From 4c0b2fff9f28409c90ac290bca8803bcbf245c93 Mon Sep 17 00:00:00 2001
From: luxiaotao1123 <t1341870251@63.com>
Date: 星期五, 17 十二月 2021 16:26:28 +0800
Subject: [PATCH] #

---
 static/js/app.js               |   47 +++++++-
 static/js/object/Sky.js        |  219 +++++++++++++++++++++++++++++++++++++++++++
 static/js/object/StoreShelf.js |    4 
 3 files changed, 260 insertions(+), 10 deletions(-)

diff --git a/static/js/app.js b/static/js/app.js
index af80b15..1763d19 100644
--- a/static/js/app.js
+++ b/static/js/app.js
@@ -4,6 +4,7 @@
 import {OBJLoader} from './lib/OBJLoader.js';
 import {StoreShelf} from './object/StoreShelf.js';
 import {StoreCrn} from './object/StoreCrn.js';
+import { Sky } from './object/Sky.js';
 
 var APP = {
 
@@ -72,6 +73,10 @@
 			this.renderer = new THREE.WebGLRenderer();
 
 			// this.renderer.outputEncoding = THREE.sRGBEncoding;
+			// this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
+			// this.renderer.toneMappingExposure = 0.5;
+
+			// this.renderer.outputEncoding = THREE.sRGBEncoding;
 			// this.renderer.shadowMap.enabled = true;
 			// this.renderer.toneMapping = THREE.ReinhardToneMapping;
 			//
@@ -79,6 +84,8 @@
 			this.renderer.setSize( window.innerWidth, window.innerHeight );
 			this.dom = document.getElementById("container");
 			this.dom.appendChild( this.renderer.domElement );
+
+
 		}
 		this.initLight = function () {
 
