4.0 * pi )
            const ONE_OVER_FOURPI = float( 0.07957747154594767 );

            //

            const direction = normalize( positionWorld.sub( cameraPosition ) );

            // optical length
            // cutoff angle at 90 to avoid singularity in next formula.
            const zenithAngle = acos( max( 0.0, dot( this.upUniform, direction ) ) );
            const inverse = float( 1.0 ).div( cos( zenithAngle ).add( float( 0.15 ).mul( pow( float( 93.885 ).sub( zenithAngle.mul( 180.0 ).div( pi ) ), - 1.253 ) ) ) );
            const sR = rayleighZenithLength.mul( inverse );
            const sM = mieZenithLength.mul( inverse );

            // combined extinction factor
            const Fex = exp( mul( vBetaR, sR ).add( mul( vBetaM, sM ) ).negate() );

            // in scattering
            const cosTheta = dot( direction, vSunDirection );

            // betaRTheta

            const c = cosTheta.mul( 0.5 ).add( 0.5 );
            const rPhase = THREE_OVER_SIXTEENPI.mul( float( 1.0 ).add( pow( c, 2.0 ) ) );
            const betaRTheta = vBetaR.mul( rPhase );

            // betaMTheta

            const g2 = pow( this.mieDirectionalG, 2.0 );
            const inv = float( 1.0 ).div( pow( float( 1.0 ).sub( float( 2.0 ).mul( this.mieDirectionalG ).mul( cosTheta ) ).add( g2 ), 1.5 ) );
            const mPhase = ONE_OVER_FOURPI.mul( float( 1.0 ).sub( g2 ) ).mul( inv );
            const betaMTheta = vBetaM.mul( mPhase );

            const Lin = pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( sub( 1.0, Fex ) ), vec3( 1.5 ) );
            Lin.mulAssign( mix( vec3( 1.0 ), pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( Fex ), vec3( 1.0 / 2.0 ) ), clamp( pow( sub( 1.0, dot( this.upUniform, vSunDirection ) ), 5.0 ), 0.0, 1.0 ) ) );

            // nightsky

            const L0 = vec3( 0.1 ).mul( Fex );

            // composition + solar disc
            const sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta );
            L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisk ) );

            const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) );

            const retColor = pow( texColor, vec3( float( 1.0 ).div( float( 1.2 ).add( vSunfade.mul( 1.2 ) ) ) ) );

            return vec4( retColor, 1.0 );

        } )();

        material.side = BackSide;
        material.depthWrite = false;

        material.vertexNode = vertexNode;
        material.colorNode = colorNode;

    }

}