feat: move seal page to its own file
This commit is contained in:
+3
-674
@@ -1,683 +1,12 @@
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'use client';
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import { Environment, OrbitControls, useProgress } from '@react-three/drei';
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import { Canvas, useLoader, useFrame } from '@react-three/fiber';
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import {
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forwardRef,
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useImperativeHandle,
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useLayoutEffect,
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useMemo,
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useRef,
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useState
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} from 'react';
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import {
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BufferAttribute,
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BufferGeometry,
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Mesh,
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Object3D,
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InstancedMesh,
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DoubleSide,
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TextureLoader,
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Color,
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MeshStandardMaterial
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} from 'three';
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import './page.css';
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import { createNoise2D } from 'simplex-noise';
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import grassVert from './shaders/grass.vert';
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import grassFrag from './shaders/grass.frag';
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import {
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Bloom,
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EffectComposer,
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Noise,
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Vignette,
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DepthOfField,
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SMAA,
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HueSaturation,
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BrightnessContrast,
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LUT
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} from '@react-three/postprocessing';
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import { LUTCubeLoader } from 'three/examples/jsm/loaders/LUTCubeLoader.js';
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interface Shader {
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uniforms: { [key: string]: { value: unknown } };
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vertexShader: string;
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fragmentShader: string;
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}
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function getTerrainHeight(
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localX: number,
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localZ: number,
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worldXBase: number,
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worldZBase: number,
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scale: number,
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hillScale: number,
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hillHeight: number,
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detailScale: number,
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detailHeight: number,
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noise2D: (x: number, y: number) => number
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) {
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const worldX = (worldXBase + localX) * 0.1;
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const worldZ = (worldZBase + localZ) * 0.1;
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const noiseHill =
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noise2D(worldX * hillScale, worldZ * hillScale) * hillHeight;
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const noiseDetail =
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noise2D(worldX * detailScale, worldZ * detailScale) * detailHeight;
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return (noiseHill + noiseDetail) * scale;
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}
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interface GrassProps {
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x: number;
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y: number;
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size: number;
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count: number;
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grassSize: number;
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scale: number;
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hillScale: number;
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hillHeight: number;
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detailScale: number;
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detailHeight: number;
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noise2D: (x: number, y: number) => number;
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grassLOD: number;
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enableShadows?: boolean;
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}
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function Grass({
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x,
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y,
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size,
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count,