@@ -130,14 +137,38 @@
 			// this.dom.appendChild( this.stats.dom );
 		}
 		this.initBackground = function () {
-			const cubeTextureLoader = new THREE.CubeTextureLoader();
-			cubeTextureLoader.setPath( '../static/img/skybox/' );
-			this.scene.background = cubeTextureLoader.load([
-				"px.jpg", "nx.jpg",
-				"py.jpg", "ny.jpg",
-				"pz.jpg", "nz.jpg"
-			]);
-			// this.scene.background = new THREE.Color( 0xf0f0f0 );
+			// const cubeTextureLoader = new THREE.CubeTextureLoader();
+			// cubeTextureLoader.setPath( '../static/img/skybox/' );
+			// this.scene.background = cubeTextureLoader.load([
+			// 	"px.jpg", "nx.jpg",
+			// 	"py.jpg", "ny.jpg",
+			// 	"pz.jpg", "nz.jpg"
+			// ]);
+			this.scene.background = new THREE.Color( 0xf0f0f0 );
+
+			// 澶槼
+			// let sky = new Sky();
+			// sky.scale.setScalar( 450000 );
+			// this.addObject( sky );
+			// let sun = new THREE.Vector3();
+			// const effectController = {
+			// 	turbidity: 10,
+			// 	rayleigh: 3,
+			// 	mieCoefficient: 0.005,
+			// 	mieDirectionalG: 0.7,
+			// 	elevation: 2,
+			// 	azimuth: 180,
+			// 	exposure: this.renderer.toneMappingExposure
+			// };
+			// const uniforms = sky.material.uniforms;
+			// uniforms[ 'turbidity' ].value = effectController.turbidity;
+			// uniforms[ 'rayleigh' ].value = effectController.rayleigh;
+			// uniforms[ 'mieCoefficient' ].value = effectController.mieCoefficient;
+			// uniforms[ 'mieDirectionalG' ].value = effectController.mieDirectionalG;
+			// const phi = THREE.MathUtils.degToRad( 90 - effectController.elevation );
+			// const theta = THREE.MathUtils.degToRad( effectController.azimuth );
+			// sun.setFromSphericalCoords( 1, phi, theta );
+			// uniforms[ 'sunPosition' ].value.copy( sun );
 		}
 		this.initReSize = function(object){
 			window.addEventListener('resize', function () {
diff --git a/static/js/object/Sky.js b/static/js/object/Sky.js
new file mode 100644
index 0000000..650b32f
--- /dev/null
+++ b/static/js/object/Sky.js
@@ -0,0 +1,219 @@
+import {
+	BackSide,
+	BoxGeometry,
+	Mesh,
+	ShaderMaterial,
+	UniformsUtils,
+	Vector3
+} from '../three.module.js';
+
+/**
+ * Based on "A Practical Analytic Model for Daylight"
+ * aka The Preetham Model, the de facto standard analytic skydome model
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
+ *
+ * First implemented by Simon Wallner
+ * http://www.simonwallner.at/projects/atmospheric-scattering
+ *
+ * Improved by Martin Upitis
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
+ *
+ * Three.js integration by zz85 http://twitter.com/blurspline
+*/
+
+class Sky extends Mesh {
+
+	constructor() {
+
+		const shader = Sky.SkyShader;
+
+		const material = new ShaderMaterial( {
+			name: 'SkyShader',
+			fragmentShader: shader.fragmentShader,
+			vertexShader: shader.vertexShader,
+			uniforms: UniformsUtils.clone( shader.uniforms ),
+			side: BackSide,
+			depthWrite: false
+		} );
+
+		super( new BoxGeometry( 1, 1, 1 ), material );
+
+	}
+
+}
+
+Sky.prototype.isSky = true;
+
+Sky.SkyShader = {
+
+	uniforms: {
+		'turbidity': { value: 2 },
+		'rayleigh': { value: 1 },
+		'mieCoefficient': { value: 0.005 },
+		'mieDirectionalG': { value: 0.8 },
+		'sunPosition': { value: new Vector3() },
+		'up': { value: new Vector3( 0, 1, 0 ) }
+	},
+
+	vertexShader: /* glsl */`
+		uniform vec3 sunPosition;
+		uniform float rayleigh;
+		uniform float turbidity;
+		uniform float mieCoefficient;
+		uniform vec3 up;
+
+		varying vec3 vWorldPosition;
+		varying vec3 vSunDirection;
+		varying float vSunfade;
+		varying vec3 vBetaR;
+		varying vec3 vBetaM;
+		varying float vSunE;
+
+		// constants for atmospheric scattering
+		const float e = 2.71828182845904523536028747135266249775724709369995957;
+		const float pi = 3.141592653589793238462643383279502884197169;
+
+		// wavelength of used primaries, according to preetham
+		const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
+		// this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+		// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
+		const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
+
+		// mie stuff
+		// K coefficient for the primaries
+		const float v = 4.0;
+		const vec3 K = vec3( 0.686, 0.678, 0.666 );
+		// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
+		const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
+
+		// earth shadow hack
+		// cutoffAngle = pi / 1.95;
+		const float cutoffAngle = 1.6110731556870734;
+		const float steepness = 1.5;
+		const float EE = 1000.0;
+
+		float sunIntensity( float zenithAngleCos ) {
+			zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
+			return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
+		}
+
+		vec3 totalMie( float T ) {
+			float c = ( 0.2 * T ) * 10E-18;
+			return 0.434 * c * MieConst;
+		}
+
+		void main() {
+
+			vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
+			vWorldPosition = worldPosition.xyz;
+
+			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+			gl_Position.z = gl_Position.w; // set z to camera.far
+
+			vSunDirection = normalize( sunPosition );
+
+			vSunE = sunIntensity( dot( vSunDirection, up ) );
+
+			vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
+
+			float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
+
+			// extinction (absorbtion + out scattering)
+			// rayleigh coefficients
+			vBetaR = totalRayleigh * rayleighCoefficient;
+
+			// mie coefficients
+			vBetaM = totalMie( turbidity ) * mieCoefficient;
+
+		}`,
+
+	fragmentShader: /* glsl */`
+		varying vec3 vWorldPosition;
+		varying vec3 vSunDirection;
+		varying float vSunfade;
+		varying vec3 vBetaR;
+		varying vec3 vBetaM;
+		varying float vSunE;
+
+		uniform float mieDirectionalG;
+		uniform vec3 up;
+
+		const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );
+
+		// constants for atmospheric scattering
+		const float pi = 3.141592653589793238462643383279502884197169;
+
+		const float n = 1.0003; // refractive index of air
+		const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
+
+		// optical length at zenith for molecules
+		const float rayleighZenithLength = 8.4E3;
+		const float mieZenithLength = 1.25E3;
+		// 66 arc seconds -> degrees, and the cosine of that
+		const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
+
+		// 3.0 / ( 16.0 * pi )
+		const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
+		// 1.0 / ( 4.0 * pi )
+		const float ONE_OVER_FOURPI = 0.07957747154594767;
+
+		float rayleighPhase( float cosTheta ) {
+			return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
+		}
+
+		float hgPhase( float cosTheta, float g ) {
+			float g2 = pow( g, 2.0 );
+			float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
+			return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
+		}
+
+		void main() {
+
+			vec3 direction = normalize( vWorldPosition - cameraPos );
+
+			// optical length
+			// cutoff angle at 90 to avoid singularity in next formula.
+			float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
+			float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
+			float sR = rayleighZenithLength * inverse;
+			float sM = mieZenithLength * inverse;
+
+			// combined extinction factor
+			vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
+
+			// in scattering
+			float cosTheta = dot( direction, vSunDirection );
+
+			float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
+			vec3 betaRTheta = vBetaR * rPhase;
+
+			float mPhase = hgPhase( cosTheta, mieDirectionalG );
+			vec3 betaMTheta = vBetaM * mPhase;
+
+			vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
+			Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
+
+			// nightsky
+			float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
+			float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
+			vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
+			vec3 L0 = vec3( 0.1 ) * Fex;
+
+			// composition + solar disc
+			float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );
+			L0 += ( vSunE * 19000.0 * Fex ) * sundisk;
+
+			vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
+
+			vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
+
+			gl_FragColor = vec4( retColor, 1.0 );
+
+			#include <tonemapping_fragment>
+			#include <encodings_fragment>
+
+		}`
+
+};
+
+export { Sky };
diff --git a/static/js/object/StoreShelf.js b/static/js/object/StoreShelf.js
index fcf42b0..c583ea0 100644
--- a/static/js/object/StoreShelf.js
+++ b/static/js/object/StoreShelf.js
@@ -15,10 +15,10 @@
     this.rackWidth = 3;//鏀灦鐨勫搴︼紝榛樿璁惧畾涓�3
 
     // 鏉愯川
-    let shelfMat = new THREE.MeshLambertMaterial({
+    let shelfMat = new THREE.MeshPhysicalMaterial({
         color: 0x175EC0,
         transparent: true,
-        opacity: 0.6
+        opacity: 0.7
     });
     //瀹氫箟涓�涓粍鍚堜綋
     let group = new THREE.Group();

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