feat(scene): add destination skyline, traffic, wet-road light and a saturated sun
This commit is contained in:
171
src/scene/world/traffic.ts
Normal file
171
src/scene/world/traffic.ts
Normal file
@@ -0,0 +1,171 @@
|
||||
import * as THREE from 'three';
|
||||
import type { SceneResourceBag } from '@/scene/resources';
|
||||
import type { RenderQualitySettings } from '@/scene/render-quality';
|
||||
|
||||
/**
|
||||
* Other cars on the expressway, seen only as their lamps: taillight pairs,
|
||||
* long-exposure trails whose length follows the speed difference, and red
|
||||
* pools on the wet asphalt. Scrolling faster than the traffic overtakes it;
|
||||
* resting lets the faster lanes pull away. Instances wrap through a hidden band
|
||||
* behind the camera, so nothing pops in view.
|
||||
*/
|
||||
const NEAR_Z = 46;
|
||||
const FAR_Z = -660;
|
||||
const SPAN = NEAR_Z - FAR_Z;
|
||||
|
||||
interface Vehicle {
|
||||
x: number;
|
||||
z: number;
|
||||
speed: number;
|
||||
width: number;
|
||||
height: number;
|
||||
tint: number;
|
||||
}
|
||||
|
||||
export function createTraffic(
|
||||
resources: SceneResourceBag,
|
||||
quality: RenderQualitySettings,
|
||||
) {
|
||||
const group = new THREE.Group();
|
||||
group.name = 'expressway-traffic';
|
||||
const count = quality.postEffects ? (quality.postScale >= 1 ? 14 : 10) : 7;
|
||||
const lanes = [-5.1, -5.1, -2.6, 4.9, 5.2];
|
||||
const vehicles: Vehicle[] = [];
|
||||
let seed = 7;
|
||||
const random = () => {
|
||||
seed = (seed * 16807) % 2147483647;
|
||||
return (seed - 1) / 2147483646;
|
||||
};
|
||||
for (let i = 0; i < count; i++) {
|
||||
const lane = lanes[i % lanes.length]!;
|
||||
// Left lanes run faster than the cruise, the right lane is slower trucks.
|
||||
const fast = lane < 0;
|
||||
vehicles.push({
|
||||
x: lane + (random() - 0.5) * 0.5,
|
||||
z: FAR_Z + random() * (SPAN - 120) + 20,
|
||||
speed: fast ? 26 + random() * 22 : 9 + random() * 6,
|
||||
width: fast ? 0.78 + random() * 0.12 : 1.0,
|
||||
height: fast ? 0.95 : 1.55 + random() * 0.4,
|
||||
tint: random(),
|
||||
});
|
||||
}
|
||||
|
||||
const uniforms = { uTime: { value: 0 } };
|
||||
const vertexShader = /* glsl */ `
|
||||
attribute float aLevel;
|
||||
varying vec2 vUv;
|
||||
varying float vDepth;
|
||||
varying float vLevel;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
vLevel = aLevel;
|
||||
vec4 view = modelViewMatrix * instanceMatrix * vec4(position, 1.0);
|
||||
vDepth = -view.z;
|
||||
gl_Position = projectionMatrix * view;
|
||||
}`;
|
||||
const fragment = (shape: string) => /* glsl */ `
|
||||
varying vec2 vUv;
|
||||
varying float vDepth;
|
||||
varying float vLevel;
|
||||
void main() {
|
||||
float far = 1.0 - smoothstep(420.0, 660.0, vDepth);
|
||||
float near = smoothstep(1.5, 7.0, vDepth);
|
||||
${shape}
|
||||
vec3 color = mix(vec3(1.0, 0.03, 0.06), vec3(1.0, 0.22, 0.05), vLevel);
|
||||
gl_FragColor = vec4(color * glow * far * near, 1.0);
|
||||
#include <tonemapping_fragment>
|
||||
#include <colorspace_fragment>
|
||||
}`;
|
||||
const additive = (shape: string) =>
|
||||
resources.own(
|
||||
'material',
|
||||
new THREE.ShaderMaterial({
|
||||
uniforms,
|
||||
vertexShader,
|
||||
fragmentShader: fragment(shape),
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
depthTest: true,
|
||||
blending: THREE.AdditiveBlending,
|
||||
side: THREE.DoubleSide,
|
||||
}),
|
||||
);
|
||||
// Lamps: a hot core in a soft disc, bright enough to bloom.
|
||||
const lampMaterial = additive(`
|
||||
vec2 c = vUv - 0.5;
|
||||
float r = length(c * vec2(1.0, 1.6));
|
||||
float glow = exp(-r * r * 26.0) * 3.2 + exp(-r * r * 5.0) * 0.5;`);
|
||||
// Trails: thin, brightest at the lamp, fading over their length.
|
||||
const trailMaterial = additive(`
|
||||
float across = exp(-pow((vUv.x - 0.5) * 5.0, 2.0));
|
||||
float glow = across * pow(vUv.y, 1.6) * 1.1;`);
|
||||
// Wet-road pools: long and soft under each car.
|
||||
const poolMaterial = additive(`
|
||||
float across = exp(-pow((vUv.x - 0.5) * 3.2, 2.0));
|
||||
float glow = across * pow(vUv.y, 2.2) * 0.2;`);
|
||||
|
||||
const plane = resources.own('geometry', new THREE.PlaneGeometry(1, 1));
|
||||
const lampCount = count * 2;
|
||||
const mesh = (name: string, material: unknown, instances: number) => {
|
||||
const instanced = new THREE.InstancedMesh(plane, material, instances);
|
||||
instanced.name = name;
|
||||
instanced.frustumCulled = false;
|
||||
instanced.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
|
||||
const levels = new Float32Array(instances);
|
||||
for (let i = 0; i < instances; i++) levels[i] = vehicles[Math.floor(i / 2) % count]!.tint * 0.6;
|
||||
instanced.geometry = plane.clone();
|
||||
resources.own('geometry', instanced.geometry);
|
||||
instanced.geometry.setAttribute('aLevel', new THREE.InstancedBufferAttribute(levels, 1));
|
||||
group.add(instanced);
|
||||
return instanced;
|
||||
};
|
||||
const lamps = mesh('traffic-taillights', lampMaterial, lampCount);
|
||||
const trails = mesh('traffic-light-trails', trailMaterial, lampCount);
|
||||
const pools = mesh('traffic-road-pools', poolMaterial, count);
|
||||
|
||||
const dummy = new THREE.Object3D();
|
||||
return {
|
||||
group,
|
||||
/**
|
||||
* @param travelSpeed world units per second the camera car is covering.
|
||||
*/
|
||||
update(deltaSeconds: number, travelSpeed: number, time: number) {
|
||||
uniforms.uTime.value = time;
|
||||
const dt = Math.min(0.1, Math.max(0, deltaSeconds));
|
||||
for (let i = 0; i < count; i++) {
|
||||
const v = vehicles[i]!;
|
||||
const relative = travelSpeed - v.speed; // > 0: we are overtaking
|
||||
v.z += relative * dt;
|
||||
if (v.z > NEAR_Z) v.z -= SPAN;
|
||||
else if (v.z < FAR_Z) v.z += SPAN;
|
||||
const trailLength = THREE.MathUtils.clamp(Math.abs(relative) * 0.16, 0.3, 14);
|
||||
// Trails stream away from the direction of relative travel.
|
||||
const trailDirection = relative >= 0 ? -1 : 1;
|
||||
for (let side = 0; side < 2; side++) {
|
||||
const index = i * 2 + side;
|
||||
const x = v.x + (side === 0 ? -v.width : v.width);
|
||||
dummy.position.set(x, v.height, v.z);
|
||||
dummy.rotation.set(0, 0, 0);
|
||||
dummy.scale.set(0.62, 0.36, 1);
|
||||
dummy.updateMatrix();
|
||||
lamps.setMatrixAt(index, dummy.matrix);
|
||||
// Horizontal ribbon at lamp height, uv.y = 1 at the lamp.
|
||||
dummy.position.set(x, v.height - 0.02, v.z + (trailDirection * trailLength) / 2);
|
||||
dummy.rotation.set(trailDirection < 0 ? Math.PI / 2 : -Math.PI / 2, 0, 0);
|
||||
dummy.scale.set(0.2, trailLength, 1);
|
||||
dummy.updateMatrix();
|
||||
trails.setMatrixAt(index, dummy.matrix);
|
||||
}
|
||||
const poolLength = 9 + Math.min(10, Math.abs(relative) * 0.08);
|
||||
dummy.position.set(v.x, 0.04, v.z + poolLength / 2);
|
||||
dummy.rotation.set(-Math.PI / 2, 0, 0);
|
||||
dummy.scale.set(v.width * 2.3, poolLength, 1);
|
||||
dummy.updateMatrix();
|
||||
pools.setMatrixAt(i, dummy.matrix);
|
||||
}
|
||||
lamps.instanceMatrix.needsUpdate = true;
|
||||
trails.instanceMatrix.needsUpdate = true;
|
||||
pools.instanceMatrix.needsUpdate = true;
|
||||
},
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user