mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-02-13 19:53:52 +00:00
extensive work on lighting, shadows, and fog
- use MeshLambertMaterial for interiors, terrain, and shapes - use smooth vertex normal blending to avoid facted-looking contrasty lighting between adjacent surfaces - update io_dif Blender addon to extract lightmaps - re-export .dif files to glTF with lightmaps and without LOD - enable sun, ensure correct direction - adjust fog (more work to do) - cleanup and optimization
This commit is contained in:
parent
035812724d
commit
3ba1ce9afd
927 changed files with 632 additions and 215 deletions
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@ -1,18 +1,108 @@
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import { memo, Suspense, useMemo, useRef, useEffect } from "react";
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import { memo, Suspense, useMemo } from "react";
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import { ErrorBoundary } from "react-error-boundary";
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import { useGLTF, useTexture } from "@react-three/drei";
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import { FALLBACK_TEXTURE_URL, textureToUrl, shapeToUrl } from "../loaders";
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import { filterGeometryByVertexGroups, getHullBoneIndices } from "../meshUtils";
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import {
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createAlphaAsRoughnessMaterial,
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setupAlphaAsRoughnessTexture,
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} from "../shapeMaterial";
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import { MeshStandardMaterial } from "three";
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import { setupColor } from "../textureUtils";
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MeshStandardMaterial,
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MeshBasicMaterial,
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MeshLambertMaterial,
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AdditiveBlending,
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Texture,
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BufferGeometry,
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} from "three";
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import { setupColor, setupAlphaTestedTexture } from "../textureUtils";
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import { useDebug } from "./SettingsProvider";
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import { useShapeInfo } from "./ShapeInfoProvider";
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import { useShapeInfo, isOrganicShape } from "./ShapeInfoProvider";
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import { FloatingLabel } from "./FloatingLabel";
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import { useIflTexture } from "./useIflTexture";
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/** Shared props for texture rendering components */
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interface TextureProps {
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material: MeshStandardMaterial;
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shapeName?: string;
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geometry?: BufferGeometry;
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backGeometry?: BufferGeometry;
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castShadow?: boolean;
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receiveShadow?: boolean;
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}
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/**
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* DTS Material Flags (from tsShape.h):
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* - Translucent: Material has alpha transparency (smooth blending)
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* - Additive: Additive blending mode
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* - Subtractive: Subtractive blending mode
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* - SelfIlluminating: Fullbright, no lighting applied
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* - NeverEnvMap: Don't apply environment mapping
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*/
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type SingleMaterial =
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| MeshStandardMaterial
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| MeshBasicMaterial
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| MeshLambertMaterial;
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type MaterialResult =
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| SingleMaterial
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| [MeshLambertMaterial, MeshLambertMaterial];
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function createMaterialFromFlags(
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baseMaterial: MeshStandardMaterial,
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texture: Texture,
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flagNames: Set<string>,
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isOrganic: boolean,
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): MaterialResult {
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const isTranslucent = flagNames.has("Translucent");
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const isAdditive = flagNames.has("Additive");
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const isSelfIlluminating = flagNames.has("SelfIlluminating");
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const neverEnvMap = flagNames.has("NeverEnvMap");
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// SelfIlluminating materials are unlit (use MeshBasicMaterial)
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if (isSelfIlluminating) {
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const mat = new MeshBasicMaterial({
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map: texture,
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side: 2, // DoubleSide
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transparent: isAdditive,
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alphaTest: isAdditive ? 0 : 0.5,
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blending: isAdditive ? AdditiveBlending : undefined,
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fog: true,
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});
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return mat;
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}
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// For organic shapes or Translucent flag, use alpha cutout with Lambert shading
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// Tribes 2 used fixed-function GL with specular disabled - purely diffuse lighting
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// MeshLambertMaterial gives us the diffuse-only look that matches the original
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// Return [BackSide, FrontSide] materials to render in two passes - avoids z-fighting
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if (isOrganic || isTranslucent) {
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const baseProps = {
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map: texture,
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transparent: false,
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alphaTest: 0.5,
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reflectivity: 0,
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};
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const backMat = new MeshLambertMaterial({
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...baseProps,
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side: 1, // BackSide
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// Push back faces slightly behind in depth to avoid z-fighting with front
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polygonOffset: true,
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polygonOffsetFactor: 1,
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polygonOffsetUnits: 1,
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});
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const frontMat = new MeshLambertMaterial({
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...baseProps,
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side: 0, // FrontSide
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});
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return [backMat, frontMat];
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}
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// Default: use Lambert for diffuse-only lighting (matches Tribes 2)
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// Tribes 2 used fixed-function GL with specular disabled
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const mat = new MeshLambertMaterial({
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map: texture,
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side: 2, // DoubleSide
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reflectivity: 0,
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});
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return mat;
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}
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/**
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* Load a .glb file that was converted from a .dts, used for static shapes.
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*/
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@ -25,41 +115,70 @@ export function useStaticShape(shapeName: string) {
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* Animated IFL (Image File List) material component. Creates a sprite sheet
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* from all frames and animates via texture offset.
