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@takram/three-atmosphere

v0.5.0

Published

A Three.js and R3F implementation of Precomputed Atmospheric Scattering

Downloads

512

Readme

@takram/three-atmosphere

npm version Storybook

A Three.js and R3F (React Three Fiber) implementation of Eric Bruneton’s Precomputed Atmospheric Scattering.

This library is part of a project to prototype the rendering aspect of a Web GIS engine. For more details on the background and current status of this project, please refer to the main README.

Installation

npm install @takram/three-atmosphere
pnpm add @takram/three-atmosphere
yarn add @takram/three-atmosphere

Synopsis

Deferred lighting

Suitable for large-scale scenes, but supports only Lambertian BRDF.

import { useLoader } from '@react-three/fiber'
import { EffectComposer } from '@react-three/postprocessing'
import { PrecomputedTexturesLoader } from '@takram/three-atmosphere'
import {
  AerialPerspective,
  Atmosphere,
  Sky
} from '@takram/three-atmosphere/r3f'

const Scene = () => {
  const precomputedTextures = useLoader(PrecomputedTexturesLoader, '/assets')
  return (
    <Atmosphere
      textures={precomputedTextures}
      date={/* Date object or timestamp */}
    >
      <Sky />
      <EffectComposer enableNormalPass>
        <AerialPerspective skyIrradiance sunIrradiance />
      </EffectComposer>
    </Atmosphere>
  )
}

Example of deferred lighting Storybook (Requires Google Maps API key to display the scene.)

Example of deferred lighting Storybook (Requires Google Maps API key to display the scene.)

Forward lighting

Compatible with built-in Three.js materials and shadows, but both direct and indirect irradiance are approximated only for small-scale scenes.

import { useLoader } from '@react-three/fiber'
import { EffectComposer } from '@react-three/postprocessing'
import { PrecomputedTexturesLoader } from '@takram/three-atmosphere'
import {
  AerialPerspective,
  Atmosphere,
  Sky,
  SkyLight,
  SunLight
} from '@takram/three-atmosphere/r3f'

const Scene = () => {
  const precomputedTextures = useLoader(PrecomputedTexturesLoader, '/assets')
  return (
    <Atmosphere
      textures={precomputedTextures}
      date={/* Date object or timestamp */}
    >
      <Sky />
      <group position={/* ECEF coordinate in meters */}>
        <SkyLight />
        <SunLight />
      </group>
      <EffectComposer>
        <AerialPerspective />
      </EffectComposer>
    </Atmosphere>
  )
}

Example of forward lighting Storybook

Transient update by date

import { useFrame } from '@react-three/fiber'
import {
  Atmosphere,
  Sky,
  type AtmosphereApi
} from '@takram/three-atmosphere/r3f'
import { useRef } from 'react'

const Scene = () => {
  const atmosphereRef = useRef<AtmosphereApi>(null)
  useFrame(() => {
    atmosphereRef.current?.updateByDate(new Date())
  })
  return (
    <Atmosphere ref={atmosphereRef}>
      <Sky />
      ...
    </Atmosphere>
  )
}

Non-suspending texture loading

const Scene = () => (
  // Provide a url instead of textures to load them asynchronously.
  <Atmosphere textures='/assets'>
    <Sky />
    <EffectComposer>
      <AerialPerspective />
    </EffectComposer>
  </Atmosphere>
)

Vanilla Three.js

See the story for complete example.

const position = new Vector3(/* ECEF coordinate in meters */)

// SkyMaterial disables projection. Provide a plane that covers clip space.
const skyMaterial = new SkyMaterial()
const sky = new Mesh(new PlaneGeometry(2, 2), skyMaterial)
sky.frustumCulled = false
sky.position.copy(position)
scene.add(sky)

// SkyLightProbe computes sky irradiance of its position.
const skyLight = new SkyLightProbe()
skyLight.position.copy(position)
scene.add(skyLight)