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grassSize,
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scale,
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hillScale,
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hillHeight,
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detailScale,
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detailHeight,
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noise2D,
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grassLOD
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}: GrassProps) {
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const meshRef = useRef<InstancedMesh>(null);
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const dummyRef = useRef<Object3D>(new Object3D());
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const [alphaMap, normalMap] = useLoader(TextureLoader, [
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'/img/grass_alpha.png',
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'/img/grass_normal.png'
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]);
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const materialRef = useRef<
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MeshStandardMaterial & { userData: { shader: Shader } }
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>(null);
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useFrame((state) => {
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if (
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materialRef.current &&
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materialRef.current.userData &&
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materialRef.current.userData.shader
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) {
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(materialRef.current.userData.shader as Shader).uniforms.uTime.value =
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state.clock.getElapsedTime();
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}
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});
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const geometry = useMemo(() => {
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const geo = new BufferGeometry();
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const w = 0.5;
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const h = 2;
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const segments = 4;
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const positions: number[] = [];
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const uvs: number[] = [];
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const indices: number[] = [];
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for (let i = 0; i < 3; i++) {
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const angle = (Math.PI / 3) * i;
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const sinA = Math.sin(angle);
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const cosA = Math.cos(angle);
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const offset = positions.length / 3;
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for (let y = 0; y <= segments; y++) {
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const v = y / segments;
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const yPos = v * h;
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positions.push(-w * cosA, yPos, -w * sinA);
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uvs.push(0, v);
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positions.push(w * cosA, yPos, w * sinA);
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uvs.push(1, v);
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}
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for (let y = 0; y < segments; y++) {
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const row1 = offset + y * 2;
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const row2 = offset + (y + 1) * 2;
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indices.push(row1, row1 + 1, row2);
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indices.push(row1 + 1, row2 + 1, row2);
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}
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}
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geo.setAttribute(
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'position',
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new BufferAttribute(new Float32Array(positions), 3)
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);
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geo.setAttribute('uv', new BufferAttribute(new Float32Array(uvs), 2));
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geo.setIndex(indices);
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geo.computeVertexNormals();
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return geo;
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}, []);
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useLayoutEffect(() => {
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if (!meshRef.current) return;
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const dummy = dummyRef.current;
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const worldXBase = x * size;
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const worldZBase = y * size;
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const color = new Color();
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const lushColor = new Color('#348a34');
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const dryColor = new Color('#556b19');
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let instanceIndex = 0;
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for (let i = 0; i < count; i++) {
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const localX = (Math.random() - 0.5) * size;
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const localZ = (Math.random() - 0.5) * size;
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const globalX = worldXBase + localX;
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const globalZ = worldZBase + localZ;