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*/
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export function IflTexture({
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const IflTexture = memo(function IflTexture({
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material,
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shapeName,
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}: {
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material: MeshStandardMaterial;
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shapeName?: string;
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}) {
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geometry,
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backGeometry,
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castShadow = false,
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receiveShadow = false,
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}: TextureProps) {
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const resourcePath = material.userData.resource_path;
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// Convert resource_path (e.g., "skins/blue00") to IFL path
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const flagNames = new Set<string>(material.userData.flag_names ?? []);
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const iflPath = `textures/${resourcePath}.ifl`;
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const texture = useIflTexture(iflPath);
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const isOrganic = shapeName && isOrganicShape(shapeName);
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const isOrganic = shapeName && /borg|xorg|porg|dorg/i.test(shapeName);
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const customMaterial = useMemo(
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() => createMaterialFromFlags(material, texture, flagNames, isOrganic),
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[material, texture, flagNames, isOrganic],
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);
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const customMaterial = useMemo(() => {
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if (!isOrganic) {
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const shaderMaterial = createAlphaAsRoughnessMaterial();
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shaderMaterial.map = texture;
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return shaderMaterial;
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}
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// Two-pass rendering for organic/translucent materials
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// Render BackSide first (with flipped normals), then FrontSide
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if (Array.isArray(customMaterial)) {
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return (
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<>
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<mesh
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geometry={backGeometry || geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[0]} attach="material" />
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</mesh>
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[1]} attach="material" />
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</mesh>
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</>
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);
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}
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const clonedMaterial = material.clone();
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clonedMaterial.map = texture;
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clonedMaterial.transparent = true;
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clonedMaterial.alphaTest = 0.9;
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clonedMaterial.side = 2; // DoubleSide
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return clonedMaterial;
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}, [material, texture, isOrganic]);
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return (
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial} attach="material" />
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</mesh>
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);
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});
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return <primitive object={customMaterial} attach="material" />;
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}
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function StaticTexture({ material, shapeName }) {
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const StaticTexture = memo(function StaticTexture({
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material,
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shapeName,
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geometry,
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backGeometry,
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castShadow = false,
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receiveShadow = false,
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}: TextureProps) {
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const resourcePath = material.userData.resource_path;
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const flagNames = new Set<string>(material.userData.flag_names ?? []);
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const url = useMemo(() => {
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if (!resourcePath) {
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@ -67,61 +186,99 @@ function StaticTexture({ material, shapeName }) {
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`No resource_path was found on "${shapeName}" - rendering fallback.`,
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);
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}
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return resourcePath
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? // Use custom `resource_path` added by forked io_dts3d Blender add-on
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textureToUrl(resourcePath)
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: FALLBACK_TEXTURE_URL;
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}, [material, resourcePath, shapeName]);
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return resourcePath ? textureToUrl(resourcePath) : FALLBACK_TEXTURE_URL;
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}, [resourcePath, shapeName]);
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const isOrganic = shapeName && /borg|xorg|porg|dorg/i.test(shapeName);
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const isOrganic = shapeName && isOrganicShape(shapeName);
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const isTranslucent = flagNames.has("Translucent");
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const texture = useTexture(url, (texture) => {
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if (!isOrganic) {
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setupAlphaAsRoughnessTexture(texture);
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// Organic/alpha-tested textures need special handling to avoid mipmap artifacts
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if (isOrganic || isTranslucent) {
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return setupAlphaTestedTexture(texture);
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}
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// Standard color texture setup for diffuse-only materials
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return setupColor(texture);
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});
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const customMaterial = useMemo(() => {
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// Only use alpha-as-roughness material for borg shapes
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if (!isOrganic) {
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const shaderMaterial = createAlphaAsRoughnessMaterial();
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shaderMaterial.map = texture;
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return shaderMaterial;
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}
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const customMaterial = useMemo(
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() => createMaterialFromFlags(material, texture, flagNames, isOrganic),
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[material, texture, flagNames, isOrganic],
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);
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// For non-borg shapes, use the original GLTF material with updated texture
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const clonedMaterial = material.clone();
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clonedMaterial.map = texture;
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clonedMaterial.transparent = true;
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clonedMaterial.alphaTest = 0.9;
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clonedMaterial.side = 2; // DoubleSide
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return clonedMaterial;
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}, [material, texture, isOrganic]);
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// Two-pass rendering for organic/translucent materials
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// Render BackSide first (with flipped normals), then FrontSide
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if (Array.isArray(customMaterial)) {
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return (
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<>
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<mesh
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geometry={backGeometry || geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[0]} attach="material" />
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</mesh>
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[1]} attach="material" />
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</mesh>
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</>
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);
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}
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return <primitive object={customMaterial} attach="material" />;
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}
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return (
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial} attach="material" />
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</mesh>
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);
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});
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export function ShapeTexture({
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export const ShapeTexture = memo(function ShapeTexture({
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material,
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shapeName,
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}: {
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material?: MeshStandardMaterial;
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shapeName?: string;
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}) {
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geometry,
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backGeometry,
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castShadow = false,
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receiveShadow = false,
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}: TextureProps) {
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const flagNames = new Set(material.userData.flag_names ?? []);
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const isIflMaterial = flagNames.has("IflMaterial");
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const resourcePath = material.userData.resource_path;
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// Use IflTexture for animated materials
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if (isIflMaterial && resourcePath) {
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return <IflTexture material={material} shapeName={shapeName} />;
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return (
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<IflTexture
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material={material}
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shapeName={shapeName}
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geometry={geometry}
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backGeometry={backGeometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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/>
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);
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} else if (material.name) {
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return <StaticTexture material={material} shapeName={shapeName} />;
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return (
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<StaticTexture
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material={material}
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shapeName={shapeName}
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geometry={geometry}
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backGeometry={backGeometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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/>
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);
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} else {
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return null;
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}
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}
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});
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export function ShapePlaceholder({
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color,
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@ -150,8 +307,37 @@ export function DebugPlaceholder({
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return debugMode ? <ShapePlaceholder color={color} label={label} /> : null;
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}
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/**
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* Wrapper component that handles the common ErrorBoundary + Suspense + ShapeModel
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* pattern used across shape-rendering components.
