Files
knsoandClaude Opus 5 fb38652e7f chore(controller): three-player-controller als Ordner statt Submodul
Das Submodul zeigte auf GitHub, der eingetragene Stand 028c652 lag aber nur
lokal vor: GitHub-Master ac39682 plus Showcase mit Figuren und launch.json.
Frische Klone konnten den Controller deshalb nicht laden. Jetzt liegt dieser
Stand als normaler Ordner im Repo, ohne Verweis auf GitHub.

dist/ und node_modules/ im Controller bleiben ignoriert und werden wie bisher
lokal gebaut.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 21:27:03 +02:00

231 lines
6.2 KiB
JavaScript

// 来源:https://threejs.org/examples/?q=cloud#webgl_volume_cloud
import {
BackSide,
BoxGeometry,
Color,
Data3DTexture,
GLSL3,
LinearFilter,
Mesh,
RawShaderMaterial,
RedFormat,
Vector3,
} from "three";
import { ImprovedNoise } from "three/examples/jsm/math/ImprovedNoise.js";
const vertexShader = `
in vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec3 vOrigin;
out vec3 vDirection;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
vDirection = position - vOrigin;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
precision highp float;
precision highp sampler3D;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
in vec3 vOrigin;
in vec3 vDirection;
out vec4 color;
uniform vec3 base;
uniform sampler3D map;
uniform float threshold;
uniform float range;
uniform float opacity;
uniform float steps;
uniform float frame;
uint wang_hash(uint seed)
{
seed = (seed ^ 61u) ^ (seed >> 16u);
seed *= 9u;
seed = seed ^ (seed >> 4u);
seed *= 0x27d4eb2du;
seed = seed ^ (seed >> 15u);
return seed;
}
float randomFloat(inout uint seed)
{
return float(wang_hash(seed)) / 4294967296.;
}
vec2 hitBox( vec3 orig, vec3 dir ) {
const vec3 box_min = vec3( - 0.5 );
const vec3 box_max = vec3( 0.5 );
vec3 inv_dir = 1.0 / dir;
vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
vec3 tmin = min( tmin_tmp, tmax_tmp );
vec3 tmax = max( tmin_tmp, tmax_tmp );
float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
return vec2( t0, t1 );
}
float sample1( vec3 p ) {
return texture( map, p ).r;
}
float shading( vec3 coord ) {
float step = 0.01;
return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
}
vec4 linearToSRGB( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}
void main(){
vec3 rayDir = normalize( vDirection );
vec2 bounds = hitBox( vOrigin, rayDir );
if ( bounds.x > bounds.y ) discard;
bounds.x = max( bounds.x, 0.0 );
float stepSize = ( bounds.y - bounds.x ) / steps;
uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
vec3 size = vec3( textureSize( map, 0 ) );
float randNum = randomFloat( seed ) * 2.0 - 1.0;
vec3 p = vOrigin + bounds.x * rayDir;
p += rayDir * randNum * ( 1.0 / size );
vec4 ac = vec4( base, 0.0 );
for ( float i = 0.0; i < steps; i += 1.0 ) {
float d = sample1( p + 0.5 );
d = smoothstep( threshold - range, threshold + range, d ) * opacity;
float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
ac.rgb += ( 1.0 - ac.a ) * d * col;
ac.a += ( 1.0 - ac.a ) * d;
if ( ac.a >= 0.95 ) break;
p += rayDir * stepSize;
}
color = linearToSRGB( ac );
if ( color.a == 0.0 ) discard;
}
`;
// 生成云纹理
function createCloudTexture(size, noiseScale) {
// 体素密度
const data = new Uint8Array(size * size * size);
const perlin = new ImprovedNoise();
const vector = new Vector3();
let i = 0;
for (let z = 0; z < size; z++) {
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const d = 1.0 - vector.set(x, y, z).subScalar(size / 2).divideScalar(size).length();
data[i] = (128 + 128 * perlin.noise(x * noiseScale / 1.5, y * noiseScale, z * noiseScale / 1.5)) * d * d;
i++;
}
}
}
// 上传纹理
const texture = new Data3DTexture(data, size, size, size);
texture.format = RedFormat;
texture.minFilter = LinearFilter;
texture.magFilter = LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
return texture;
}
// 创建体积云
export function createVolumeCloud(options = {}) {
// 默认参数
const {
size = 96,
noiseScale = 0.05,
color = 0x798aa0,
threshold = 0.25,
opacity = 0.25,
range = 0.1,
steps = 80,
scale = [3, 1.5, 2.2],
} = options;
// 构造材质
const texture = createCloudTexture(size, noiseScale);
const material = new RawShaderMaterial({
glslVersion: GLSL3,
uniforms: {
base: { value: new Color(color) },
map: { value: texture },
cameraPos: { value: new Vector3() },
threshold: { value: threshold },
opacity: { value: opacity },
range: { value: range },
steps: { value: steps },
frame: { value: 0 },
},
vertexShader,
fragmentShader,
side: BackSide,
transparent: true,
depthWrite: true,
});
// 返回网格
const cloud = new Mesh(new BoxGeometry(1, 1, 1), material);
cloud.name = "volumeCloud";
cloud.scale.set(...scale);
cloud.frustumCulled = false;
return cloud;
}
// 更新体积云
export function updateVolumeCloud(cloud, camera, rotationSpeed = 0) {
if (!cloud?.material?.uniforms || !camera) return;
if (!cloud.material.visible) return;
// 同步相机
const uniforms = cloud.material.uniforms;
camera.getWorldPosition(uniforms.cameraPos.value);
uniforms.frame.value += 1;
// 可选旋转
if (rotationSpeed !== 0) cloud.rotation.y += rotationSpeed / 60;
}
// 释放体积云
export function disposeVolumeCloud(cloud) {
if (!cloud) return;
// 释放显存
cloud.geometry?.dispose();
cloud.material?.uniforms?.map?.value?.dispose();
cloud.material?.dispose();
}