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seal-3d
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| e4a1e3cfd2 |
@@ -14,10 +14,12 @@
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||||
"@react-three/drei": "^10.7.7",
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"@react-three/fiber": "^9.4.2",
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"@react-three/postprocessing": "^3.0.4",
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"leva": "^0.10.1",
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"next": "16.1.1",
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"prettier": "^3.7.4",
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"react": "19.2.3",
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"react-dom": "19.2.3",
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"simplex-noise": "^4.0.3",
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"three": "^0.182.0"
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},
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"devDependencies": {
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|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 33 KiB |
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 589 B |
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 241 KiB |
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After Width: | Height: | Size: 360 KiB |
@@ -0,0 +1,19 @@
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{
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"name": "⛧",
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"short_name": "⛧",
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"icons": [
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{
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"src": "/android-chrome-192x192.png",
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"sizes": "192x192",
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"type": "image/png"
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},
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{
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"src": "/android-chrome-512x512.png",
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"sizes": "512x512",
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"type": "image/png"
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}
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],
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"theme_color": "#ffffff",
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"background_color": "#ffffff",
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"display": "standalone"
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}
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@@ -12,8 +12,28 @@ export default function RootLayout({
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children: React.ReactNode;
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}>) {
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return (
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<html lang='en'>
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<body className={`antialiased`}>{children}</body>
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</html>
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<>
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<link
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rel='apple-touch-icon'
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sizes='180x180'
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href='/apple-touch-icon.png'
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/>
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<link
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rel='icon'
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type='image/png'
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sizes='32x32'
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href='/favicon-32x32.png'
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/>
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<link
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rel='icon'
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type='image/png'
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sizes='16x16'
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href='/favicon-16x16.png'
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/>
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<link rel='manifest' href='/site.webmanifest' />
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<html lang='en'>
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<body className={`antialiased`}>{children}</body>
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</html>
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</>
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);
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}
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@@ -2,3 +2,45 @@
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width: 100vw !important;
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height: 100vh !important;
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}
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.loader {
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background: black;
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z-index: 4444;
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transition: opacity 1s ease-in-out;
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pointer-events: none;
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opacity: 1;
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display: flex;
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justify-content: center;
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align-items: center;
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will-change: opacity;
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}
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.loader.hidden {
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opacity: 0;
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}
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.niko-spin {
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width: 50vw;
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height: auto;
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display: block;
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animation: spin 3s ease-in-out infinite;
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will-change: transform;
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}
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@keyframes spin {
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0% {
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transform: rotate(0deg);
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}
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100% {
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transform: rotate(360deg);
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}
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}
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@@ -1,86 +1,8 @@
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'use client';
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import { OrbitControls } from '@react-three/drei';
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import { Canvas, useFrame, useLoader } from '@react-three/fiber';
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import {
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Bloom,
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EffectComposer,
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GodRays,
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Noise
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} from '@react-three/postprocessing';
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import { forwardRef, useImperativeHandle, useRef, useState } from 'react';
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import { Mesh, TextureLoader } from 'three';
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import './page.css';
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const SealCube = forwardRef<Mesh>((props, ref) => {
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const texture = useLoader(TextureLoader, '/img/niko.jpg');
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const meshRef = useRef<Mesh>(null);
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useImperativeHandle(ref, () => meshRef.current!, []);
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useFrame((state, delta) => {
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if (meshRef.current) {
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meshRef.current.rotation.x += delta * 0.5;
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meshRef.current.rotation.y += delta * 0.5;
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}
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});