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*/
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export function ShapeRenderer({
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shapeName,
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loadingColor = "yellow",
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children,
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}: {
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shapeName: string | undefined;
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loadingColor?: string;
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children?: React.ReactNode;
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}) {
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if (!shapeName) {
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return <DebugPlaceholder color="orange" />;
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}
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return (
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<ErrorBoundary
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fallback={<DebugPlaceholder color="red" label={shapeName} />}
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>
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<Suspense fallback={<ShapePlaceholder color={loadingColor} />}>
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<ShapeModel />
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{children}
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</Suspense>
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</ErrorBoundary>
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);
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}
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export const ShapeModel = memo(function ShapeModel() {
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const { shapeName } = useShapeInfo();
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const { shapeName, isOrganic } = useShapeInfo();
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const { debugMode } = useDebug();
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const { nodes } = useStaticShape(shapeName);
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@ -176,43 +362,122 @@ export const ShapeModel = memo(function ShapeModel() {
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!node.name.match(/^Hulk/i),
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)
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.map(([name, node]: [string, any]) => {
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const geometry = filterGeometryByVertexGroups(
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let geometry = filterGeometryByVertexGroups(
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node.geometry,
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hullBoneIndices,
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);
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return { node, geometry };
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let backGeometry = null;
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// Compute smooth vertex normals for ALL shapes to match Tribes 2's lighting
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if (geometry) {
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geometry = geometry.clone();
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// First compute face normals
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geometry.computeVertexNormals();
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// Then smooth normals across vertices at the same position
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// This handles split vertices (for UV seams) that computeVertexNormals misses
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const posAttr = geometry.attributes.position;
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const normAttr = geometry.attributes.normal;
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const positions = posAttr.array as Float32Array;
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const normals = normAttr.array as Float32Array;
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// Build a map of position -> list of vertex indices at that position
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const positionMap = new Map<string, number[]>();
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for (let i = 0; i < posAttr.count; i++) {
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// Round to avoid floating point precision issues
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const key = `${positions[i * 3].toFixed(4)},${positions[i * 3 + 1].toFixed(4)},${positions[i * 3 + 2].toFixed(4)}`;
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if (!positionMap.has(key)) {
|
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positionMap.set(key, []);
|
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}
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positionMap.get(key)!.push(i);
|
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}
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// Average normals for vertices at the same position
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for (const indices of positionMap.values()) {
|
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if (indices.length > 1) {
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// Sum all normals at this position
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let nx = 0,
|
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ny = 0,
|
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nz = 0;
|
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for (const idx of indices) {
|
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nx += normals[idx * 3];
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ny += normals[idx * 3 + 1];
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nz += normals[idx * 3 + 2];
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}
|
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// Normalize the sum
|
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const len = Math.sqrt(nx * nx + ny * ny + nz * nz);
|
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if (len > 0) {
|
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nx /= len;
|
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ny /= len;
|
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nz /= len;
|
||||
}
|
||||
// Apply averaged normal to all vertices at this position
|
||||
for (const idx of indices) {
|
||||
normals[idx * 3] = nx;
|
||||
normals[idx * 3 + 1] = ny;
|
||||
normals[idx * 3 + 2] = nz;
|
||||
}
|
||||
}
|
||||
}
|
||||
normAttr.needsUpdate = true;
|
||||
|
||||
// For organic shapes, also create back geometry with flipped normals
|
||||
if (isOrganic) {
|
||||
backGeometry = geometry.clone();
|
||||
const backNormAttr = backGeometry.attributes.normal;
|
||||
const backNormals = backNormAttr.array;
|
||||
for (let i = 0; i < backNormals.length; i++) {
|
||||
backNormals[i] = -backNormals[i];
|
||||
}
|
||||
backNormAttr.needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
return { node, geometry, backGeometry };
|
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});
|
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}, [nodes, hullBoneIndices]);
|
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}, [nodes, hullBoneIndices, isOrganic]);
|
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|
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// Disable shadows for organic shapes to avoid artifacts with alpha-tested materials
|
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// Shadow maps don't properly handle alpha transparency, causing checkerboard patterns
|
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const enableShadows = !isOrganic;
|
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|
||||
return (
|
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<group rotation={[0, Math.PI / 2, 0]}>
|
||||
{processedNodes.map(({ node, geometry }) => (
|
||||
<mesh key={node.id} geometry={geometry} castShadow receiveShadow>
|
||||
{processedNodes.map(({ node, geometry, backGeometry }) => (
|
||||
<Suspense
|
||||
key={node.id}
|
||||
fallback={
|
||||
<mesh geometry={geometry}>
|
||||
<meshStandardMaterial color="gray" wireframe />
|
||||
</mesh>
|
||||
}
|
||||
>
|
||||
{node.material ? (
|
||||
<Suspense
|
||||
fallback={
|
||||
// Allow the mesh to render while the texture is still loading;
|
||||
// show a wireframe placeholder.
|
||||
<meshStandardMaterial color="gray" wireframe />
|
||||
}
|
||||
>
|
||||
{Array.isArray(node.material) ? (
|
||||
node.material.map((mat, index) => (
|
||||
<ShapeTexture
|
||||
key={index}
|
||||
material={mat as MeshStandardMaterial}
|
||||
shapeName={shapeName}
|
||||
/>
|
||||
))
|
||||
) : (
|
||||
Array.isArray(node.material) ? (
|
||||
node.material.map((mat, index) => (
|
||||
<ShapeTexture
|
||||
material={node.material as MeshStandardMaterial}
|
||||
key={index}
|
||||
material={mat as MeshStandardMaterial}
|
||||
shapeName={shapeName}
|
||||
geometry={geometry}
|
||||
backGeometry={backGeometry}
|
||||
castShadow={enableShadows}
|
||||
receiveShadow={enableShadows}
|
||||
/>
|
||||
)}
|
||||
</Suspense>
|
||||
))
|
||||
) : (
|
||||
<ShapeTexture
|
||||
material={node.material as MeshStandardMaterial}
|
||||
shapeName={shapeName}
|
||||
geometry={geometry}
|
||||
backGeometry={backGeometry}
|
||||
castShadow={enableShadows}
|
||||
receiveShadow={enableShadows}
|
||||
/>
|
||||
)
|
||||
) : null}
|
||||
</mesh>
|
||||
</Suspense>
|
||||
))}
|
||||
{debugMode ? <FloatingLabel>{shapeName}</FloatingLabel> : null}
|
||||
</group>
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
import { memo, Suspense, useMemo } from "react";
|
||||
import { ErrorBoundary } from "react-error-boundary";
|
||||
import { Mesh } from "three";
|
||||
import { Mesh, Material, MeshStandardMaterial, Texture } from "three";
|
||||
import { useGLTF, useTexture } from "@react-three/drei";
|
||||
import { textureToUrl, interiorToUrl } from "../loaders";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
|
|
@ -9,6 +9,8 @@ import { setupColor } from "../textureUtils";
|
|||
import { FloatingLabel } from "./FloatingLabel";
|
||||
import { useDebug } from "./SettingsProvider";
|
||||
|
||||
const LIGHTMAP_INTENSITY = 4;
|
||||
|
||||
/**
|
||||
* Load a .gltf file that was converted from a .dif, used for "interior" models.
