refactor(environment): replace grass with terrain-mesh ghibli shader
This commit is contained in:
+102
-156
@@ -1,32 +1,19 @@
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import { useEffect, useMemo, useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import { useFrame, useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import { TERRAIN_SURFACE_PROJECTION } from "@/data/world/terrainConfig";
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import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
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import { useWind } from "@/hooks/world/useWind";
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import type { TerrainSurfaceData } from "@/types/world/terrainSurface";
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import { sampleTerrainSurfaceAtXZ } from "@/utils/world/terrainSurfaceSampler";
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import {
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getGrassTipColor,
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GRASS_CONFIG,
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GRASS_SURFACE_KEYS,
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} from "@/world/grass/grassConfig";
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import { GRASS_COLORS, GRASS_CONFIG } from "@/world/grass/grassConfig";
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import {
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grassFragmentShader,
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grassVertexShader,
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} from "@/world/grass/grassShaders";
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import type { TerrainGrassSampler } from "@/world/grass/useTerrainGrassSampler";
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interface GrassPatchProps {
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chunkX: number;
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chunkZ: number;
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density: number;
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terrainSurfaceData: TerrainSurfaceData;
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}
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interface GrassBladeVertexData {
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color: number[];
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heightFactor: number;
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position: number[];
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terrainSampler: TerrainGrassSampler;
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}
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function random01(seed: number): number {
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@@ -34,81 +21,68 @@ function random01(seed: number): number {
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return value - Math.floor(value);
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}
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function lerp(min: number, max: number, ratio: number): number {
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return min + (max - min) * ratio;
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}
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function createGrassMaterial(): THREE.ShaderMaterial {
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return new THREE.ShaderMaterial({
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side: THREE.DoubleSide,
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vertexColors: true,
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vertexShader: grassVertexShader,
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fragmentShader: grassFragmentShader,
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uniforms: {
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uTime: { value: 0 },
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uPlayerPosition: { value: new THREE.Vector3() },
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uPatchSize: { value: GRASS_CONFIG.chunkSize },
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uBladeWidth: { value: GRASS_CONFIG.bladeWidth },
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uWindDirection: { value: 0 },
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uWindSpeed: { value: 0 },
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uWindStrength: { value: 0 },
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uWindNoiseScale: { value: GRASS_CONFIG.windNoiseScale },
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uBendStrength: { value: GRASS_CONFIG.windBendStrength },
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uBaldPatchModifier: { value: GRASS_CONFIG.baldPatchModifier },
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uFalloffSharpness: { value: GRASS_CONFIG.falloffSharpness },
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uHeightNoiseFrequency: { value: GRASS_CONFIG.heightNoiseFrequency },
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uHeightNoiseAmplitude: { value: GRASS_CONFIG.heightNoiseAmplitude },
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uMaxBendAngle: { value: GRASS_CONFIG.maxBendAngle },
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uMaxBladeHeight: { value: GRASS_CONFIG.maxBladeHeight },
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uRandomHeightAmount: { value: GRASS_CONFIG.randomHeightAmount },
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},
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});
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}
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function pushVector(target: number[], value: THREE.Vector3): void {
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target.push(value.x, value.y, value.z);
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}
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function pushColor(target: number[], value: THREE.Color): void {
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target.push(value.r, value.g, value.b);
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}
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function addGrassBlade(