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return (
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<mesh ref={meshRef} castShadow receiveShadow {...props}>
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<boxGeometry args={[2.5, 2.5, 2.5]} />
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<meshBasicMaterial map={texture} />
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</mesh>
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);
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});
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SealCube.displayName = 'SealCube';
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import SealHome from './pages/seal';
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export default function Home() {
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const [sunMesh, setSunMesh] = useState<Mesh | null>(null);
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return (
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<Canvas
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shadows
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camera={{ position: [5, 5, 5], fov: 50 }}
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gl={{ antialias: true }}
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className='canvas'
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>
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<SealCube
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ref={(mesh) => {
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if (mesh && !sunMesh) {
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setSunMesh(mesh);
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}
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}}
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/>
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<EffectComposer>
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<Noise opacity={0.1} />
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<Bloom
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intensity={2}
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luminanceThreshold={0.5}
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luminanceSmoothing={0.1}
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||||
/>
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{
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sunMesh ? (
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||||
<GodRays
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sun={sunMesh}
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samples={30}
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density={1.5}
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decay={0.8}
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weight={0.2}
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||||
exposure={0.5}
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clampMax={1}
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blur={true}
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||||
/>
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||||
) : (
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<></>
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||||
)
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// it feels genuinely so cursed to have to do : <></> just because EffectComposer can't handle null
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||||
}
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</EffectComposer>
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<OrbitControls />
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||||
</Canvas>
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||||
);
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return <SealHome />;
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}
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@@ -0,0 +1,684 @@
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'use client';
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||||
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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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||||
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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,
|
||||
SMAA,
|
||||
HueSaturation,
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||||
BrightnessContrast,
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||||
LUT
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||||
} from '@react-three/postprocessing';
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||||
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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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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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||||
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||||
import { LUTCubeLoader } from 'three/examples/jsm/loaders/LUTCubeLoader.js';
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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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||||
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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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||||
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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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||||
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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;
|
||||
}
|
||||
|
||||
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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|
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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,
|
||||
noise2D,
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grassLOD
|
||||
}: GrassProps) {
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const meshRef = useRef<InstancedMesh>(null);
|
||||
const dummyRef = useRef<Object3D>(new Object3D());
|
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|
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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'
|
||||
]);
|
||||
|
||||
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;
|
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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);
|
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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);
|
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uvs.push(0, v);
|
||||
|
||||
positions.push(w * cosA, yPos, w * sinA);
|
||||
uvs.push(1, v);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
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>
|
||||
</>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
float ao = smoothstep(0.0, 0.4, vGrassUv.y);
|
||||
ao = mix(0.2, 1.0, ao); // Roots are 20% brightness
|
||||
|
||||
vec3 rootColor = diffuseColor.rgb * 0.4;
|
||||
vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.1, 0.1, 0.0);
|
||||
|
||||
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
|
||||
grassColor *= ao;
|
||||
|
||||
float translucency = pow(vGrassUv.y, 2.0) * 0.5;
|
||||
grassColor += vec3(0.1, 0.2, 0.0) * translucency;
|
||||
|
||||
diffuseColor.rgb = grassColor;
|
||||
@@ -0,0 +1,37 @@
|
||||
vec4 worldPos = modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
float gx = worldPos.x;
|
||||
float gz = worldPos.z;
|
||||
|
||||
vec2 mainWindDir = normalize(vec2(1.0, 0.6));
|
||||
float windSpeed = 1.5;
|
||||
|
||||
float windTime = uTime * windSpeed;
|
||||
vec2 windSamplePos = (worldPos.xz * 0.05) - (mainWindDir * windTime * 0.2);
|
||||
|
||||
float windBase = fbm(windSamplePos * 0.8) * 0.4 + 0.2;
|
||||
float gustNoise = fbm(windSamplePos * 0.4);
|
||||
float gust = pow(gustNoise, 3.0) * 1.8;
|
||||
float totalWind = windBase + gust;
|
||||
|
||||
float phase = gx * 0.5 + gz * 0.3;
|
||||
float spring = sin(uTime * 2.0 + phase) * 0.06 + sin(uTime * 4.5 + phase * 1.5) * 0.03;
|
||||
|
||||
float angleNoise = fbm(windSamplePos * 2.0 + uTime * 0.1) - 0.5;
|
||||
vec2 windDir = normalize(mainWindDir + vec2(-mainWindDir.y, mainWindDir.x) * angleNoise * 0.4);
|
||||
|
||||
float taperFactor = pow(uv.y, 4.0);
|
||||
float taper = 1.0 - taperFactor * 0.6;
|
||||
transformed.x *= taper;
|
||||
transformed.z *= taper;
|
||||
|
||||
float curveVal = fbm(vec2(gx, gz) * 0.5);
|
||||
float curveStrength = 2.0 + curveVal * 2.0;
|
||||
float curveAmount = uv.y * uv.y * curveStrength;
|
||||
vec2 curveDir = normalize(vec2(curveVal, fbm(vec2(gz, gx))) - 0.5);
|
||||
transformed.x += curveAmount * curveDir.x * 0.5;
|
||||
transformed.z += curveAmount * curveDir.y * 0.5;
|
||||
|
||||
float swayAmount = (totalWind + spring) * uv.y * uv.y;
|
||||
transformed.x += swayAmount * windDir.x;
|
||||
transformed.z += swayAmount * windDir.y;
|
||||
transformed.y -= abs(swayAmount) * 0.2;
|
||||