|
||||
*/
|
||||
|
|
@ -17,14 +19,62 @@ function useInterior(interiorFile: string) {
|
|||
return useGLTF(url);
|
||||
}
|
||||
|
||||
function InteriorTexture({ materialName }: { materialName: string }) {
|
||||
function InteriorTexture({
|
||||
materialName,
|
||||
material,
|
||||
lightMap,
|
||||
}: {
|
||||
materialName: string;
|
||||
material?: Material;
|
||||
lightMap?: Texture | null;
|
||||
}) {
|
||||
const url = textureToUrl(materialName);
|
||||
const texture = useTexture(url, (texture) => setupColor(texture));
|
||||
|
||||
return <meshStandardMaterial map={texture} side={2} />;
|
||||
// Check for self-illuminating flag in material userData
|
||||
// Note: The io_dif Blender add-on needs to be updated to export material flags
|
||||
const flagNames = new Set<string>(material?.userData?.flag_names ?? []);
|
||||
const isSelfIlluminating = flagNames.has("SelfIlluminating");
|
||||
|
||||
// Self-illuminating materials are fullbright (unlit)
|
||||
if (isSelfIlluminating) {
|
||||
return <meshBasicMaterial map={texture} side={2} toneMapped={false} />;
|
||||
}
|
||||
|
||||
// Use lightMap if available (baked lighting from DIF files)
|
||||
// Three.js MeshLambertMaterial automatically uses uv2 for lightMap
|
||||
return (
|
||||
<meshLambertMaterial
|
||||
map={texture}
|
||||
lightMap={lightMap ?? undefined}
|
||||
lightMapIntensity={lightMap ? LIGHTMAP_INTENSITY : undefined}
|
||||
side={2}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Extract lightmap texture from a glTF material.
|
||||
* The io_dif Blender addon stores lightmaps in the emissive channel for transport.
|
||||
*/
|
||||
function getLightMap(material: Material | null): Texture | null {
|
||||
if (!material) return null;
|
||||
// glTF materials come through as MeshStandardMaterial
|
||||
const stdMat = material as MeshStandardMaterial;
|
||||
// Lightmap is stored in emissiveMap with 0 strength (just for glTF transport)
|
||||
return stdMat.emissiveMap ?? null;
|
||||
}
|
||||
|
||||
function InteriorMesh({ node }: { node: Mesh }) {
|
||||
// Extract lightmaps from original materials (stored in emissiveMap for glTF transport)
|
||||
const lightMaps = useMemo(() => {
|
||||
if (!node.material) return [];
|
||||
if (Array.isArray(node.material)) {
|
||||
return node.material.map(getLightMap);
|
||||
}
|
||||
return [getLightMap(node.material)];
|
||||
}, [node.material]);
|
||||
|
||||
return (
|
||||
<mesh geometry={node.geometry} castShadow receiveShadow>
|
||||
{node.material ? (
|
||||
|
|
@ -40,11 +90,15 @@ function InteriorMesh({ node }: { node: Mesh }) {
|
|||
<InteriorTexture
|
||||
key={index}
|
||||
materialName={mat.userData.resource_path}
|
||||
material={mat}
|
||||
lightMap={lightMaps[index]}
|
||||
/>
|
||||
))
|
||||
) : (
|
||||
<InteriorTexture
|
||||
materialName={node.material.userData.resource_path}
|
||||
material={node.material}
|
||||
lightMap={lightMaps[0]}
|
||||
/>
|
||||
)}
|
||||
</Suspense>
|
||||
|
|
@ -61,10 +115,7 @@ export const InteriorModel = memo(
|
|||
return (
|
||||
<group rotation={[0, -Math.PI / 2, 0]}>
|
||||
{Object.entries(nodes)
|
||||
.filter(
|
||||
([name, node]: [string, any]) =>
|
||||
!node.material || !node.material.name.match(/\.\d+$/),
|
||||
)
|
||||
.filter(([, node]: [string, any]) => node.isMesh)
|
||||
.map(([name, node]: [string, any]) => (
|
||||
<InteriorMesh key={name} node={node} />
|
||||
))}
|
||||
|
|
|
|||
|
|
@ -1,14 +1,13 @@
|
|||
import { Suspense, useMemo } from "react";
|
||||
import { ErrorBoundary } from "react-error-boundary";
|
||||
import { useMemo } from "react";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
import { getPosition, getProperty, getRotation, getScale } from "../mission";
|
||||
import { DebugPlaceholder, ShapeModel, ShapePlaceholder } from "./GenericShape";
|
||||
import { ShapeRenderer } from "./GenericShape";
|
||||
import { ShapeInfoProvider } from "./ShapeInfoProvider";
|
||||
import { useSimGroup } from "./SimGroup";
|
||||
import { FloatingLabel } from "./FloatingLabel";
|
||||
import { useDatablock } from "./useDatablock";
|
||||
|
||||
const TEAM_NAMES = {
|
||||
const TEAM_NAMES: Record<number, string> = {
|
||||
1: "Storm",
|
||||
2: "Inferno",
|
||||
};
|
||||
|
|
@ -30,26 +29,15 @@ export function Item({ object }: { object: TorqueObject }) {
|
|||
|
||||
const isFlag = datablockName?.toLowerCase() === "flag";
|
||||
const team = simGroup?.team ?? null;
|
||||
const teamName = team > 0 ? TEAM_NAMES[team] : null;
|
||||
const teamName = team && team > 0 ? TEAM_NAMES[team] : null;
|
||||
const label = isFlag && teamName ? `${teamName} Flag` : null;
|
||||
|
||||
return (
|
||||
<ShapeInfoProvider shapeName={shapeName} type="Item">
|
||||
<group position={position} quaternion={q} scale={scale}>
|
||||
{shapeName ? (
|
||||
<ErrorBoundary
|
||||
fallback={<DebugPlaceholder color="red" label={shapeName} />}
|
||||
>
|
||||
<Suspense fallback={<ShapePlaceholder color="pink" />}>
|
||||
<ShapeModel />
|
||||
{label ? (
|
||||
<FloatingLabel opacity={0.6}>{label}</FloatingLabel>
|
||||
) : null}
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
) : (
|
||||
<DebugPlaceholder color="orange" />
|
||||
)}
|
||||
<ShapeRenderer shapeName={shapeName} loadingColor="pink">
|
||||
{label ? <FloatingLabel opacity={0.6}>{label}</FloatingLabel> : null}
|
||||
</ShapeRenderer>
|
||||
</group>
|
||||
</ShapeInfoProvider>
|
||||
);
|
||||
|
|
|
|||
|
|
@ -2,6 +2,21 @@ import { createContext, ReactNode, useContext, useMemo } from "react";
|
|||
|
||||
export type StaticShapeType = "TSStatic" | "StaticShape" | "Item" | "Turret";
|
||||
|
||||
/**
|
||||
* Detect organic/vegetation shapes that use alpha for transparency.