// SunDirectionalLight computes sunlight transmittance to its target position.
const sunLight = new SunDirectionalLight()
sunLight.target.position.copy(position)
scene.add(sunLight)
scene.add(sunLight.target)

// Demonstrates forward lighting here. For deferred lighting, set sunIrradiance
// and skyIrradiance to true, remove SkyLightProbe and SunDirectionalLight, and
// provide a normal buffer to AerialPerspectiveEffect.
const aerialPerspective = new AerialPerspectiveEffect(camera)

// Use floating-point render buffer, as radiance/luminance is stored here.
const composer = new EffectComposer(renderer, {
  frameBufferType: HalfFloatType
})
composer.addPass(new RenderPass(scene, camera))
composer.addPass(
  new EffectPass(
    camera,
    aerialPerspective,
    new ToneMappingEffect({ mode: ToneMappingMode.AGX })
  )
)

// PrecomputedTexturesLoader defaults to loading single-precision float
// textures. Check for OES_texture_float_linear and load the appropriate one.
const texturesLoader = new PrecomputedTexturesLoader()
texturesLoader.useHalfFloat =
  renderer.getContext().getExtension('OES_texture_float_linear') == null
texturesLoader.load('/assets', textures => {
  Object.assign(skyMaterial, textures)
  skyMaterial.useHalfFloat = texturesLoader.useHalfFloat
  sunLight.transmittanceTexture = textures.transmittanceTexture
  skyLight.irradianceTexture = textures.irradianceTexture
  Object.assign(aerialPerspective, textures)
  aerialPerspective.useHalfFloat = texturesLoader.useHalfFloat
})

const sunDirection = new Vector3()
const moonDirection = new Vector3()

function render(): void {
  // Suppose `date` is updated elsewhere.
  getSunDirectionECEF(date, sunDirection)
  getMoonDirectionECEF(date, moonDirection)

  skyMaterial.sunDirection.copy(sunDirection)
  skyMaterial.moonDirection.copy(moonDirection)
  sunLight.sunDirection.copy(sunDirection)
  skyLight.sunDirection.copy(sunDirection)
  aerialPerspective.sunDirection.copy(sunDirection)

  sunLight.update()
  skyLight.update()
  composer.render()
}

Limitations

  • The reference frame is fixed to ECEF and cannot be configured, #11.

  • The viewpoint is restricted to positions above the atmosphere’s inner sphere. It doesn’t render correctly underground, #5.

  • The aerial perspective (specifically the inscatter term) includes a workaround for the horizon artifact, but due to finite floating-point precision, this artifact cannot be removed completely.

  • Volumetric light shaft is not implemented as it requires ray tracing. You may notice scattered light is not occluded by scene objects.

  • Although you can generate custom precomputed textures, the implementation is effectively limited to Earth’s atmosphere. For rendering atmospheres of other planets, consider implementing Sébastien Hillaire’s A Scalable and Production Ready Sky and Atmosphere Rendering Technique.

  • Currently developed using GLSL. The node-based TSL is not used yet but is planned.

API

R3F components

Three.js

Functions

Atmosphere

Provides and synchronizes props of atmosphere components. It’s the recommended way to configure components unless you need finer control over properties of individual components.

Source

import { useFrame } from '@react-three/fiber'
import {
  Atmosphere,
  Sky,
  useAtmosphereTextureProps,
  type AtmosphereApi
} from '@takram/three-atmosphere/r3f'
import { useRef } from 'react'

const Scene = () => {
  const atmosphereRef = useRef<AtmosphereApi>(null)
  useFrame(() => {
    // Computes sun direction, moon direction and ECI to ECEF rotation
    // matrix by the date, then propagates them to descendant components via
    // context.
    atmosphereRef.current?.updateByDate(new Date())
  })

  // The choice of precomputed textures depends on whether single-precision
  // float or half-float textures are supported. Some devices don't support
  // single-precision textures, so this hook fallbacks to half-float textures
  // when necessary.
  const textureProps = useAtmosphereTextureProps('/assets')
  return (
    <Atmosphere ref={atmosphereRef} {...textureProps}>
      <Sky />
      ...
    </Atmosphere>
  )
}

Props

textures

textures: PrecomputedTextures | string = undefined

The precomputed textures, or a URL to the directory containing them.

useHalfFloat

useHalfFloat: boolean = false

Whether the internal format of the textures is half-float.

ellipsoid

ellipsoid: Ellipsoid = Ellipsoid.WGS84

The ellipsoid model representing Earth.

correctAltitude

correctAltitude: boolean = true

Whether to adjust the atmosphere’s inner sphere to osculate (touch and share a tangent with) the ellipsoid.