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const dist = Math.sqrt(globalX * globalX + globalZ * globalZ);
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const maxDist = grassLOD;
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const falloffStart = maxDist * 0.1;
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const falloffEnd = maxDist;
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let fallofFactor = (dist - falloffStart) / (falloffEnd - falloffStart);
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fallofFactor = Math.max(0, Math.min(1, fallofFactor));
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const density = (1.0 - fallofFactor) * (1.0 - fallofFactor);
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if (Math.random() > density) continue;
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const localY = getTerrainHeight(
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localX,
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localZ,
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worldXBase,
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worldZBase,
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scale,
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hillScale,
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hillHeight,
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detailScale,
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detailHeight,
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noise2D
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);
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dummy.position.set(localX, localY, localZ);
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dummy.rotation.y = Math.random() * Math.PI * 2;
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dummy.rotation.x = (Math.random() - 0.5) * 0.2;
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dummy.rotation.z = (Math.random() - 0.5) * 0.2;
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const baseScale = grassSize + Math.random() * grassSize * 0.5;
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const heightMult = 0.5 + Math.random() * 1.0;
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dummy.scale.set(baseScale, baseScale * heightMult, baseScale);
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dummy.updateMatrix();
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meshRef.current.setMatrixAt(instanceIndex, dummy.matrix);
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const noiseVal = noise2D(globalX * 0.02, globalZ * 0.02);
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const t = (noiseVal + 1) / 2;
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const randomInternal = (Math.random() - 0.5) * 0.2;
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const finalT = Math.max(0, Math.min(1, t + randomInternal));
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color.lerpColors(dryColor, lushColor, finalT);
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meshRef.current.setColorAt(instanceIndex, color);
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instanceIndex++;
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}
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meshRef.current.count = instanceIndex;
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meshRef.current.instanceMatrix.needsUpdate = true;
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if (meshRef.current.instanceColor)
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meshRef.current.instanceColor.needsUpdate = true;
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}, [
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x,
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y,
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size,
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count,
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grassSize,
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scale,
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hillScale,
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hillHeight,
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detailScale,
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detailHeight,
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noise2D,
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grassLOD
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]);
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const onBeforeCompile = useMemo(
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() => (shader: Shader) => {
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shader.uniforms.uTime = { value: 0 };
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shader.vertexShader = `
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uniform float uTime;
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varying vec2 vGrassUv;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for(int i = 0; i < 4; i++) {
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value += amplitude * noise(p * frequency);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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${shader.vertexShader}
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`;
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shader.vertexShader = shader.vertexShader.replace(
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'#include <begin_vertex>',
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`
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#include <begin_vertex>
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vGrassUv = uv;
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${grassVert}
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`
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);
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shader.fragmentShader = `
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uniform float uTime;
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varying vec2 vGrassUv;
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${shader.fragmentShader}
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`;