|
||||
* These need special handling for materials and shadows.
|
||||
*
|
||||
* Pattern matches:
|
||||
* - borg/xorg/porg/dorg: Tribes 2 organic environment types
|
||||
* - plant/tree/bush/fern/vine/grass/leaf/flower: common vegetation names
|
||||
*/
|
||||
const ORGANIC_PATTERN =
|
||||
/borg|xorg|porg|dorg|plant|tree|bush|fern|vine|grass|leaf|flower|frond|palm|foliage/i;
|
||||
|
||||
export function isOrganicShape(shapeName: string): boolean {
|
||||
return ORGANIC_PATTERN.test(shapeName);
|
||||
}
|
||||
|
||||
const ShapeInfoContext = createContext(null);
|
||||
|
||||
export function useShapeInfo() {
|
||||
|
|
@ -17,7 +32,11 @@ export function ShapeInfoProvider({
|
|||
shapeName: string;
|
||||
type: StaticShapeType;
|
||||
}) {
|
||||
const context = useMemo(() => ({ shapeName, type }), [shapeName, type]);
|
||||
const isOrganic = useMemo(() => isOrganicShape(shapeName), [shapeName]);
|
||||
const context = useMemo(
|
||||
() => ({ shapeName, type, isOrganic }),
|
||||
[shapeName, type, isOrganic],
|
||||
);
|
||||
|
||||
return (
|
||||
<ShapeInfoContext.Provider value={context}>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { Suspense, useMemo } from "react";
|
||||
import { Suspense, useMemo, useEffect, useRef } from "react";
|
||||
import { useQuery } from "@tanstack/react-query";
|
||||
import { useCubeTexture } from "@react-three/drei";
|
||||
import { Color, ShaderMaterial, BackSide, ShaderChunk } from "three";
|
||||
|
|
@ -103,6 +103,8 @@ export function SkyBox({
|
|||
|
||||
const skyBox = useCubeTexture(skyBoxFiles, { path: "" });
|
||||
|
||||
const materialRef = useRef<ShaderMaterial>(null!);
|
||||
|
||||
const shaderMaterial = useMemo(() => {
|
||||
// Always use a shader to apply the X-axis mirror transformation.
|
||||
// Optionally blend fog toward the horizon.
|
||||
|
|
@ -151,10 +153,20 @@ export function SkyBox({
|
|||
});
|
||||
}, [skyBox, fogColor]);
|
||||
|
||||
// Update uniforms when props change (ensures reactivity)
|
||||
useEffect(() => {
|
||||
if (materialRef.current) {
|
||||
materialRef.current.uniforms.skybox.value = skyBox;
|
||||
materialRef.current.uniforms.fogColor.value =
|
||||
fogColor ?? new Color(0, 0, 0);
|
||||
materialRef.current.uniforms.enableFog.value = !!fogColor;
|
||||
}
|
||||
}, [skyBox, fogColor]);
|
||||
|
||||
return (
|
||||
<mesh scale={5000} frustumCulled={false}>
|
||||
<sphereGeometry args={[1, 60, 40]} />
|
||||
<primitive object={shaderMaterial} attach="material" />
|
||||
<primitive ref={materialRef} object={shaderMaterial} attach="material" />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
|
@ -179,16 +191,43 @@ export function Sky({ object }: { object: TorqueObject }) {
|
|||
const highFogDistance = getFloat(object, "high_fogDistance");
|
||||
const highVisibleDistance = getFloat(object, "high_visibleDistance");
|
||||
|
||||
// Parse fog volumes - format: "visibleDistance minHeight maxHeight"
|
||||
// These define height-based fog bands with different densities
|
||||
const fogVolume1 = useMemo(() => {
|
||||
const value = getProperty(object, "fogVolume1");
|
||||
if (value) {
|
||||
const [visibleDistance, minHeight, maxHeight] = value
|
||||
.split(" ")
|
||||
.map((s: string) => parseFloat(s));
|
||||
// Only valid if visibleDistance > 0 and has a height range
|
||||
if (visibleDistance > 0 && maxHeight > minHeight) {
|
||||
return { visibleDistance, minHeight, maxHeight };
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}, [object]);
|
||||
|
||||
// Use high quality values if available and valid (> 0)
|
||||
const fogNear =
|
||||
const baseFogNear =
|
||||
highFogDistance != null && highFogDistance > 0
|
||||
? highFogDistance
|
||||
: fogDistanceBase;
|
||||
const fogFar =
|
||||
const baseFogFar =
|
||||
highVisibleDistance != null && highVisibleDistance > 0
|
||||
? highVisibleDistance
|
||||
: visibleDistanceBase;
|
||||
|
||||
// If fogVolume1 is defined, use denser fog
|
||||
// Torque's fog volumes ADD density on top of base fog - objects inside
|
||||
// a fog volume get significantly more haze. We approximate this by
|
||||
// using a fraction of the volume's visibleDistance.