The atmosphere is approximated as a sphere, with a radius between the ellipsoid’s major and minor axes. The difference can exceed 10,000 meters in worst cases, roughly equal to the cruising altitude of a passenger jet. This option compensates for this difference.

An example at an altitude of 2,000 meters and a latitude of 35°:

| correctAltitude = false | correctAltitude = true | | :-: | :-: | | | |

photometric

photometric: boolean = true

Whether to store luminance instead of radiance in render buffers.

| photometric = false | photometric = true | | :-: | :-: | | | |

date

date: number | Date = undefined

Specifies the date used to obtain the directions of the sun, moon, and ECI to ECEF rotation matrix.

The behavior when used together with the updateByDate function is not defined.

Ref

updateByDate

function updateByDate(date: number | Date): void

Updates the directions of the sun, moon, and the ECI to ECEF rotation matrix for the specified date. Use this function via the ref instead of the date prop if you want to update it smoothly.

The behavior when used together with the date prop is not defined.

Sky

Displays the sky in a screen quad.

See SkyMaterial for further details.

Source

import { useLoader } from '@react-three/fiber'
import {
  getMoonDirectionECEF,
  getSunDirectionECEF,
  PrecomputedTexturesLoader
} from '@takram/three-atmosphere'
import { Sky } from '@takram/three-atmosphere/r3f'

const sunDirection = getSunDirectionECEF(/* date */)
const moonDirection = getMoonDirectionECEF(/* date */)

const Scene = () => {
  const precomputedTextures = useLoader(PrecomputedTexturesLoader, '/assets')
  return (
    <Sky
      {...precomputedTextures}
      sunDirection={sunDirection}
      moonDirection={moonDirection}
    />
  )
}

Props

The parameters of AtmosphereMaterialBase and SkyMaterial are exposed as props.

Stars

Represents the brightest stars as points at an infinite distance.

See StarsMaterial for further details.

Source

import { useLoader } from '@react-three/fiber'
import {
  getECIToECEFRotationMatrix,
  getSunDirectionECEF,
  PrecomputedTexturesLoader
} from '@takram/three-atmosphere'
import { Stars } from '@takram/three-atmosphere/r3f'
import { ArrayBufferLoader } from '@takram/three-geospatial'

const sunDirection = getSunDirectionECEF(/* date */)
const rotationMatrix = getECIToECEFRotationMatrix(/* date */)

const Scene = () => {
  const precomputedTextures = useLoader(PrecomputedTexturesLoader, '/assets')
  const starsData = useLoader(ArrayBufferLoader, '/assets/stars.bin')
  return (
    <Stars
      {...precomputedTextures}
      data={starsData}
      sunDirection={sunDirection}
      matrix={rotationMatrix}
    />
  )
}

Props

The parameters of AtmosphereMaterialBase and StarsMaterial are also exposed as props.

data

data: ArrayBuffer | string = undefined

The data containing the position and magnitude of the stars, or a URL to it.

SkyLight

A light probe for indirect sky irradiance.

See SkyLightProbe for further details.

Source

import { useLoader } from '@react-three/fiber'
import { getSunDirectionECEF } from '@takram/three-atmosphere'
import { SkyLight } from '@takram/three-atmosphere/r3f'
import { Float32Data2DLoader } from '@takram/three-geospatial'
import { Vector3 } from 'three'

const position = new Vector3(/* ECEF coordinate in meters */)
const sunDirection = getSunDirectionECEF(/* date */)

const Scene = () => {
  const irradianceTexture = useLoader(
    Float32Data2DLoader,
    '/assets/irradiance.bin'
  )
  return (
    <SkyLight
      irradianceTexture={irradianceTexture}
      position={position}
      sunDirection={sunDirection}
    />
  )
}

Props

The parameters of SkyLightProbe are exposed as props.