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <color_fragment>',
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`
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#include <color_fragment>
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${grassFrag}
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`
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);
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if (materialRef.current) {
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materialRef.current.userData.shader = shader;
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}
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},
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[]
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);
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return (
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<instancedMesh
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ref={meshRef}
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args={[undefined, undefined, count]}
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position={[x * size, 0, y * size]}
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geometry={geometry}
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>
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<meshStandardMaterial
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ref={materialRef}
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color='#ffffff'
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side={DoubleSide}
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alphaMap={alphaMap}
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alphaTest={0.5}
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normalMap={normalMap}
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roughness={0.8}
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metalness={0.1}
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onBeforeCompile={onBeforeCompile}
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/>
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</instancedMesh>
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);
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}
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interface TerrainChunkProps {
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x: number;
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y: number;
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size: number;
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resolution: number;
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scale: number;
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hillScale: number;
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hillHeight: number;
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detailScale: number;
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detailHeight: number;
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noise2D: (x: number, y: number) => number;
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grassCount: number;
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grassSize: number;
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grassLOD: number;
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}
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function TerrainChunk({
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x,
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y,
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size,
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resolution,
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scale,
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hillScale,
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hillHeight,
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detailScale,
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detailHeight,
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noise2D,
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grassCount,
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grassSize,
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grassLOD
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}: TerrainChunkProps) {
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const chunkDist = Math.sqrt((x * size) ** 2 + (y * size) ** 2);
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const shouldRenderGrass = chunkDist < grassLOD + size;
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const meshRef = useRef<Mesh>(null);
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const geometry = useMemo(() => {
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const geo = new BufferGeometry();
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||||
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||||
const vertices: Array<number> = [];
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const indices: Array<number> = [];
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const step = size / (resolution - 1);
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const halfSize = size / 2;
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const worldXBase = x * size;
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const worldZBase = y * size;
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/*
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vtx gen
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*/
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for (let iz = 0; iz < resolution; iz++) {
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for (let ix = 0; ix < resolution; ix++) {
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const localX = ix * step - halfSize;
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const localZ = iz * step - halfSize;
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|
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const localY = getTerrainHeight(
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localX,
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localZ,
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worldXBase,
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worldZBase,
|
||||
scale,
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hillScale,
|
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hillHeight,
|
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detailScale,
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detailHeight,
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noise2D
|
||||
);
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vertices.push(localX, localY, localZ);
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||||
}
|
||||
}
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||||
|
||||
/*
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idx gen
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||||
*/
|
||||
for (let iz = 0; iz < resolution - 1; iz++) {
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||||
for (let ix = 0; ix < resolution - 1; ix++) {
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const topLeft = iz * resolution + ix;
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||||
const topRight = topLeft + 1;
|
||||
const bottomLeft = (iz + 1) * resolution + ix;
|
||||
const bottomRight = bottomLeft + 1;
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||||
|
||||
indices.push(topLeft, bottomLeft, topRight);
|
||||
indices.push(topRight, bottomLeft, bottomRight);
|
||||
}
|
||||
}
|
||||
geo.setAttribute(
|
||||
'position',
|
||||
new BufferAttribute(new Float32Array(vertices), 3)
|
||||
);
|
||||
|
||||
const colors: Array<number> = [];
|
||||
for (let iz = 0; iz < resolution; iz++) {
|
||||
for (let ix = 0; ix < resolution; ix++) {
|
||||
const localX = ix * step - halfSize;
|
||||
const localZ = iz * step - halfSize;
|
||||
const globalX = worldXBase + localX;
|
||||
const globalZ = worldZBase + localZ;
|
||||
const colorNoise = noise2D(globalX * 0.02, globalZ * 0.02);
|
||||
const t = (colorNoise + 1) / 2;
|
||||
|
||||
const dryGreen = { r: 0.01, g: 0.01, b: 0.0 };
|
||||
const lushGreen = { r: 0.0, g: 0.05, b: 0.0 };
|
||||
|
||||
const r = dryGreen.r + (lushGreen.r - dryGreen.r) * t;
|
||||
const g = dryGreen.g + (lushGreen.g - dryGreen.g) * t;
|
||||
const b = dryGreen.b + (lushGreen.b - dryGreen.b) * t;
|
||||
|
||||
colors.push(r, g, b);
|
||||
}
|
||||
}
|
||||
geo.setAttribute('color', new BufferAttribute(new Float32Array(colors), 3));
|
||||
|
||||
geo.setIndex(indices);
|
||||
geo.computeVertexNormals();
|
||||
|
||||
return geo;
|
||||
}, [
|
||||
x,
|
||||
y,
|
||||
size,
|
||||
resolution,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D
|
||||
]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
<mesh
|
||||
ref={meshRef}
|
||||
geometry={geometry}
|
||||
position={[x * size, 0, y * size]}
|
||||
>
|
||||
<meshStandardMaterial vertexColors roughness={1.0} metalness={0.0} />
|
||||
</mesh>
|
||||
{shouldRenderGrass && (
|
||||
<Grass
|
||||
x={x}
|
||||
y={y}
|
||||
size={size}
|
||||
count={grassCount}
|
||||
grassSize={grassSize}
|
||||
scale={scale}
|
||||
hillScale={hillScale}
|
||||
hillHeight={hillHeight}
|
||||
detailScale={detailScale}
|
||||
detailHeight={detailHeight}
|
||||
noise2D={noise2D}
|
||||
grassLOD={grassLOD}
|
||||
/>
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
interface TerrainProps {
|
||||
chunks?: number;
|
||||
chunkSize?: number;
|
||||
resolution?: number;
|
||||
scale?: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
grassCount?: number;
|
||||
grassSize?: number;
|
||||
grassLOD?: number;
|
||||
}
|
||||
function Terrain({
|
||||
chunks = 5,
|
||||
chunkSize = 10,
|
||||
resolution = 8,
|
||||
scale = 1,
|
||||
hillScale = 0.2,
|
||||
hillHeight = 3,
|
||||
detailScale = 3,
|
||||
detailHeight = 0.1,
|
||||
grassCount = 6000,
|
||||
grassSize = 0.6,
|
||||
grassLOD = 40
|
||||
}: TerrainProps) {
|
||||
const noise2D = useMemo(() => createNoise2D(), []);
|
||||
const offset = -Math.floor(chunks / 2);
|
||||
|
||||
const chunkPositions = useMemo(() => {
|
||||
const positions: [number, number][] = [];
|
||||
for (let x = 0; x < chunks; x++)
|
||||
for (let y = 0; y < chunks; y++) positions.push([x + offset, y + offset]);
|
||||
|
||||
return positions;
|
||||
}, [chunks, offset]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
{chunkPositions.map(([x, y], index) => (
|
||||
<TerrainChunk
|
||||
key={`${x}-${y}-${index}`}
|
||||
x={x}
|
||||
y={y}
|
||||
size={chunkSize}
|
||||
resolution={resolution}
|
||||
scale={scale}
|
||||
hillScale={hillScale}
|
||||
hillHeight={hillHeight}
|
||||
detailScale={detailScale}
|
||||
detailHeight={detailHeight}
|
||||
noise2D={noise2D}
|
||||
grassCount={grassCount}
|
||||
grassSize={grassSize}
|
||||
grassLOD={grassLOD}
|
||||
/>
|
||||
))}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
const SealCube = forwardRef<Mesh>((props, ref) => {
|
||||
const texture = useLoader(TextureLoader, '/img/niko.jpg');
|
||||
const meshRef = useRef<Mesh>(null);
|
||||
|
||||
useImperativeHandle(ref, () => meshRef.current!, []);
|
||||
|
||||
useFrame((state, delta) => {
|
||||
if (meshRef.current) {
|
||||
meshRef.current.rotation.x += delta * 0.5;
|
||||
meshRef.current.rotation.y += delta * 0.5;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<mesh ref={meshRef} position={[0, 3, 0]} castShadow receiveShadow>
|
||||
<boxGeometry args={[0.85, 0.85, 0.85]} />
|
||||
<meshBasicMaterial map={texture} depthWrite={true} />
|
||||
</mesh>
|
||||
);
|
||||
});
|
||||
SealCube.displayName = 'SealCube';
|
||||
|
||||
function Loader() {
|
||||
const { progress, active } = useProgress();
|
||||
const [visible, setVisible] = useState(true);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
if (!active && progress === 100) {
|
||||
const timeout = setTimeout(() => setVisible(false), 500);
|
||||
return () => clearTimeout(timeout);
|
||||
}
|
||||
}, [progress, active]);
|
||||
|
||||
return (
|
||||
<div className={`loader ${!visible ? 'loader hidden' : ''}`}>
|
||||
<picture>
|
||||
<img alt='niko!!' src='/img/niko.jpg' className='niko-spin' />
|
||||
</picture>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function LutEffect() {
|
||||
const lutTexture = useLoader(LUTCubeLoader, '/lut/Landscape6.cube');
|
||||
return <LUT lut={lutTexture.texture3D} />;
|
||||
}
|
||||
import SealHome from './pages/seal';
|
||||
|
||||
export default function Home() {
|
||||
return (
|
||||
<>
|
||||
<Loader />
|
||||
<Canvas
|
||||
shadows
|
||||
camera={{ position: [0, 5, 15], fov: 50, far: 100 }}
|
||||
gl={{ antialias: true }}
|
||||
className='canvas'
|
||||
>
|
||||
<EffectComposer>
|
||||
<DepthOfField target={[0, 3, 0]} focalLength={10} bokehScale={5} />
|
||||
<Vignette />
|
||||
<Noise opacity={0.05} />
|
||||
<Bloom
|
||||
intensity={2}
|
||||
luminanceThreshold={0.5}
|
||||
luminanceSmoothing={0.1}
|
||||
/>
|
||||
<SMAA />
|
||||
<HueSaturation saturation={0.1} />
|
||||
<BrightnessContrast brightness={0.05} contrast={-0.1} />
|
||||
<LutEffect />
|
||||
</EffectComposer>
|
||||
|
||||
<Environment
|
||||
files={'hdr/sky.hdr'}
|
||||
environmentIntensity={1}
|
||||
background
|
||||
/>
|
||||
<fogExp2 attach='fog' args={[0x9a9a9a, 0.01]} />
|
||||
|
||||
<Terrain
|
||||
chunks={16}
|
||||
chunkSize={10.0}
|
||||
resolution={8.0}
|
||||
scale={1}
|
||||
hillScale={0.1}
|
||||
hillHeight={6.0}
|
||||
detailScale={1.0}
|
||||
detailHeight={0.2}
|
||||
grassCount={6000}
|
||||
grassSize={0.6}
|
||||
grassLOD={60}
|
||||
/>
|
||||
<SealCube />
|
||||
|
||||
<OrbitControls
|
||||
target={[0, 3, 0]}
|
||||
enablePan={false}
|
||||
makeDefault
|
||||
minDistance={2}
|
||||
maxDistance={10}
|
||||
/>
|
||||
</Canvas>
|
||||
<SealHome />
|
||||
</>
|
||||
);
|
||||
)
|
||||
}
|
||||
|
||||
@@ -0,0 +1,684 @@
|
||||
'use client';
|
||||
|
||||
import {
|
||||
forwardRef,
|
||||
useImperativeHandle,
|
||||
useLayoutEffect,
|
||||
useMemo,
|
||||
useRef,
|
||||
useState
|
||||
} from 'react';
|
||||
|
||||
import {
|
||||
Bloom,
|
||||
EffectComposer,
|
||||
Noise,
|
||||
Vignette,
|
||||
DepthOfField,
|
||||
SMAA,
|
||||
HueSaturation,
|
||||
BrightnessContrast,
|
||||
LUT
|
||||
} from '@react-three/postprocessing';
|
||||
|
||||
import { Environment, OrbitControls, useProgress } from '@react-three/drei';
|
||||
import { Canvas, useLoader, useFrame } from '@react-three/fiber';
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
Mesh,
|
||||
Object3D,
|
||||
InstancedMesh,
|
||||
DoubleSide,
|
||||
TextureLoader,
|
||||
Color,
|
||||
MeshStandardMaterial
|
||||
} from 'three';
|
||||
|
||||
import { LUTCubeLoader } from 'three/examples/jsm/loaders/LUTCubeLoader.js';
|
||||
|
||||
import { createNoise2D } from 'simplex-noise';
|
||||
|
||||
import grassVert from './shaders/grass.vert';
|
||||
import grassFrag from './shaders/grass.frag';
|
||||
|
||||
interface Shader {
|
||||
uniforms: { [key: string]: { value: unknown } };
|
||||
vertexShader: string;
|
||||
fragmentShader: string;
|
||||
}
|
||||
|
||||
function getTerrainHeight(
|
||||
localX: number,
|
||||
localZ: number,
|
||||
worldXBase: number,
|
||||
worldZBase: number,
|
||||
scale: number,
|
||||
hillScale: number,
|
||||
hillHeight: number,
|
||||
detailScale: number,
|
||||
detailHeight: number,
|
||||
noise2D: (x: number, y: number) => number
|
||||
) {
|
||||
const worldX = (worldXBase + localX) * 0.1;
|
||||
const worldZ = (worldZBase + localZ) * 0.1;
|
||||
|
||||
const noiseHill =
|
||||
noise2D(worldX * hillScale, worldZ * hillScale) * hillHeight;
|
||||
const noiseDetail =
|
||||
noise2D(worldX * detailScale, worldZ * detailScale) * detailHeight;
|
||||
|
||||
return (noiseHill + noiseDetail) * scale;
|
||||
}
|
||||
|
||||
interface GrassProps {
|
||||
x: number;
|
||||
y: number;
|
||||
size: number;
|
||||
count: number;
|
||||
grassSize: number;
|
||||
scale: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
noise2D: (x: number, y: number) => number;
|
||||
grassLOD: number;
|
||||
enableShadows?: boolean;
|
||||
}
|
||||
|
||||
function Grass({
|
||||
x,
|
||||
y,
|
||||
size,
|
||||
count,
|
||||
grassSize,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D,
|
||||
grassLOD
|
||||
}: GrassProps) {
|
||||
const meshRef = useRef<InstancedMesh>(null);
|
||||
const dummyRef = useRef<Object3D>(new Object3D());
|
||||
|
||||
const [alphaMap, normalMap] = useLoader(TextureLoader, [
|
||||
'/img/grass_alpha.png',
|
||||
'/img/grass_normal.png'
|
||||
]);
|
||||
|
||||
const materialRef = useRef<
|
||||
MeshStandardMaterial & { userData: { shader: Shader } }
|
||||
>(null);
|
||||
|
||||
useFrame((state) => {
|
||||
if (
|
||||
materialRef.current &&
|
||||
materialRef.current.userData &&
|
||||
materialRef.current.userData.shader
|
||||
) {
|
||||
(materialRef.current.userData.shader as Shader).uniforms.uTime.value =
|
||||
state.clock.getElapsedTime();
|
||||
}
|
||||
});
|
||||
|
||||
const geometry = useMemo(() => {
|
||||
const geo = new BufferGeometry();
|
||||
|
||||
const w = 0.5;
|
||||
const h = 2;
|
||||
const segments = 4;
|
||||
|
||||
const positions: number[] = [];
|
||||
const uvs: number[] = [];
|
||||
const indices: number[] = [];
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const angle = (Math.PI / 3) * i;
|
||||
const sinA = Math.sin(angle);
|
||||
const cosA = Math.cos(angle);
|
||||
|
||||
const offset = positions.length / 3;
|
||||
|
||||
for (let y = 0; y <= segments; y++) {
|
||||
const v = y / segments;
|
||||
const yPos = v * h;
|
||||
|
||||
positions.push(-w * cosA, yPos, -w * sinA);
|
||||
uvs.push(0, v);
|
||||
|
||||
positions.push(w * cosA, yPos, w * sinA);
|
||||
uvs.push(1, v);
|
||||
}
|
||||
|
||||
for (let y = 0; y < segments; y++) {
|
||||
const row1 = offset + y * 2;
|
||||
const row2 = offset + (y + 1) * 2;
|
||||
|
||||
indices.push(row1, row1 + 1, row2);
|
||||
indices.push(row1 + 1, row2 + 1, row2);
|
||||
}
|
||||
}
|
||||
|
||||
geo.setAttribute(
|
||||
'position',
|
||||
new BufferAttribute(new Float32Array(positions), 3)
|
||||
);
|
||||
geo.setAttribute('uv', new BufferAttribute(new Float32Array(uvs), 2));
|
||||
geo.setIndex(indices);
|
||||
geo.computeVertexNormals();
|
||||
|
||||
return geo;
|
||||
}, []);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
if (!meshRef.current) return;
|
||||
const dummy = dummyRef.current;
|
||||
|
||||
const worldXBase = x * size;
|
||||
const worldZBase = y * size;
|
||||
|
||||
const color = new Color();
|
||||
const lushColor = new Color('#348a34');
|
||||
const dryColor = new Color('#556b19');
|
||||
|
||||
let instanceIndex = 0;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const localX = (Math.random() - 0.5) * size;
|
||||
const localZ = (Math.random() - 0.5) * size;
|
||||
|
||||
const globalX = worldXBase + localX;
|
||||
const globalZ = worldZBase + localZ;
|
||||
|
||||
const dist = Math.sqrt(globalX * globalX + globalZ * globalZ);
|
||||
|
||||
const maxDist = grassLOD;
|
||||
|
||||
const falloffStart = maxDist * 0.1;
|
||||
const falloffEnd = maxDist;
|
||||
|
||||
let fallofFactor = (dist - falloffStart) / (falloffEnd - falloffStart);
|
||||
fallofFactor = Math.max(0, Math.min(1, fallofFactor));
|
||||
|
||||
const density = (1.0 - fallofFactor) * (1.0 - fallofFactor);
|
||||
|
||||
if (Math.random() > density) continue;
|
||||
|
||||
const localY = getTerrainHeight(
|
||||
localX,
|
||||
localZ,
|
||||
worldXBase,
|
||||
worldZBase,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D
|
||||
);
|
||||
|
||||
dummy.position.set(localX, localY, localZ);
|
||||
|
||||
dummy.rotation.y = Math.random() * Math.PI * 2;
|
||||
dummy.rotation.x = (Math.random() - 0.5) * 0.2;
|
||||
dummy.rotation.z = (Math.random() - 0.5) * 0.2;
|
||||
|
||||
const baseScale = grassSize + Math.random() * grassSize * 0.5;
|
||||
const heightMult = 0.5 + Math.random() * 1.0;
|
||||
dummy.scale.set(baseScale, baseScale * heightMult, baseScale);
|
||||
|
||||
dummy.updateMatrix();
|
||||
meshRef.current.setMatrixAt(instanceIndex, dummy.matrix);
|
||||
|
||||
const noiseVal = noise2D(globalX * 0.02, globalZ * 0.02);
|
||||
|
||||
const t = (noiseVal + 1) / 2;
|
||||
|
||||
const randomInternal = (Math.random() - 0.5) * 0.2;
|
||||
const finalT = Math.max(0, Math.min(1, t + randomInternal));
|
||||
|
||||
color.lerpColors(dryColor, lushColor, finalT);
|
||||
|
||||
meshRef.current.setColorAt(instanceIndex, color);
|
||||
|
||||
instanceIndex++;
|
||||
}
|
||||
meshRef.current.count = instanceIndex;
|
||||
|
||||
meshRef.current.instanceMatrix.needsUpdate = true;
|
||||
if (meshRef.current.instanceColor)
|
||||
meshRef.current.instanceColor.needsUpdate = true;
|
||||
}, [
|
||||
x,
|
||||
y,
|
||||
size,
|
||||
count,
|
||||
grassSize,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D,
|
||||
grassLOD
|
||||
]);
|
||||
|
||||
const onBeforeCompile = useMemo(
|
||||
() => (shader: Shader) => {
|
||||
shader.uniforms.uTime = { value: 0 };
|
||||
|
||||
shader.vertexShader = `
|
||||
uniform float uTime;
|
||||
varying vec2 vGrassUv;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
|
||||
}
|
||||
|
||||
float noise(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float a = hash(i);
|
||||
float b = hash(i + vec2(1.0, 0.0));
|
||||
float c = hash(i + vec2(0.0, 1.0));
|
||||
float d = hash(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
|
||||
for(int i = 0; i < 4; i++) {
|
||||
value += amplitude * noise(p * frequency);
|
||||
frequency *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
${shader.vertexShader}
|
||||
`;
|
||||
shader.vertexShader = shader.vertexShader.replace(
|
||||
'#include <begin_vertex>',
|
||||
`
|
||||
#include <begin_vertex>
|
||||
vGrassUv = uv;
|
||||
${grassVert}
|
||||
`
|
||||
);
|
||||
|
||||
shader.fragmentShader = `
|
||||
uniform float uTime;
|
||||
varying vec2 vGrassUv;
|
||||
${shader.fragmentShader}
|
||||
`;
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
'#include <color_fragment>',
|
||||
`
|
||||
#include <color_fragment>
|
||||
${grassFrag}
|
||||
`
|
||||
);
|
||||
|
||||
if (materialRef.current) {
|
||||
materialRef.current.userData.shader = shader;
|
||||
}
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
return (
|
||||
<instancedMesh
|
||||
ref={meshRef}
|
||||
args={[undefined, undefined, count]}
|
||||
position={[x * size, 0, y * size]}
|
||||
geometry={geometry}
|
||||
>
|
||||
<meshStandardMaterial
|
||||
ref={materialRef}
|
||||
color='#ffffff'
|
||||
side={DoubleSide}
|
||||
alphaMap={alphaMap}
|
||||
alphaTest={0.5}
|
||||
normalMap={normalMap}
|
||||
roughness={0.8}
|
||||
metalness={0.1}
|
||||
onBeforeCompile={onBeforeCompile}
|
||||
/>
|
||||
</instancedMesh>
|
||||
);
|
||||
}
|
||||
|
||||
interface TerrainChunkProps {
|
||||
x: number;
|
||||
y: number;
|
||||
size: number;
|
||||
resolution: number;
|
||||
scale: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
noise2D: (x: number, y: number) => number;
|
||||
grassCount: number;
|
||||
grassSize: number;
|
||||
grassLOD: number;
|
||||
}
|
||||
function TerrainChunk({
|
||||
x,
|
||||
y,
|
||||
size,
|
||||
resolution,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D,
|
||||
grassCount,
|
||||
grassSize,
|
||||
grassLOD
|
||||
}: TerrainChunkProps) {
|
||||
const chunkDist = Math.sqrt((x * size) ** 2 + (y * size) ** 2);
|
||||
const shouldRenderGrass = chunkDist < grassLOD + size;
|
||||
|
||||
const meshRef = useRef<Mesh>(null);
|
||||
|
||||
const geometry = useMemo(() => {
|
||||
const geo = new BufferGeometry();
|
||||
|
||||
const vertices: Array<number> = [];
|
||||
const indices: Array<number> = [];
|
||||
|
||||
const step = size / (resolution - 1);
|
||||
const halfSize = size / 2;
|
||||
const worldXBase = x * size;
|
||||
const worldZBase = y * size;
|
||||
|
||||
/*
|
||||
vtx gen
|
||||
*/
|
||||
for (let iz = 0; iz < resolution; iz++) {
|
||||
for (let ix = 0; ix < resolution; ix++) {
|
||||
const localX = ix * step - halfSize;
|
||||
const localZ = iz * step - halfSize;
|
||||
|
||||
const localY = getTerrainHeight(
|
||||
localX,
|
||||
localZ,
|
||||
worldXBase,
|
||||
worldZBase,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D
|
||||
);
|
||||
|
||||
vertices.push(localX, localY, localZ);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
idx gen
|
||||
*/
|
||||
for (let iz = 0; iz < resolution - 1; iz++) {
|
||||
for (let ix = 0; ix < resolution - 1; ix++) {
|
||||
const topLeft = iz * resolution + ix;
|
||||
const topRight = topLeft + 1;
|
||||
const bottomLeft = (iz + 1) * resolution + ix;
|
||||
const bottomRight = bottomLeft + 1;
|
||||
|
||||
indices.push(topLeft, bottomLeft, topRight);
|
||||
indices.push(topRight, bottomLeft, bottomRight);
|
||||
}
|
||||
}
|
||||
geo.setAttribute(
|
||||
'position',
|
||||
new BufferAttribute(new Float32Array(vertices), 3)
|
||||
);
|
||||
|
||||
const colors: Array<number> = [];
|
||||
for (let iz = 0; iz < resolution; iz++) {
|
||||
for (let ix = 0; ix < resolution; ix++) {
|
||||
const localX = ix * step - halfSize;
|
||||
const localZ = iz * step - halfSize;
|
||||
const globalX = worldXBase + localX;
|
||||
const globalZ = worldZBase + localZ;
|
||||
const colorNoise = noise2D(globalX * 0.02, globalZ * 0.02);
|
||||
const t = (colorNoise + 1) / 2;
|
||||
|
||||
const dryGreen = { r: 0.01, g: 0.01, b: 0.0 };
|
||||
const lushGreen = { r: 0.0, g: 0.05, b: 0.0 };
|
||||
|
||||
const r = dryGreen.r + (lushGreen.r - dryGreen.r) * t;
|
||||
const g = dryGreen.g + (lushGreen.g - dryGreen.g) * t;
|
||||
const b = dryGreen.b + (lushGreen.b - dryGreen.b) * t;
|
||||
|
||||
colors.push(r, g, b);
|
||||
}
|
||||
}
|
||||
geo.setAttribute('color', new BufferAttribute(new Float32Array(colors), 3));
|
||||
|
||||
geo.setIndex(indices);
|
||||
geo.computeVertexNormals();
|
||||
|
||||
return geo;
|
||||
}, [
|
||||
x,
|
||||
y,
|
||||
size,
|
||||
resolution,
|
||||
scale,
|
||||
hillScale,
|
||||
hillHeight,
|
||||
detailScale,
|
||||
detailHeight,
|
||||
noise2D
|
||||
]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
<mesh
|
||||
ref={meshRef}
|
||||
geometry={geometry}
|
||||
position={[x * size, 0, y * size]}
|
||||
>
|
||||
<meshStandardMaterial vertexColors roughness={1.0} metalness={0.0} />
|
||||
</mesh>
|
||||
{shouldRenderGrass && (
|
||||
<Grass
|
||||
x={x}
|
||||
y={y}
|
||||
size={size}
|
||||
count={grassCount}
|
||||
grassSize={grassSize}
|
||||
scale={scale}
|
||||
hillScale={hillScale}
|
||||
hillHeight={hillHeight}
|
||||
detailScale={detailScale}
|
||||
detailHeight={detailHeight}
|
||||
noise2D={noise2D}
|
||||
grassLOD={grassLOD}
|
||||
/>
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
interface TerrainProps {
|
||||
chunks?: number;
|
||||
chunkSize?: number;
|
||||
resolution?: number;
|
||||
scale?: number;
|
||||
hillScale: number;
|
||||
hillHeight: number;
|
||||
detailScale: number;
|
||||
detailHeight: number;
|
||||
grassCount?: number;
|
||||
grassSize?: number;
|
||||
grassLOD?: number;
|
||||
}
|
||||
function Terrain({
|
||||
chunks = 5,
|
||||
chunkSize = 10,
|
||||
resolution = 8,
|
||||
scale = 1,
|
||||
hillScale = 0.2,
|
||||
hillHeight = 3,
|
||||
detailScale = 3,
|
||||
detailHeight = 0.1,
|
||||
grassCount = 6000,
|
||||
grassSize = 0.6,
|
||||
grassLOD = 40
|
||||
}: TerrainProps) {
|
||||
const noise2D = useMemo(() => createNoise2D(), []);
|
||||
const offset = -Math.floor(chunks / 2);
|
||||
|
||||
const chunkPositions = useMemo(() => {
|
||||
const positions: [number, number][] = [];
|
||||
for (let x = 0; x < chunks; x++)
|
||||
for (let y = 0; y < chunks; y++) positions.push([x + offset, y + offset]);
|
||||
|
||||
return positions;
|
||||
}, [chunks, offset]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
{chunkPositions.map(([x, y], index) => (
|
||||
<TerrainChunk
|
||||
key={`${x}-${y}-${index}`}
|
||||
x={x}
|
||||
y={y}
|
||||
size={chunkSize}
|
||||
resolution={resolution}
|
||||
scale={scale}
|
||||
hillScale={hillScale}
|
||||
hillHeight={hillHeight}
|
||||
detailScale={detailScale}
|
||||
detailHeight={detailHeight}
|
||||
noise2D={noise2D}
|
||||
grassCount={grassCount}
|
||||
grassSize={grassSize}
|
||||
grassLOD={grassLOD}
|
||||
/>
|
||||
))}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
const SealCube = forwardRef<Mesh>((props, ref) => {
|
||||
const texture = useLoader(TextureLoader, '/img/niko.jpg');
|
||||
const meshRef = useRef<Mesh>(null);
|
||||
|
||||
useImperativeHandle(ref, () => meshRef.current!, []);
|
||||
|
||||
useFrame((state, delta) => {
|
||||
if (meshRef.current) {
|
||||
meshRef.current.rotation.x += delta * 0.5;
|
||||
meshRef.current.rotation.y += delta * 0.5;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<mesh ref={meshRef} position={[0, 3, 0]} castShadow receiveShadow>
|
||||
<boxGeometry args={[0.85, 0.85, 0.85]} />
|
||||
<meshBasicMaterial map={texture} depthWrite={true} />
|
||||
</mesh>
|
||||
);
|
||||
});
|
||||
SealCube.displayName = 'SealCube';
|
||||
|
||||
function Loader() {
|
||||
const { progress, active } = useProgress();
|
||||
const [visible, setVisible] = useState(true);
|
||||
|
||||
useLayoutEffect(() => {
|
||||
if (!active && progress === 100) {
|
||||
const timeout = setTimeout(() => setVisible(false), 500);
|
||||
return () => clearTimeout(timeout);
|
||||
}
|
||||
}, [progress, active]);
|
||||
|
||||
return (
|
||||
<div className={`loader ${!visible ? 'loader hidden' : ''}`}>
|
||||
<picture>
|
||||
<img alt='niko!!' src='/img/niko.jpg' className='niko-spin' />
|
||||
</picture>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function LutEffect() {
|
||||
const lutTexture = useLoader(LUTCubeLoader, '/lut/Landscape6.cube');
|
||||
return <LUT lut={lutTexture.texture3D} />;
|
||||
}
|
||||
|
||||
export default function SealHome() {
|
||||
return (
|
||||
<>
|
||||
<Loader />
|
||||
<Canvas
|
||||
shadows
|
||||
camera={{ position: [0, 5, 15], fov: 50, far: 100 }}
|
||||
gl={{ antialias: true }}
|
||||
className='canvas'
|
||||
>
|
||||
<EffectComposer>
|
||||
<DepthOfField target={[0, 3, 0]} focalLength={10} bokehScale={5} />
|
||||
<Vignette />
|
||||
<Noise opacity={0.05} />
|
||||
<Bloom
|
||||
intensity={2}
|
||||
luminanceThreshold={0.5}
|
||||
luminanceSmoothing={0.1}
|
||||
/>
|
||||
<SMAA />
|
||||
<HueSaturation saturation={0.1} />
|
||||
<BrightnessContrast brightness={0.05} contrast={-0.1} />
|
||||
<LutEffect />
|
||||
</EffectComposer>
|
||||
|
||||
<Environment
|
||||
files={'hdr/sky.hdr'}
|
||||
environmentIntensity={1}
|
||||
background
|
||||
/>
|
||||
<fogExp2 attach='fog' args={[0x9a9a9a, 0.01]} />
|
||||
|
||||
<Terrain
|
||||
chunks={16}
|
||||
chunkSize={10.0}
|
||||
resolution={8.0}
|
||||
scale={1}
|
||||
hillScale={0.1}
|
||||
hillHeight={6.0}
|
||||
detailScale={1.0}
|
||||
detailHeight={0.2}
|
||||
grassCount={6000}
|
||||
grassSize={0.6}
|
||||
grassLOD={60}
|
||||
/>
|
||||
<SealCube />
|
||||
|
||||
<OrbitControls
|
||||
target={[0, 3, 0]}
|
||||
enablePan={false}
|
||||
makeDefault
|
||||
minDistance={2}
|
||||
maxDistance={10}
|
||||
/>
|
||||
</Canvas>
|
||||
</>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user