|
||||
const fogNear = fogVolume1
|
||||
? Math.min(baseFogNear ?? Infinity, fogVolume1.visibleDistance * 0.25)
|
||||
: baseFogNear;
|
||||
const fogFar = fogVolume1
|
||||
? Math.min(baseFogFar ?? Infinity, fogVolume1.visibleDistance * 0.9)
|
||||
: baseFogFar;
|
||||
|
||||
const fogColor = useMemo(
|
||||
() => parseColorString(getProperty(object, "fogColor")),
|
||||
[object],
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
import { Suspense, useMemo } from "react";
|
||||
import { ErrorBoundary } from "react-error-boundary";
|
||||
import { useMemo } from "react";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
import { getPosition, getProperty, getRotation, getScale } from "../mission";
|
||||
import { DebugPlaceholder, ShapeModel, ShapePlaceholder } from "./GenericShape";
|
||||
import { ShapeRenderer } from "./GenericShape";
|
||||
import { ShapeInfoProvider } from "./ShapeInfoProvider";
|
||||
import { useDatablock } from "./useDatablock";
|
||||
|
||||
|
|
@ -25,17 +24,7 @@ export function StaticShape({ object }: { object: TorqueObject }) {
|
|||
return (
|
||||
<ShapeInfoProvider shapeName={shapeName} type="StaticShape">
|
||||
<group position={position} quaternion={q} scale={scale}>
|
||||
{shapeName ? (
|
||||
<ErrorBoundary
|
||||
fallback={<DebugPlaceholder color="red" label={shapeName} />}
|
||||
>
|
||||
<Suspense fallback={<ShapePlaceholder color="yellow" />}>
|
||||
<ShapeModel />
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
) : (
|
||||
<DebugPlaceholder color="orange" />
|
||||
)}
|
||||
<ShapeRenderer shapeName={shapeName} />
|
||||
</group>
|
||||
</ShapeInfoProvider>
|
||||
);
|
||||
|
|
|
|||
|
|
@ -1,52 +1,75 @@
|
|||
import { useMemo } from "react";
|
||||
import { Color } from "three";
|
||||
import { Color, Vector3 } from "three";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
import { getProperty } from "../mission";
|
||||
|
||||
export function Sun({ object }: { object: TorqueObject }) {
|
||||
// Parse sun direction - points FROM sun TO scene
|
||||
// Torque uses Z-up, Three.js uses Y-up
|
||||
const direction = useMemo(() => {
|
||||
const directionStr = getProperty(object, "direction") ?? "0 0 -1";
|
||||
// Note: This is a space-separated string, so we split and parse each component.
|
||||
const [x, y, z] = directionStr.split(" ").map((s: string) => parseFloat(s));
|
||||
// Scale the direction vector to position the light far from the scene
|
||||
const scale = 5000;
|
||||
return [x * scale, y * scale, z * scale] as [number, number, number];
|
||||
const directionStr =
|
||||
getProperty(object, "direction") ?? "0.57735 0.57735 -0.57735";
|
||||
const [tx, ty, tz] = directionStr
|
||||
.split(" ")
|
||||
.map((s: string) => parseFloat(s));
|
||||
// Convert Torque (X, Y, Z) to Three.js:
|
||||
// Swap Y/Z for coordinate system: (tx, ty, tz) -> (tx, tz, ty)
|
||||
const x = tx;
|
||||
const y = tz;
|
||||
const z = ty;
|
||||
const len = Math.sqrt(x * x + y * y + z * z);
|
||||
return new Vector3(x / len, y / len, z / len);
|
||||
}, [object]);
|
||||
|
||||
// Position light far away, opposite to direction (light shines FROM position)
|
||||
const lightPosition = useMemo(() => {
|
||||
const distance = 5000;
|
||||
return new Vector3(
|
||||
-direction.x * distance,
|
||||
-direction.y * distance,
|
||||
-direction.z * distance,
|
||||
);
|
||||
}, [direction]);
|
||||
|
||||
const color = useMemo(() => {
|
||||
const colorStr = getProperty(object, "color") ?? "1 1 1 1";
|
||||
// Note: This is a space-separated string, so we split and parse each component.
|
||||
const colorStr = getProperty(object, "color") ?? "0.7 0.7 0.7 1";
|
||||
const [r, g, b] = colorStr.split(" ").map((s: string) => parseFloat(s));
|
||||
return [r, g, b] as [number, number, number];
|
||||
return new Color(r, g, b);
|
||||
}, [object]);
|
||||
|
||||
const ambient = useMemo(() => {
|
||||
const ambientStr = getProperty(object, "ambient") ?? "0.5 0.5 0.5 1";
|
||||
// Note: This is a space-separated string, so we split and parse each component.