SunLight

A directional light representing the sun.

See SunDirectionalLight for further details.

Source

import { useLoader } from '@react-three/fiber'
import { getSunDirectionECEF } from '@takram/three-atmosphere'
import { SunLight } from '@takram/three-atmosphere/r3f'
import { Float32Data2DLoader } from '@takram/three-geospatial'
import { Vector3 } from 'three'

const position = new Vector3(/* ECEF coordinate in meters */)
const sunDirection = getSunDirectionECEF(/* date */)

const Scene = () => {
  const transmittanceTexture = useLoader(
    Float32Data2DLoader,
    '/assets/transmittance.bin'
  )
  return (
    <SunLight
      transmittanceTexture={transmittanceTexture}
      position={position}
      sunDirection={sunDirection}
    />
  )
}

Props

The parameters of SunDirectionalLight are exposed as props.

AerialPerspective

A post-processing effect that renders atmospheric transparency and inscattered light.

See AerialPerspectiveEffect for further details.

Source

import { useLoader } from '@react-three/fiber'
import { EffectComposer } from '@react-three/postprocessing'
import {
  getSunDirectionECEF,
  PrecomputedTexturesLoader
} from '@takram/three-atmosphere'
import { AerialPerspective } from '@takram/three-atmosphere/r3f'
import { Vector3 } from 'three'

const sunDirection = getSunDirectionECEF(/* date */)

const Scene = () => {
  const precomputedTextures = useLoader(PrecomputedTexturesLoader, '/assets')
  return (
    <EffectComposer>
      <AerialPerspective {...precomputedTextures} sunDirection={sunDirection} />
    </EffectComposer>
  )
}

Props

The parameters of AerialPerspectiveEffect are exposed as props.

AtmosphereMaterialBase

The base class of SkyMaterial and StarsMaterial.

Source

Parameters

irradianceTexture, scatteringTexture, transmittanceTexture

irradianceTexture: DataTexture | null = null
scatteringTexture: Data3DTexture | null = null
transmittanceTexture: DataTexture | null = null

The precomputed textures.

useHalfFloat

useHalfFloat: boolean = false

See useHalfFloat.

ellipsoid

ellipsoid: Ellipsoid = Ellipsoid.WGS84

See ellipsoid.

correctAltitude

correctAltitude: boolean = true

See correctAltitude.

photometric

photometric: boolean = true

See photometric.

sunDirection

sunDirection: Vector3 = new Vector3()

The normalized direction to the sun in ECEF coordinates.

sunAngularRadius

sunAngularRadius: number = 0.004675

The angular radius of the sun, in radians.

Increase this value if the sun flickers in a low-resolution environment map. Modifying this value does not affect the sky’s total radiance unless the sun is partially visible.

| sunAngularRadius = 0.004675 | sunAngularRadius = 0.1 | | :-: | :-: | | | |

SkyMaterial

A material for displaying the sky. Apply this to a screen quad.

Despite its name, this material renders the atmosphere itself, along with the sun and moon. When viewed from within the atmosphere, it appears as the sky. From space, it represents Earth’s atmosphere with a flat ground.

Source

const material = new SkyMaterial()
getSunDirectionECEF(/* date */, material.sunDirection)
const sky = new Mesh(new PlaneGeometry(2, 2), material)
sky.frustumCulled = false
scene.add(sky)

Parameters

Extends AtmosphereMaterialBase.

sun, moon

sun: boolean = true
moon: boolean = true

Whether to display the sun and moon.

moonDirection

moonDirection: Vector3 = new Vector()

The normalized direction to the moon in ECEF coordinates.

moonAngularRadius

moonAngularRadius: number = 0.0045

The angular radius of the moon, in radians.

lunarRadianceScale

lunarRadianceScale: number = 1

A scaling factor to adjust the brightness of the moon.

| lunarRadianceScale = 1 | lunarRadianceScale = 5 | | :-: | :-: | | | |

StarsMaterial

Represents the brightest stars as points at an infinite distance.