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positions: number[],
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colors: number[],
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bladeColors: number[],
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bladeBases: number[],
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heightFactors: number[],
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windPhases: number[],
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bladeNormals: number[],
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sideFactors: number[],
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tipFactors: number[],
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randoms: number[],
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yaws: number[],
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basePosition: THREE.Vector3,
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yaw: number,
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width: number,
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height: number,
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baseColor: THREE.Color,
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tipColor: THREE.Color,
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windPhase: number,
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normal: THREE.Vector3,
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color: THREE.Color,
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yaw: THREE.Vector3,
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random: number,
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): void {
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const rightX = Math.cos(yaw) * width * 0.5;
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const rightZ = Math.sin(yaw) * width * 0.5;
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const leanX = Math.cos(yaw + Math.PI * 0.5) * width * 0.22;
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const leanZ = Math.sin(yaw + Math.PI * 0.5) * width * 0.22;
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const vertexData: GrassBladeVertexData[] = [
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{
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position: [
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basePosition.x - rightX,
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basePosition.y,
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basePosition.z - rightZ,
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],
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color: [baseColor.r, baseColor.g, baseColor.b],
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heightFactor: 0,
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},
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{
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position: [
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basePosition.x + rightX,
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basePosition.y,
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basePosition.z + rightZ,
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],
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color: [baseColor.r, baseColor.g, baseColor.b],
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heightFactor: 0,
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},
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{
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position: [
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basePosition.x + leanX,
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basePosition.y + height,
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basePosition.z + leanZ,
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],
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color: [tipColor.r, tipColor.g, tipColor.b],
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heightFactor: 1,
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},
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const vertices = [
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{ side: 1, tip: 0 },
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{ side: -1, tip: 0 },
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{ side: 0, tip: 1 },
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];
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for (const vertex of vertexData) {
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positions.push(...vertex.position);
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colors.push(...vertex.color);
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bladeBases.push(basePosition.x, basePosition.y, basePosition.z);
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heightFactors.push(vertex.heightFactor);
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windPhases.push(windPhase);
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for (const vertex of vertices) {
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pushVector(positions, basePosition);
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pushColor(bladeColors, color);
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pushVector(bladeBases, basePosition);
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pushVector(bladeNormals, normal);
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pushVector(yaws, yaw);
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sideFactors.push(vertex.side);
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tipFactors.push(vertex.tip);
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randoms.push(random);
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}
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}
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@@ -116,107 +90,84 @@ function createGrassGeometry(
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chunkX: number,
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chunkZ: number,
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density: number,
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terrainSurfaceData: TerrainSurfaceData,
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getHeight: (x: number, z: number) => number | null,
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terrainSampler: TerrainGrassSampler,
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): THREE.BufferGeometry | null {
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const positions: number[] = [];
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const colors: number[] = [];
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const bladeColors: number[] = [];
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const bladeBases: number[] = [];
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const heightFactors: number[] = [];
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const windPhases: number[] = [];
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const baseColor = new THREE.Color(GRASS_CONFIG.baseColor);
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const bladeNormals: number[] = [];
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const sideFactors: number[] = [];
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const tipFactors: number[] = [];
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const randoms: number[] = [];
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const yaws: number[] = [];
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const startX = chunkX * GRASS_CONFIG.chunkSize;
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const startZ = chunkZ * GRASS_CONFIG.chunkSize;
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const endX = startX + GRASS_CONFIG.chunkSize;
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const endZ = startZ + GRASS_CONFIG.chunkSize;
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const bladeBudget = Math.round(GRASS_CONFIG.maxBladesPerChunk * density);
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let bladeCount = 0;
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const bladeCount = Math.round(GRASS_CONFIG.baseBladesPerChunk * density);
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for (let x = startX; x < endX; x += GRASS_CONFIG.sampleStep) {
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for (let z = startZ; z < endZ; z += GRASS_CONFIG.sampleStep) {
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for (
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let bladeIndex = 0;
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bladeIndex < GRASS_CONFIG.bladesPerCell;
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bladeIndex++
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) {
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if (bladeCount >= bladeBudget) break;
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for (let index = 0; index < bladeCount; index++) {
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const seed = (chunkX + 101) * 92821 + (chunkZ + 103) * 68917 + index * 997;
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const x = startX + random01(seed + 1) * GRASS_CONFIG.chunkSize;
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const z = startZ + random01(seed + 2) * GRASS_CONFIG.chunkSize;
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const sample = terrainSampler.sample(x, z);
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if (!sample) continue;
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const seed =
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(chunkX + 101) * 92821 +
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(chunkZ + 103) * 68917 +
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Math.round(x * 13) * 193 +
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Math.round(z * 17) * 389 +
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bladeIndex * 997;
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if (random01(seed) > density) continue;
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const sampleX = x + (random01(seed + 1) - 0.5) * GRASS_CONFIG.jitter;
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const sampleZ = z + (random01(seed + 2) - 0.5) * GRASS_CONFIG.jitter;
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const sample = sampleTerrainSurfaceAtXZ(
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terrainSurfaceData.imageData,
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sampleX,
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sampleZ,
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terrainSurfaceData.bounds,
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TERRAIN_SURFACE_PROJECTION,
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);
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if (!sample.key || !GRASS_SURFACE_KEYS.has(sample.key as never))
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continue;
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const height = getHeight(sampleX, sampleZ);
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if (height === null) continue;
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const heightRatio = random01(seed + 3);
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const widthRatio = random01(seed + 4);
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const tipColor = new THREE.Color(getGrassTipColor(sample.key));
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const basePosition = new THREE.Vector3(
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sampleX,
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height + GRASS_CONFIG.surfaceOffset,
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sampleZ,
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);
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const colorIndex = Math.floor(random01(seed + 3) * GRASS_COLORS.length);
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const color = new THREE.Color(GRASS_COLORS[colorIndex] ?? GRASS_COLORS[0]);
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const yawAngle = random01(seed + 4) * Math.PI * 2;
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const yaw = new THREE.Vector3(Math.sin(yawAngle), 0, -Math.cos(yawAngle));
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const basePosition = sample.position
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.clone()
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.addScaledVector(sample.normal, GRASS_CONFIG.surfaceOffset);