|
||||
const [r, g, b] = ambientStr.split(" ").map((s: string) => parseFloat(s));
|
||||
return [r, g, b] as [number, number, number];
|
||||
return new Color(r, g, b);
|
||||
}, [object]);
|
||||
|
||||
// Lighting intensities - terrain and shapes need good directional + ambient balance
|
||||
const directionalIntensity = 1.8;
|
||||
const ambientIntensity = 1.0;
|
||||
|
||||
// Shadow camera covers the entire terrain (Tribes 2 terrains are typically 2048+ units)
|
||||
const shadowCameraSize = 4096;
|
||||
|
||||
return (
|
||||
<>
|
||||
{/* Directional light for the sun */}
|
||||
{/* <directionalLight
|
||||
position={[500, 500, 500]}
|
||||
target-position={direction}
|
||||
{/* Directional sun light - illuminates surfaces facing the sun */}
|
||||
<directionalLight
|
||||
position={lightPosition}
|
||||
color={color}
|
||||
intensity={2}
|
||||
intensity={directionalIntensity}
|
||||
castShadow
|
||||
shadow-mapSize={[2048, 2048]}
|
||||
shadow-camera-left={-2000}
|
||||
shadow-camera-right={2000}
|
||||
shadow-camera-top={2000}
|
||||
shadow-camera-bottom={-2000}
|
||||
shadow-camera-near={0.5}
|
||||
shadow-camera-far={5000}
|
||||
shadow-mapSize-width={4096}
|
||||
shadow-mapSize-height={4096}
|
||||
shadow-camera-left={-shadowCameraSize}
|
||||
shadow-camera-right={shadowCameraSize}
|
||||
shadow-camera-top={shadowCameraSize}
|
||||
shadow-camera-bottom={-shadowCameraSize}
|
||||
shadow-camera-near={100}
|
||||
shadow-camera-far={12000}
|
||||
shadow-bias={-0.001}
|
||||
/> */}
|
||||
{/* Ambient light component */}
|
||||
<hemisphereLight args={[new Color(...color), new Color(...ambient), 2]} />
|
||||
/>
|
||||
{/* Ambient fill light - prevents pure black shadows */}
|
||||
<ambientLight color={ambient} intensity={ambientIntensity} />
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
import { Suspense, useMemo } from "react";
|
||||
import { ErrorBoundary } from "react-error-boundary";
|
||||
import { useMemo } from "react";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
import { getPosition, getProperty, getRotation, getScale } from "../mission";
|
||||
import { DebugPlaceholder, ShapeModel, ShapePlaceholder } from "./GenericShape";
|
||||
import { ShapeRenderer } from "./GenericShape";
|
||||
import { ShapeInfoProvider } from "./ShapeInfoProvider";
|
||||
|
||||
export function TSStatic({ object }: { object: TorqueObject }) {
|
||||
|
|
@ -19,13 +18,7 @@ export function TSStatic({ object }: { object: TorqueObject }) {
|
|||
return (
|
||||
<ShapeInfoProvider shapeName={shapeName} type="TSStatic">
|
||||
<group position={position} quaternion={q} scale={scale}>
|
||||
<ErrorBoundary
|
||||
fallback={<DebugPlaceholder color="red" label={shapeName} />}
|
||||
>
|
||||
<Suspense fallback={<ShapePlaceholder color="yellow" />}>
|
||||
<ShapeModel />
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
<ShapeRenderer shapeName={shapeName} />
|
||||
</group>
|
||||
</ShapeInfoProvider>
|
||||
);
|
||||
|
|
|
|||
|
|
@ -1,5 +1,11 @@
|
|||
import { memo, Suspense, useCallback, useMemo } from "react";
|
||||
import { DataTexture, DoubleSide, FrontSide, type PlaneGeometry } from "three";
|
||||
import {
|
||||
DataTexture,
|
||||
DoubleSide,
|
||||
FrontSide,
|
||||
MeshLambertMaterial,
|
||||
type PlaneGeometry,
|
||||
} from "three";
|
||||
import { useTexture } from "@react-three/drei";
|
||||
import {
|
||||
FALLBACK_TEXTURE_URL,
|
||||
|
|
@ -98,7 +104,7 @@ function BlendedTerrainTextures({
|
|||
const materialKey = `${debugMode ? "debug" : "normal"}-${detailTextureUrl ? "detail" : "nodetail"}`;
|
||||
|
||||
return (
|
||||
<meshStandardMaterial
|
||||
<meshLambertMaterial
|
||||
key={materialKey}
|
||||
displacementMap={displacementMap}
|
||||
map={displacementMap}
|
||||
|
|
@ -126,7 +132,7 @@ function TerrainMaterial({
|
|||
return (
|
||||
<Suspense
|
||||
fallback={
|
||||
<meshStandardMaterial
|
||||
<meshLambertMaterial
|
||||
color="rgb(0, 109, 56)"
|
||||
displacementMap={displacementMap}
|
||||
displacementScale={2048}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
import { Suspense, useMemo } from "react";
|
||||
import { ErrorBoundary } from "react-error-boundary";
|
||||
import { useMemo } from "react";
|
||||
import type { TorqueObject } from "../torqueScript";
|
||||
import { getPosition, getProperty, getRotation, getScale } from "../mission";
|
||||
import { DebugPlaceholder, ShapeModel, ShapePlaceholder } from "./GenericShape";
|
||||
import { ShapeRenderer } from "./GenericShape";
|
||||
import { ShapeInfoProvider } from "./ShapeInfoProvider";
|
||||
import { useDatablock } from "./useDatablock";
|
||||
|
||||
|
|
@ -33,29 +32,11 @@ export function Turret({ object }: { object: TorqueObject }) {
|
|||
return (
|
||||
<ShapeInfoProvider shapeName={shapeName} type="Turret">
|
||||
<group position={position} quaternion={q} scale={scale}>
|
||||
{shapeName ? (
|
||||
<ErrorBoundary
|
||||
fallback={<DebugPlaceholder color="red" label={shapeName} />}
|
||||
>
|
||||
<Suspense fallback={<ShapePlaceholder color="yellow" />}>
|
||||
<ShapeModel />
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
) : (
|
||||
<DebugPlaceholder color="orange" />
|
||||
)}
|
||||
<ShapeRenderer shapeName={shapeName} />
|
||||
{barrelShapeName ? (
|
||||
<ShapeInfoProvider shapeName={barrelShapeName} type="Turret">