The provided data (stars.bin) contains the J2000 ECI directions, magnitudes and black body chromaticities of the 9,096 stars listed in Yale Bright Star Catalog version 5.

Source

const data: ArrayBuffer = /* Load stars.bin */
const material = new StarsMaterial({
  irradianceTexture,
  scatteringTexture,
  transmittanceTexture
})
getSunDirectionECEF(/* date */, material.sunDirection)
const stars = new Points(new StarsGeometry(data), material)
stars.setRotationFromMatrix(getECIToECEFRotationMatrix(/* date */))
scene.add(stars)

Parameters

Extends AtmosphereMaterialBase.

pointSize

pointSize: number = 1

The size of each star, in points.

radianceScale

radianceScale: number = 1

A scaling factor to adjust the brightness of the stars.

background

background: boolean = true

Whether to display the stars at an infinite distance, otherwise, they appear on a unit sphere.

SkyLightProbe

A light probe for indirect sky irradiance.

It calculates spherical harmonics of sky irradiance at its position by sampling the precomputed irradiance texture on the CPU.

Source

const skyLight = new SkyLightProbe({ irradianceTexture })
skyLight.position.set(/* ECEF coordinate in meters */)
getSunDirectionECEF(/* date */, skyLight.sunDirection)
scene.add(skyLight)

skyLight.update()

Parameters

Extends LightProbe

irradianceTexture

irradianceTexture: DataTexture | null = null

The precomputed irradiance texture.

ellipsoid

ellipsoid: Ellipsoid = Ellipsoid.WGS84

See ellipsoid.

correctAltitude

correctAltitude: boolean = true

See correctAltitude

photometric

photometric: boolean = true

See photometric.

sunDirection

sunDirection: Vector3 = new Vector3()

See sunDirection.

SunDirectionalLight

A directional light representing the sun.

It calculates the sun’s radiance by sampling the precomputed transmittance texture on the CPU.

Source

const sunLight = new SunDirectionalLight({ transmittanceTexture })
sunLight.target.position.set(/* ECEF coordinate in meters */)
getSunDirectionECEF(/* date */, sunLight.sunDirection)
scene.add(sunLight)
scene.add(sunLight.target)

sunLight.update()

Parameters

Extends DirectionalLight

transmittanceTexture

transmittanceTexture: DataTexture | null = null

The precomputed transmittance texture.

ellipsoid

ellipsoid: Ellipsoid = Ellipsoid.WGS84

See ellipsoid.

correctAltitude

correctAltitude: boolean = true

See correctAltitude

photometric

photometric: boolean = true

See photometric.

sunDirection

sunDirection: Vector3 = new Vector3()

See sunDirection.

Note it's the direction to the sun, not that of light.

distance

distance: number = 1

The distance from the target. Adjust this value if shadows are enabled for the light, as it may need to cover the entire scene.

AerialPerspectiveEffect

A post-processing effect that renders atmospheric transparency and inscattered light. It can optionally render sun and sky irradiance as deferred lighting.

This is for use with the postprocessing’s EffectComposer and is not compatible with the one in Three.js examples.

Source

const aerialPerspective = new AerialPerspectiveEffect(camera, {
  irradianceTexture,
  scatteringTexture,
  transmittanceTexture
})
getSunDirectionECEF(/* date */, aerialPerspective.sunDirection)

const composer = new EffectComposer(renderer, {
  frameBufferType: HalfFloatType
})
composer.addPass(new RenderPass(scene, camera))
composer.addPass(
  new EffectPass(
    camera,
    aerialPerspective,
    new ToneMappingEffect({ mode: ToneMappingMode.AGX })
  )
)

Parameters

Extends postprocessing’s Effect.

normalBuffer

normalBuffer: Texture | null = null

The normal buffer used for deferred lighting. It is not required if both sunIrradiance and skyIrradiance are disabled.

EffectComposer’s default normal buffer lacks sufficient precision, causing banding in shaded areas. Using a floating-point normal buffer resolves this issue.

octEncodedNormal

octEncodedNormal: boolean = false

Indicates that the normal is oct-encoded and stored in the first two elements of the normal buffer texels.

reconstructNormal

reconstructNormal: boolean = false

Whether to reconstruct normals from depth buffer.

irradianceTexture, scatteringTexture, transmittanceTexture

irradianceTexture: DataTexture | null = null
scatteringTexture: Data3DTexture | null = null
transmittanceTexture: DataTexture | null = null

The precomputed textures.

useHalfFloat

useHalfFloat: boolean = false

See useHalfFloat.

ellipsoid

ellipsoid: Ellipsoid = Ellipsoid.WGS84

See ellipsoid.

correctAltitude

correctAltitude: boolean = true

See correctAltitude

correctGeometricError

correctGeometricError: boolean = true

These options corrects lighting artifacts caused by geometric errors in surface tiles. The Earth’s surface normals are gradually morphed to a true sphere.

Disable this option if your scene contains objects that penetrate the atmosphere or are located in space.

| correctGeometricError = false | correctGeometricError = true | | :-: | :-: | | | |

photometric

photometric: boolean = true

See photometric.

sunDirection

sunDirection: Vector3 = new Vector3()

See sunDirection.

sunIrradiance, skyIrradiance

sunIrradiance: boolean = false
skyIrradiance: boolean = false

Whether to apply sun and sky irradiance as deferred lighting.

Enabling one without the other is physically incorrect and should only be done for demonstration purposes.

transmittance, inscatter

transmittance: boolean = true
inscatter: boolean = true

Whether to account for the atmospheric transmittance and inscattered light.

irradianceScale

irradianceScale: number = 1

This value adjusts the color buffer to reduce contrast.

Deferred lighting treats the color buffer as albedo, but textures like those in Google Photorealistic 3D Tiles have baked lighting and shadows, resulting in higher contrast. Adjusting this value helps make it less noticeable.

sky

sky: boolean = false

Whether to render the sky as a post-processing effect. Enabling this may reduce the total number of fragments needed to compute the sky radiance.

In this case, the Sky component is redundant and should be omitted.

sun, moon

sun: boolean = true
moon: boolean = true

See sun, moon.

moonDirection

moonDirection: Vector3 = new Vector()

See moonDirection.

moonAngularRadius

moonAngularRadius: number = 0.0045

See moonAngularRadius.

lunarRadianceScale

lunarRadianceScale: number = 1

See lunarRadianceScale.

Functions

getSunDirectionECEF, getMoonDirectionECEF

function getSunDirectionECEF(date: number | Date, result?: Vector3): Vector3
function getMoonDirectionECEF(date: number | Date, result?: Vector3): Vector3

Obtains the direction to the sun and moon in ECEF coordinates for the specified UTC time. This internally uses astronomy-engine and it approximates UTC as being equivalent to UT1.

Source

getECIToECEFRotationMatrix

function getECIToECEFRotationMatrix(
  date: number | Date,
  result?: Matrix4
): Matrix4

Obtains the rotation matrix to convert coordinates from J2000 ECI to ECEF. This internally uses astronomy-engine and it approximates UTC as being equivalent to UT1.

Source

getSunLightColor

interface SunLightColorOptions {
  ellipsoid?: Ellipsoid
  correctAltitude?: boolean
  photometric?: boolean
}

function getSunLightColor(
  transmittanceTexture: DataTexture,
  worldPosition: Vector3,
  sunDirection: Vector3,
  result?: Color,
  options?: SunLightColorOptions
): Color

Calculates the radiance of sunlight observed from a given position by sampling the precomputed transmittance texture on the CPU.

Source

License

MIT