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addGrassBlade(
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positions,
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colors,
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bladeColors,
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bladeBases,
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heightFactors,
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windPhases,
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bladeNormals,
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sideFactors,
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tipFactors,
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randoms,
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yaws,
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basePosition,
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random01(seed + 5) * Math.PI * 2,
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GRASS_CONFIG.bladeWidth * lerp(0.75, 1.25, widthRatio),
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lerp(
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GRASS_CONFIG.minBladeHeight,
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GRASS_CONFIG.maxBladeHeight,
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heightRatio,
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),
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baseColor,
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tipColor,
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random01(seed + 6) * Math.PI * 2,
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sample.normal,
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color,
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yaw,
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random01(seed + 5),
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);
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bladeCount += 1;
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}
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}
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}
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if (bladeCount === 0) return null;
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if (positions.length === 0) return null;
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute(
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"position",
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new THREE.Float32BufferAttribute(positions, 3),
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);
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geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
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geometry.setAttribute(
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"aBladeColor",
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new THREE.Float32BufferAttribute(bladeColors, 3),
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);
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geometry.setAttribute(
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"aBladeBase",
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new THREE.Float32BufferAttribute(bladeBases, 3),
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);
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geometry.setAttribute(
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"aHeightFactor",
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new THREE.Float32BufferAttribute(heightFactors, 1),
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"aBladeNormal",
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new THREE.Float32BufferAttribute(bladeNormals, 3),
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);
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geometry.setAttribute(
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"aWindPhase",
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new THREE.Float32BufferAttribute(windPhases, 1),
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"aSideFactor",
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new THREE.Float32BufferAttribute(sideFactors, 1),
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);
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geometry.setAttribute(
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"aTipFactor",
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new THREE.Float32BufferAttribute(tipFactors, 1),
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);
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geometry.setAttribute(
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"aRandom",
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new THREE.Float32BufferAttribute(randoms, 1),
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);
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geometry.setAttribute("aYaw", new THREE.Float32BufferAttribute(yaws, 3));
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geometry.computeVertexNormals();
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geometry.computeBoundingSphere();
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@@ -227,21 +178,14 @@ export function GrassPatch({
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chunkX,
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chunkZ,
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density,
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terrainSurfaceData,
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terrainSampler,
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}: GrassPatchProps): React.JSX.Element | null {
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const terrainHeight = useTerrainHeightSampler();
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const camera = useThree((state) => state.camera);
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const wind = useWind();
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const materialRef = useRef<THREE.ShaderMaterial | null>(null);
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const geometry = useMemo(
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() =>
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createGrassGeometry(
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chunkX,
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chunkZ,
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density,
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terrainSurfaceData,
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terrainHeight.getHeight,
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),
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[chunkX, chunkZ, density, terrainHeight.getHeight, terrainSurfaceData],
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() => createGrassGeometry(chunkX, chunkZ, density, terrainSampler),
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[chunkX, chunkZ, density, terrainSampler],
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);
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const material = useMemo(() => createGrassMaterial(), []);
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@@ -265,9 +209,11 @@ export function GrassPatch({
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const uniforms = currentMaterial.uniforms;
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if (uniforms.uTime) uniforms.uTime.value = clock.elapsedTime;
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if (uniforms.uPlayerPosition) {
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uniforms.uPlayerPosition.value.copy(camera.position);
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}
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if (uniforms.uWindDirection) uniforms.uWindDirection.value = wind.direction;
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if (uniforms.uWindSpeed) uniforms.uWindSpeed.value = wind.speed;
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if (uniforms.uWindStrength) uniforms.uWindStrength.value = wind.strength;
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if (uniforms.uWindNoiseScale) {
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uniforms.uWindNoiseScale.value =
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GRASS_CONFIG.windNoiseScale * wind.noiseScale;
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@@ -276,5 +222,5 @@ export function GrassPatch({
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if (!geometry) return null;
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return <mesh geometry={geometry} material={material} frustumCulled />;
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return <mesh geometry={geometry} material={material} frustumCulled={false} />;
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}
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@@ -1,7 +1,6 @@
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import { Suspense, useCallback, useMemo, useRef, useState } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useSceneMode } from "@/hooks/debug/useSceneMode";
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import { useTerrainSurfaceData } from "@/hooks/world/useTerrainSurfaceData";
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import {
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useDynamicGrass,
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useGrassDensity,
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@@ -9,6 +8,7 @@ import {
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import type { TerrainSurfaceBounds } from "@/types/world/terrainSurface";
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import { GRASS_CONFIG } from "@/world/grass/grassConfig";
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import { GrassPatch } from "@/world/grass/GrassPatch";
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import { useTerrainGrassSampler } from "@/world/grass/useTerrainGrassSampler";
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interface GrassChunk {
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centerX: number;
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@@ -52,7 +52,7 @@ function createGrassChunks(bounds: TerrainSurfaceBounds): GrassChunk[] {
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export function GrassSystem(): React.JSX.Element | null {
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const camera = useThree((state) => state.camera);
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const terrainSurfaceData = useTerrainSurfaceData();
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const terrainSampler = useTerrainGrassSampler();
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const sceneMode = useSceneMode();
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const dynamicGrass = useDynamicGrass();
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const grassDensity = useGrassDensity();
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@@ -62,9 +62,8 @@ export function GrassSystem(): React.JSX.Element | null {
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);
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const density = Math.max(0, grassDensity);
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const chunks = useMemo(
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() =>
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terrainSurfaceData ? createGrassChunks(terrainSurfaceData.bounds) : [],
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[terrainSurfaceData],
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() => createGrassChunks(terrainSampler.bounds),
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[terrainSampler],
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);
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const streamingEnabled = sceneMode === "game";
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@@ -110,7 +109,7 @@ export function GrassSystem(): React.JSX.Element | null {
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!GRASS_CONFIG.enabled ||
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!dynamicGrass ||
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density <= 0 ||
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!terrainSurfaceData
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chunks.length === 0
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) {
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return null;
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}
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@@ -138,7 +137,7 @@ export function GrassSystem(): React.JSX.Element | null {
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chunkX={chunk.x}
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chunkZ={chunk.z}
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density={density}
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terrainSurfaceData={terrainSurfaceData}
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terrainSampler={terrainSampler}
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/>
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</Suspense>
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))}
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@@ -1,33 +1,20 @@
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import { TERRAIN_COLORS } from "@/data/world/terrainConfig";
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export const GRASS_CONFIG = {
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enabled: true,
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chunkSize: 20,
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loadRadius: 30,
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unloadRadius: 34,
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updateInterval: 250,
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sampleStep: 1.15,
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jitter: 0.42,
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bladesPerCell: 2,
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maxBladesPerChunk: 720,
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bladeWidth: 0.12,
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minBladeHeight: 0.42,
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maxBladeHeight: 0.82,
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surfaceOffset: 0.06,
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baseColor: "#1f3512",
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windBendStrength: 0.42,
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windNoiseScale: 0.09,
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baseBladesPerChunk: 2600,
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bladeWidth: 0.08,
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maxBladeHeight: 0.36,
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randomHeightAmount: 0.25,
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surfaceOffset: 0.025,
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windNoiseScale: 0.9,
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baldPatchModifier: 2.5,
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falloffSharpness: 0.35,
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heightNoiseFrequency: 12,
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heightNoiseAmplitude: 3,
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maxBendAngle: 22,
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} as const;
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export const GRASS_SURFACE_KEYS = new Set([
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"grass1",
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||||
"grass2",
|
||||
"grass3",
|
||||
] as const);
|
||||
|
||||
export function getGrassTipColor(surfaceKey: string | null): string {
|
||||
if (surfaceKey === "grass1") return TERRAIN_COLORS.grass1.grassTipColor;
|
||||
if (surfaceKey === "grass2") return TERRAIN_COLORS.grass2.grassTipColor;
|
||||
if (surfaceKey === "grass3") return TERRAIN_COLORS.grass3.grassTipColor;
|
||||
return TERRAIN_COLORS.grass1.grassTipColor;
|
||||
}
|
||||
export const GRASS_COLORS = ["#84C66B", "#67B058", "#A3CA5B"] as const;
|
||||
|
||||
@@ -1,40 +1,98 @@
|
||||
export const grassVertexShader = /* glsl */ `
|
||||
attribute vec3 aColor;
|
||||
attribute vec3 aBladeColor;
|
||||
attribute vec3 aBladeNormal;
|
||||
attribute vec3 aBladeBase;
|
||||
attribute float aHeightFactor;
|
||||
attribute float aWindPhase;
|
||||
attribute float aSideFactor;
|
||||
attribute float aTipFactor;
|
||||
attribute float aRandom;
|
||||
attribute vec3 aYaw;
|
||||
|
||||
varying vec3 vColor;
|
||||
|
||||
uniform float uTime;
|
||||
uniform vec3 uPlayerPosition;
|
||||
uniform float uPatchSize;
|
||||
uniform float uBladeWidth;
|
||||
uniform float uWindDirection;
|
||||
uniform float uWindSpeed;
|
||||
uniform float uWindStrength;
|
||||
uniform float uWindNoiseScale;
|
||||
uniform float uBendStrength;
|
||||
uniform float uBaldPatchModifier;
|
||||
uniform float uFalloffSharpness;
|
||||
uniform float uHeightNoiseFrequency;
|
||||
uniform float uHeightNoiseAmplitude;
|
||||
uniform float uMaxBendAngle;
|
||||
uniform float uMaxBladeHeight;
|
||||
uniform float uRandomHeightAmount;
|
||||
|
||||
float random(vec2 st) {
|
||||
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
mat3 rotate3d(in vec3 axis, const in float angle) {
|
||||
axis = normalize(axis);
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
float oc = 1.0 - c;
|
||||
return mat3(
|
||||
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
|
||||
);
|
||||
}
|
||||
|
||||
float mapValue(float value, float inMin, float inMax, float outMin, float outMax) {
|
||||
return mix(outMin, outMax, (value - inMin) / (inMax - inMin));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 transformed = position;
|
||||
float topFactor = aHeightFactor * aHeightFactor;
|
||||
vec2 windDirection = normalize(vec2(cos(uWindDirection), sin(uWindDirection)));
|
||||
vec3 origin = aBladeBase;
|
||||
vec3 transformed = origin;
|
||||
float halfPatchSize = uPatchSize * 0.5;
|
||||
vec2 uv = vec2(origin.x, origin.z) * 0.05;
|
||||
|
||||
float primaryWind = sin(
|
||||
uTime * max(uWindSpeed, 0.05) +
|
||||
aWindPhase +
|
||||
aBladeBase.x * uWindNoiseScale +
|
||||
aBladeBase.z * uWindNoiseScale
|
||||
float heightNoise =
|
||||
random(floor(uv * uHeightNoiseFrequency) + aRandom) *
|
||||
uMaxBladeHeight *
|
||||
uHeightNoiseAmplitude;
|
||||
float heightModifier = heightNoise + random(uv + aRandom) * (uRandomHeightAmount * 0.1);
|
||||
|
||||
float edgeDistanceX = abs(origin.x - uPlayerPosition.x) / halfPatchSize;
|
||||
float edgeDistanceZ = abs(origin.z - uPlayerPosition.z) / halfPatchSize;
|
||||
float edgeFactor = 1.0 - max(edgeDistanceX, edgeDistanceZ);
|
||||
edgeFactor = pow(clamp(edgeFactor, 0.0, 1.0), uFalloffSharpness);
|
||||
|
||||
float baldPatch = random(floor(uv * 3.0)) * (uBaldPatchModifier * (1.0 - edgeFactor));
|
||||
heightModifier = max(0.0, heightModifier - baldPatch);
|
||||
|
||||
float distanceFromCenter = length(origin.xz - uPlayerPosition.xz) / halfPatchSize;
|
||||
float innerCircleFactor = clamp(smoothstep(0.0, 0.5, distanceFromCenter), 0.0, 1.0);
|
||||
heightModifier *= mix(0.25, 1.0, innerCircleFactor);
|
||||
|
||||
vec3 tangent = normalize(aYaw - aBladeNormal * dot(aYaw, aBladeNormal));
|
||||
transformed += tangent * (uBladeWidth * 0.5) * aSideFactor;
|
||||
transformed += aBladeNormal * heightModifier * aTipFactor;
|
||||
|
||||
float noiseScale = uWindNoiseScale * 0.1;
|
||||
vec2 noiseUV = vec2(origin.x * noiseScale, origin.z * noiseScale);
|
||||
mat2 rotation = mat2(
|
||||
cos(uWindDirection), -sin(uWindDirection),
|
||||
sin(uWindDirection), cos(uWindDirection)
|
||||
);
|
||||
float secondaryWind = sin(
|
||||
uTime * max(uWindSpeed, 0.05) * 1.73 +
|
||||
aWindPhase * 0.71 +
|
||||
aBladeBase.x * uWindNoiseScale * 0.53 -
|
||||
aBladeBase.z * uWindNoiseScale * 0.89
|
||||
) * 0.35;
|
||||
vec2 rotatedNoiseUV = rotation * noiseUV + uTime * vec2(uWindSpeed);
|
||||
float windA = random(floor(rotatedNoiseUV * 10.0));
|
||||
float windB = random(floor(rotatedNoiseUV.yx * 10.0 + 17.0));
|
||||
vec3 axis = normalize(vec3(windA, 0.0, windB));
|
||||
float angle = radians(mapValue(windA + windB, 0.0, 2.0, -uMaxBendAngle, uMaxBendAngle)) * aTipFactor;
|
||||
mat3 rotationMatrix = rotate3d(axis, angle);
|
||||
|
||||
float bend = (primaryWind + secondaryWind) * uWindStrength * uBendStrength * topFactor;
|
||||
transformed.xz += windDirection * bend;
|
||||
vec3 relativePosition = transformed - origin;
|
||||
relativePosition = rotationMatrix * relativePosition;
|
||||
transformed = origin + relativePosition;
|
||||
|
||||
vColor = aColor;
|
||||
vec3 baseColor = aBladeColor * 0.45;
|
||||
vec3 tipColor = aBladeColor;
|
||||
float shadeNoise = random(floor((uv + uTime * 0.01) * 24.0));
|
||||
vColor = mix(baseColor, tipColor, aTipFactor) * mix(0.72, 1.08, shadeNoise);
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);
|
||||
}
|
||||
`;
|
||||
|
||||
@@ -0,0 +1,123 @@
|
||||
import { useMemo } from "react";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
import { TERRAIN_MODEL_PATH } from "@/data/world/terrainConfig";
|
||||
import type { TerrainSurfaceBounds } from "@/types/world/terrainSurface";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
import { getMapNodesByName } from "@/utils/map/loadMapSceneData";
|
||||
|
||||
const RAYCAST_Y = 500;
|
||||
const RAYCAST_FAR = 1000;
|
||||
const DOWN = new THREE.Vector3(0, -1, 0);
|
||||
const DEFAULT_TERRAIN_POSITION: Vector3Tuple = [0, 0, 0];
|
||||
const DEFAULT_TERRAIN_ROTATION: Vector3Tuple = [0, 0, 0];
|
||||
const DEFAULT_TERRAIN_SCALE: Vector3Tuple = [1, 1, 1];
|
||||
|
||||
export interface TerrainGrassSample {
|
||||
normal: THREE.Vector3;
|
||||
position: THREE.Vector3;
|
||||
}
|
||||
|
||||
export interface TerrainGrassSampler {
|
||||
bounds: TerrainSurfaceBounds;
|
||||
sample: (x: number, z: number) => TerrainGrassSample | null;
|
||||
}
|
||||
|
||||
function createFallbackBounds(): TerrainSurfaceBounds {
|
||||
return {
|
||||
minX: -120,
|
||||
maxX: 120,
|
||||
minZ: -120,
|
||||
maxZ: 120,
|
||||
};
|
||||
}
|
||||
|
||||
function createTerrainMatrix(
|
||||
position: Vector3Tuple,
|
||||
rotation: Vector3Tuple,
|
||||
scale: Vector3Tuple,
|
||||
): THREE.Matrix4 {
|
||||
return new THREE.Matrix4().compose(
|
||||
new THREE.Vector3(...position),
|
||||
new THREE.Quaternion().setFromEuler(new THREE.Euler(...rotation)),
|
||||
new THREE.Vector3(...scale),
|
||||
);
|
||||
}
|
||||
|
||||
function createTerrainGrassSampler(
|
||||
scene: THREE.Object3D,
|
||||
position: Vector3Tuple,
|
||||
rotation: Vector3Tuple,
|
||||
scale: Vector3Tuple,
|
||||
): TerrainGrassSampler {
|
||||
const meshes: THREE.Mesh[] = [];
|
||||
const terrainMatrix = createTerrainMatrix(position, rotation, scale);
|
||||
const inverseTerrainMatrix = terrainMatrix.clone().invert();
|
||||
const normalMatrix = new THREE.Matrix3().getNormalMatrix(terrainMatrix);
|
||||
const raycaster = new THREE.Raycaster(
|
||||
new THREE.Vector3(),
|
||||
DOWN,
|
||||
0,
|
||||
RAYCAST_FAR,
|
||||
);
|
||||
|
||||
scene.updateMatrixWorld(true);
|
||||
scene.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
meshes.push(child);
|
||||
}
|
||||
});
|
||||
|
||||
const terrainBounds = new THREE.Box3().setFromObject(scene);
|
||||
if (!terrainBounds.isEmpty()) {
|
||||
terrainBounds.applyMatrix4(terrainMatrix);
|
||||
}
|
||||
|
||||
const bounds = terrainBounds.isEmpty()
|
||||
? createFallbackBounds()
|
||||
: {
|
||||
minX: terrainBounds.min.x,
|
||||
maxX: terrainBounds.max.x,
|
||||
minZ: terrainBounds.min.z,
|
||||
maxZ: terrainBounds.max.z,
|
||||
};
|
||||
|
||||
return {
|
||||
bounds,
|
||||
sample: (x, z) => {
|
||||
const localOrigin = new THREE.Vector3(x, RAYCAST_Y, z).applyMatrix4(
|
||||
inverseTerrainMatrix,
|
||||
);
|
||||
const localDirection =
|
||||
DOWN.clone().transformDirection(inverseTerrainMatrix);
|
||||
|
||||
raycaster.set(localOrigin, localDirection);
|
||||
const hit = raycaster.intersectObjects(meshes, false)[0];
|
||||
if (!hit) return null;
|
||||
|
||||
const normal = hit.face?.normal
|
||||
.clone()
|
||||
.transformDirection(hit.object.matrixWorld)
|
||||
.applyMatrix3(normalMatrix)
|
||||
.normalize();
|
||||
|
||||
return {
|
||||
position: hit.point.clone().applyMatrix4(terrainMatrix),
|
||||
normal: normal ?? new THREE.Vector3(0, 1, 0),
|
||||
};
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export function useTerrainGrassSampler(): TerrainGrassSampler {
|
||||
const { scene } = useGLTF(TERRAIN_MODEL_PATH);
|
||||
const terrainNode = getMapNodesByName("terrain")[0];
|
||||
const position = terrainNode?.position ?? DEFAULT_TERRAIN_POSITION;
|
||||
const rotation = terrainNode?.rotation ?? DEFAULT_TERRAIN_ROTATION;
|
||||
const scale = terrainNode?.scale ?? DEFAULT_TERRAIN_SCALE;
|
||||
|
||||
return useMemo(
|
||||
() => createTerrainGrassSampler(scene, position, rotation, scale),
|
||||
[position, rotation, scale, scene],
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user