|
||||
<group position={[0, 1.5, 0]}>
|
||||
<ErrorBoundary
|
||||
fallback={
|
||||
<DebugPlaceholder color="red" label={barrelShapeName} />
|
||||
}
|
||||
>
|
||||
<Suspense fallback={<ShapePlaceholder color="yellow" />}>
|
||||
<ShapeModel />
|
||||
</Suspense>
|
||||
</ErrorBoundary>
|
||||
<ShapeRenderer shapeName={barrelShapeName} />
|
||||
</group>
|
||||
</ShapeInfoProvider>
|
||||
) : null}
|
||||
|
|
|
|||
|
|
@ -1,12 +1,14 @@
|
|||
import { Skeleton, Bone, BufferGeometry } from "three";
|
||||
|
||||
/**
|
||||
* Extract hull bone indices from a skeleton
|
||||
* @param skeleton - The Three.js skeleton to scan
|
||||
* @returns Set of bone indices for bones matching the hull pattern (starts with "Hulk")
|
||||
*/
|
||||
export function getHullBoneIndices(skeleton: any): Set<number> {
|
||||
export function getHullBoneIndices(skeleton: Skeleton): Set<number> {
|
||||
const hullBoneIndices = new Set<number>();
|
||||
|
||||
skeleton.bones.forEach((bone: any, index: number) => {
|
||||
skeleton.bones.forEach((bone: Bone, index: number) => {
|
||||
if (bone.name.match(/^Hulk/i)) {
|
||||
hullBoneIndices.add(index);
|
||||
}
|
||||
|
|
@ -22,9 +24,9 @@ export function getHullBoneIndices(skeleton: any): Set<number> {
|
|||
* @returns Filtered geometry with hull-influenced faces removed
|
||||
*/
|
||||
export function filterGeometryByVertexGroups(
|
||||
geometry: any,
|
||||
geometry: BufferGeometry,
|
||||
hullBoneIndices: Set<number>,
|
||||
): any {
|
||||
): BufferGeometry {
|
||||
// If no hull bones or no skinning data, return original geometry
|
||||
if (hullBoneIndices.size === 0 || !geometry.attributes.skinIndex) {
|
||||
return geometry;
|
||||
|
|
|
|||
|
|
@ -101,10 +101,14 @@ uniform float tiling4;
|
|||
uniform float tiling5;
|
||||
uniform float debugMode;
|
||||
${visibilityMask ? "uniform sampler2D visibilityMask;" : ""}
|
||||
${detailTexture ? `uniform sampler2D detailTexture;
|
||||
${
|
||||
detailTexture
|
||||
? `uniform sampler2D detailTexture;
|
||||
uniform float detailTiling;
|
||||
uniform float detailFadeDistance;
|
||||
varying vec3 vTerrainWorldPos;` : ""}
|
||||
varying vec3 vTerrainWorldPos;`
|
||||
: ""
|
||||
}
|
||||
|
||||
// Wireframe edge detection for debug mode
|
||||
float getWireframe(vec2 uv, float gridSize, float lineWidth) {
|
||||
|
|
|
|||
|
|
@ -9,17 +9,45 @@ import {
|
|||
RedFormat,
|
||||
RepeatWrapping,
|
||||
SRGBColorSpace,
|
||||
Texture,
|
||||
UnsignedByteType,
|
||||
} from "three";
|
||||
|
||||
export function setupColor(tex, repeat = [1, 1]) {
|
||||
export interface TextureSetupOptions {
|
||||
/** Texture repeat values [x, y]. Default: [1, 1] */
|
||||
repeat?: [number, number];
|
||||
/** Disable mipmaps (for alpha-tested textures to prevent artifacts). Default: false */
|
||||
disableMipmaps?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup a color texture with standard settings for the viewer.
|
||||
*
|
||||
* @param tex - The texture to configure
|
||||
* @param options - Optional configuration
|
||||
* @returns The configured texture
|
||||
*/
|
||||
export function setupTexture<T extends Texture>(
|
||||
tex: T,
|
||||
options: TextureSetupOptions = {},
|
||||
): T {
|
||||
const { repeat = [1, 1], disableMipmaps = false } = options;
|
||||
|
||||
tex.wrapS = tex.wrapT = RepeatWrapping;
|
||||
tex.colorSpace = SRGBColorSpace;
|
||||
tex.repeat.set(...repeat);
|
||||
tex.flipY = false; // DDS/DIF textures are already flipped
|
||||
tex.anisotropy = 16;
|
||||
tex.generateMipmaps = true;
|
||||
tex.minFilter = LinearMipmapLinearFilter;
|
||||
|
||||
if (disableMipmaps) {
|
||||
// Disable mipmaps - prevents checkerboard artifacts on alpha-tested materials
|
||||
// because alpha values get averaged at lower mip levels
|
||||
tex.generateMipmaps = false;
|
||||
tex.minFilter = LinearFilter;
|
||||
} else {
|
||||
tex.generateMipmaps = true;
|
||||
tex.minFilter = LinearMipmapLinearFilter;
|
||||
}
|
||||
tex.magFilter = LinearFilter;
|
||||
|
||||
tex.needsUpdate = true;
|
||||
|
|
@ -27,7 +55,34 @@ export function setupColor(tex, repeat = [1, 1]) {
|
|||
return tex;
|
||||
}
|
||||
|
||||
export function setupMask(data) {
|
||||
/**
|
||||
* Setup a color texture with standard settings.
|
||||
* @deprecated Use setupTexture() instead
|
||||
*/
|
||||
export function setupColor<T extends Texture>(
|
||||
tex: T,
|
||||
repeat: [number, number] = [1, 1],
|
||||
): T {
|
||||
return setupTexture(tex, { repeat });
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup for alpha-tested textures (vegetation, etc).
|
||||
* Disables mipmaps to prevent checkerboard artifacts from alpha averaging.
|
||||
* @deprecated Use setupTexture(tex, { disableMipmaps: true }) instead
|
||||
*/
|
||||
export function setupAlphaTestedTexture<T extends Texture>(
|
||||
tex: T,
|
||||
repeat: [number, number] = [1, 1],
|
||||
): T {
|
||||
return setupTexture(tex, { repeat, disableMipmaps: true });
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup a mask texture (single channel, linear color space).
|
||||
* Used for terrain blend masks and similar data textures.
|
||||
*/
|
||||
export function setupMask(data: Uint8Array): DataTexture {
|
||||
const tex = new DataTexture(
|
||||
data,
|
||||
256,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue