mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-03-19 04:11:00 +00:00
526 lines
No EOL
75 KiB
JavaScript
526 lines
No EOL
75 KiB
JavaScript
const __vite__mapDeps=(i,m=__vite__mapDeps,d=(m.f||(m.f=["assets/PlayerModel-BineeFDG.js","assets/chunk-DECur_0Z.js","assets/mission-CIAFVbLs.js","assets/logger-CC5j_O4o.js","assets/GenericShape-DEe0lV3n.js","assets/Texture-CU0yYVq9.js","assets/react-three-fiber.esm-BccVk4IG.js","assets/jsx-runtime-BpGWiA-R.js","assets/three.module-BRbuBcDx.js","assets/traditional-ec-lUAFC.js","assets/useBaseQuery-CLI88XCu.js","assets/index-DdUJFsoW.js","assets/preload-helper-CnJ98jGT.js","assets/streamHelpers-CgcDlqe5.js","assets/KeyboardControls-CJjZbu2D.js","assets/engineStore-CXPwEu5b.js","assets/SettingsProvider-Dg81XAbP.js","assets/manifest-NjKKupeg.js","assets/iconBase-BCRUFbxq.js","assets/scene-OlUAvaR5.js","assets/index-CsY-wl6F.css","assets/FloatingLabel-D-I32Rd3.js","assets/Html-Bo-w-xqP.js","assets/extends-Cu_B6L18.js","assets/FloatingLabel-DfptgH-Y.css","assets/globalFogUniforms-BV3x5ZpT.js","assets/loaders-rPPwBkLs.js","assets/AudioContext-Bb-fZu5u.js","assets/AudioEmitter-sxlstebu.js","assets/DebugSuspense-B3kNcNBI.js","assets/ShapeErrorBoundary-D99rpxiY.js","assets/streamPlaybackStore-_jj5RFzm.js","assets/ShapeModel-3SYyPV6E.js","assets/Projectiles-D0An0RFF.js","assets/ForceFieldBare-C0llo30b.js","assets/WaterBlock--pJmCke8.js","assets/StreamingController-DwumtOn9.js","assets/gameEntityTypes-n-ppAY7z.js","assets/DebugElements-Dcs_BtFn.js","assets/DebugElements-BP0b5jan.css","assets/Mission-zQsAVgl1.js","assets/useQuery-qcd9fgq8.js","assets/misToScene-Zfobyc2r.js","assets/ChatSoundPlayer-D0YoWdbd.js"])))=>i.map(i=>d[i]);
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import{r as e}from"./chunk-DECur_0Z.js";import{n as t,r as n,t as r}from"./jsx-runtime-BpGWiA-R.js";import{a as i,i as a,o,t as s}from"./react-three-fiber.esm-BccVk4IG.js";import{a as c,i as l}from"./SettingsProvider-Dg81XAbP.js";import{t as u}from"./useQuery-qcd9fgq8.js";import{C as d,D as f,E as p,T as m,d as h,n as g,r as _,t as v,u as y,w as b,x}from"./GenericShape-DEe0lV3n.js";import{t as S}from"./logger-CC5j_O4o.js";import"./traditional-ec-lUAFC.js";import{t as C,x as w}from"./streamHelpers-CgcDlqe5.js";import{Bt as T,C as E,D,Dt as O,Et as k,G as A,Ht as j,O as M,S as N,T as P,Tt as F,Vt as I,Wt as L,_ as R,ct as ee,f as te,h as ne,j as re,k as ie,kt as ae,m as oe,tt as se,x as ce,xt as z,y as B}from"./three.module-BRbuBcDx.js";import{n as V,r as le,t as H}from"./scene-OlUAvaR5.js";import"./mission-CIAFVbLs.js";import{a as ue,i as U}from"./engineStore-CXPwEu5b.js";import{t as W}from"./preload-helper-CnJ98jGT.js";import{t as de}from"./extends-Cu_B6L18.js";import{t as 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e[3]===Symbol.for(`react.memo_cache_sentinel`)?(t=(0,J.jsx)(`ambientLight`,{color:`#888888`,intensity:1}),e[3]=t):t=e[3],t}let i;return e[4]===t?i=e[5]:(i=(0,J.jsx)($e,{sunData:t}),e[4]=t,e[5]=i),i}function $e(e){let t=(0,q.c)(29),{sunData:n}=e,r;t[0]===n.direction?r=t[1]:(r=le(n.direction),t[0]=n.direction,t[1]=r);let[i,a,o]=r,s=Math.sqrt(i*i+a*a+o*o),c=i/s,l=a/s,u=o/s,d;t[2]!==c||t[3]!==l||t[4]!==u?(d=new j(c,l,u),t[2]=c,t[3]=l,t[4]=u,t[5]=d):d=t[5];let f=d,p=-f.x*5e3,m=-f.y*5e3,h=-f.z*5e3,g;t[6]!==p||t[7]!==m||t[8]!==h?(g=new j(p,m,h),t[6]=p,t[7]=m,t[8]=h,t[9]=g):g=t[9];let _=g,v;t[10]!==n.color.b||t[11]!==n.color.g||t[12]!==n.color.r?(v=new B(n.color.r,n.color.g,n.color.b),t[10]=n.color.b,t[11]=n.color.g,t[12]=n.color.r,t[13]=v):v=t[13];let y=v,b;t[14]!==n.ambient.b||t[15]!==n.ambient.g||t[16]!==n.ambient.r?(b=new B(n.ambient.r,n.ambient.g,n.ambient.b),t[14]=n.ambient.b,t[15]=n.ambient.g,t[16]=n.ambient.r,t[17]=b):b=t[17];let x=b,S=f.y<0,C,w;t[18]===S?(C=t[19],w=t[20]):(C=()=>{Xe(S)},w=[S],t[18]=S,t[19]=C,t[20]=w),(0,K.useEffect)(C,w);let T;t[21]!==y||t[22]!==_?(T=(0,J.jsx)(`directionalLight`,{position:_,color:y,intensity:1,castShadow:!0,"shadow-mapSize-width":8192,"shadow-mapSize-height":8192,"shadow-camera-left":-4096,"shadow-camera-right":4096,"shadow-camera-top":4096,"shadow-camera-bottom":-4096,"shadow-camera-near":100,"shadow-camera-far":12e3,"shadow-bias":-1e-5,"shadow-normalBias":.4,"shadow-radius":2}),t[21]=y,t[22]=_,t[23]=T):T=t[23];let E;t[24]===x?E=t[25]:(E=(0,J.jsx)(`ambientLight`,{color:x,intensity:1}),t[24]=x,t[25]=E);let D;return t[26]!==T||t[27]!==E?(D=(0,J.jsxs)(J.Fragment,{children:[T,E]}),t[26]=T,t[27]=E,t[28]=D):D=t[28],D}function et(){let e=(0,q.c)(4),{fpsLimit:t}=c(),n=o(tt),r,i;return e[0]!==t||e[1]!==n?(r=()=>{if(t==null)return;let e=1e3/t,r=0,i;function a(t){i=requestAnimationFrame(a),t-r>=e&&(r=t-(t-r)%e,n())}return i=requestAnimationFrame(a),()=>cancelAnimationFrame(i)},i=[t,n],e[0]=t,e[1]=n,e[2]=r,e[3]=i):(r=e[2],i=e[3]),(0,K.useEffect)(r,i),t}function tt(e){return e.invalidate}function nt(){return et(),null}var rt={toneMapping:0,outputColorSpace:O};function it(e){let t=(0,q.c)(11),{children:n,renderOnDemand:r,dpr:i,onCreated:a}=e,o=r===void 0?!1:r,{renderOnDemand:u}=l(),d=o||u,{fpsLimit:f}=c(),p=f!=null&&!d,m=d||p?`demand`:`always`,h;t[0]===Symbol.for(`react.memo_cache_sentinel`)?(h={type:1},t[0]=h):h=t[0];let g;t[1]===n?g=t[2]:(g=(0,J.jsx)(K.Suspense,{children:n}),t[1]=n,t[2]=g);let _;t[3]===p?_=t[4]:(_=p?(0,J.jsx)(nt,{}):null,t[3]=p,t[4]=_);let v;return t[5]!==i||t[6]!==a||t[7]!==m||t[8]!==g||t[9]!==_?(v=(0,J.jsxs)(s,{frameloop:m,dpr:i,gl:rt,shadows:h,onCreated:a,children:[g,_]}),t[5]=i,t[6]=a,t[7]=m,t[8]=g,t[9]=_,t[10]=v):v=t[10],v}function at(e){let t=(0,q.c)(12),{entity:n}=e,{registerCamera:r,unregisterCamera:i}=he(),a=(0,K.useId)(),o=n.cameraDataBlock,s;t[0]===n.position?s=t[1]:(s=n.position?new j(...n.position):new j,t[0]=n.position,t[1]=s);let c=s,l;t[2]===n.rotation?l=t[3]:(l=n.rotation?new z(...n.rotation):new z,t[2]=n.rotation,t[3]=l);let u=l,d,f;return t[4]!==o||t[5]!==a||t[6]!==c||t[7]!==r||t[8]!==u||t[9]!==i?(d=()=>{if(o===`Observer`){let e={id:a,position:c,rotation:u};return r(e),()=>{i(e)}}},f=[a,o,r,i,c,u],t[4]=o,t[5]=a,t[6]=c,t[7]=r,t[8]=u,t[9]=i,t[10]=d,t[11]=f):(d=t[10],f=t[11]),(0,K.useEffect)(d,f),null}function ot(e){let t=(0,q.c)(3),{entity:n}=e,r;return t[0]!==n.label||t[1]!==n.position?(r=n.label?(0,J.jsx)(je,{position:n.position,opacity:.6,children:n.label}):null,t[0]=n.label,t[1]=n.position,t[2]=r):r=t[2],r}function st(e){let t=new Float32Array(e.length);for(let n=0;n<e.length;n++)t[n]=e[n]/65535;return t}var ct=256,lt=512,ut=64,dt=150,ft=`
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vec3 terrainLinearToSRGB(vec3 linear) {
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vec3 higher = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055;
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vec3 lower = linear * 12.92;
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return mix(lower, higher, step(vec3(0.0031308), linear));
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}
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vec3 terrainSRGBToLinear(vec3 srgb) {
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vec3 higher = pow((srgb + 0.055) / 1.055, vec3(2.4));
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vec3 lower = srgb / 12.92;
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return mix(lower, higher, step(vec3(0.04045), srgb));
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}
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// Debug grid overlay using screen-space derivatives for sharp, anti-aliased lines
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// Returns 1.0 on grid lines, 0.0 elsewhere
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float terrainDebugGrid(vec2 uv, float gridSize, float lineWidth) {
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vec2 scaledUV = uv * gridSize;
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vec2 grid = abs(fract(scaledUV - 0.5) - 0.5) / fwidth(scaledUV);
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float line = min(grid.x, grid.y);
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return 1.0 - min(line / lineWidth, 1.0);
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}
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`;function pt({shader:e,baseTextures:t,alphaTextures:n,visibilityMask:r,tiling:i,detailTexture:a=null,lightmap:o=null}){e.uniforms.sunLightPointsDown=Ye.sunLightPointsDown;let s=t.length;if(t.forEach((t,n)=>{e.uniforms[`albedo${n}`]={value:t}}),n.forEach((t,n)=>{e.uniforms[`mask${n}`]={value:t}}),r&&(e.uniforms.visibilityMask={value:r}),t.forEach((t,n)=>{e.uniforms[`tiling${n}`]={value:i[n]??32}}),o&&(e.uniforms.terrainLightmap={value:o}),a&&(e.uniforms.detailTexture={value:a},e.uniforms.detailTiling={value:ut},e.uniforms.detailFadeDistance={value:dt},e.vertexShader=e.vertexShader.replace(`#include <common>`,`#include <common>
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varying vec3 vTerrainWorldPos;`),e.vertexShader=e.vertexShader.replace(`#include <worldpos_vertex>`,`#include <worldpos_vertex>
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vec4 _terrainPos = vec4(transformed, 1.0);
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#ifdef USE_INSTANCING
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_terrainPos = instanceMatrix * _terrainPos;
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#endif
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vTerrainWorldPos = (modelMatrix * _terrainPos).xyz;`)),e.fragmentShader=`
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uniform sampler2D albedo0;
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uniform sampler2D albedo1;
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uniform sampler2D albedo2;
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uniform sampler2D albedo3;
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uniform sampler2D albedo4;
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uniform sampler2D albedo5;
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uniform sampler2D mask0;
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uniform sampler2D mask1;
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uniform sampler2D mask2;
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uniform sampler2D mask3;
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uniform sampler2D mask4;
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uniform sampler2D mask5;
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uniform float tiling0;
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uniform float tiling1;
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uniform float tiling2;
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uniform float tiling3;
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uniform float tiling4;
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uniform float tiling5;
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${r?`uniform sampler2D visibilityMask;`:``}
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${o?`uniform sampler2D terrainLightmap;`:``}
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uniform bool sunLightPointsDown;
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${a?`uniform sampler2D detailTexture;
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uniform float detailTiling;
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uniform float detailFadeDistance;
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varying vec3 vTerrainWorldPos;`:``}
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${ft}
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// Global variable to store shadow factor from RE_Direct for use in output calculation
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float terrainShadowFactor = 1.0;
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`+e.fragmentShader,r){let t=`#include <clipping_planes_fragment>`;e.fragmentShader=e.fragmentShader.replace(t,`${t}
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// Early discard for invisible areas (before fog/lighting)
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float visibility = texture2D(visibilityMask, vMapUv).r;
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if (visibility < 0.5) {
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discard;
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}
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`)}e.fragmentShader=e.fragmentShader.replace(`#include <map_fragment>`,`
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// Sample base albedo layers (sRGB textures auto-decoded to linear by Three.js)
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vec2 baseUv = vMapUv;
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vec3 c0 = texture2D(albedo0, baseUv * vec2(tiling0)).rgb;
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${s>1?`vec3 c1 = texture2D(albedo1, baseUv * vec2(tiling1)).rgb;`:``}
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${s>2?`vec3 c2 = texture2D(albedo2, baseUv * vec2(tiling2)).rgb;`:``}
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${s>3?`vec3 c3 = texture2D(albedo3, baseUv * vec2(tiling3)).rgb;`:``}
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${s>4?`vec3 c4 = texture2D(albedo4, baseUv * vec2(tiling4)).rgb;`:``}
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${s>5?`vec3 c5 = texture2D(albedo5, baseUv * vec2(tiling5)).rgb;`:``}
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// Sample alpha masks for all layers (use R channel)
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// Add +0.5 texel offset: Torque samples alpha at grid corners (integer indices),
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// but GPU linear filtering samples at texel centers. This offset aligns them.
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vec2 alphaUv = baseUv + vec2(0.5 / ${ct}.0);
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float a0 = texture2D(mask0, alphaUv).r;
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${s>1?`float a1 = texture2D(mask1, alphaUv).r;`:``}
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${s>2?`float a2 = texture2D(mask2, alphaUv).r;`:``}
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${s>3?`float a3 = texture2D(mask3, alphaUv).r;`:``}
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${s>4?`float a4 = texture2D(mask4, alphaUv).r;`:``}
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${s>5?`float a5 = texture2D(mask5, alphaUv).r;`:``}
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// Torque-style additive weighted blending (blender.cc):
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// result = tex0 * alpha0 + tex1 * alpha1 + tex2 * alpha2 + ...
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// Each layer's alpha map defines its contribution weight.
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vec3 blended = c0 * a0;
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${s>1?`blended += c1 * a1;`:``}
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${s>2?`blended += c2 * a2;`:``}
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${s>3?`blended += c3 * a3;`:``}
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${s>4?`blended += c4 * a4;`:``}
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${s>5?`blended += c5 * a5;`:``}
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// Assign to diffuseColor before lighting
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vec3 textureColor = blended;
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${a?`// Detail texture blending (Torque-style multiplicative blend)
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// Sample detail texture at high frequency tiling
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vec3 detailColor = texture2D(detailTexture, baseUv * detailTiling).rgb;
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// Calculate distance-based fade factor using world positions
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// Torque: distFactor = (zeroDetailDistance - distance) / zeroDetailDistance
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float distToCamera = distance(vTerrainWorldPos, cameraPosition);
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float detailFade = clamp(1.0 - distToCamera / detailFadeDistance, 0.0, 1.0);
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// Torque blending: dst * lerp(1.0, detailTexel, fadeFactor)
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// Detail textures are authored with bright values (~0.8 mean), not 0.5 gray
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// Direct multiplication adds subtle darkening for surface detail
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textureColor *= mix(vec3(1.0), detailColor, detailFade);`:``}
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// Store blended texture in diffuseColor (still in linear space here)
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// We'll convert to sRGB in the output calculation
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diffuseColor.rgb = textureColor;
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`),o&&(e.fragmentShader=e.fragmentShader.replace(`#include <lights_lambert_pars_fragment>`,`#include <lights_lambert_pars_fragment>
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// Override RE_Direct to extract shadow factor for Torque-style gamma-space lighting
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#undef RE_Direct
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void RE_Direct_TerrainShadow( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
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// Torque lighting (terrLighting.cc): if light points up, terrain gets only ambient
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// This prevents shadow acne from light hitting terrain backfaces
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if (!sunLightPointsDown) {
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terrainShadowFactor = 0.0;
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return;
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}
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// directLight.color = sunColor * shadowFactor (shadow already applied by Three.js)
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// Extract shadow factor by comparing to original sun color
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#if ( NUM_DIR_LIGHTS > 0 )
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vec3 originalSunColor = directionalLights[0].color;
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float sunMax = max(max(originalSunColor.r, originalSunColor.g), originalSunColor.b);
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float shadowedMax = max(max(directLight.color.r, directLight.color.g), directLight.color.b);
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terrainShadowFactor = clamp(shadowedMax / max(sunMax, 0.001), 0.0, 1.0);
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#endif
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// Don't add to reflectedLight - we'll compute lighting in gamma space at output
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}
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#define RE_Direct RE_Direct_TerrainShadow
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`),e.fragmentShader=e.fragmentShader.replace(`#include <lights_fragment_begin>`,`#include <lights_fragment_begin>
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// Clear indirect diffuse - we'll compute ambient in gamma space
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#if defined( RE_IndirectDiffuse )
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irradiance = vec3(0.0);
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#endif
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`),e.fragmentShader=e.fragmentShader.replace(`#include <lights_fragment_end>`,`#include <lights_fragment_end>
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// Clear Three.js lighting - we compute everything in gamma space
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reflectedLight.directDiffuse = vec3(0.0);
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reflectedLight.indirectDiffuse = vec3(0.0);
|
||
`)),e.fragmentShader=e.fragmentShader.replace(`#include <opaque_fragment>`,`// Torque-style terrain lighting: output = clamp(lighting × texture, 0, 1) in sRGB space
|
||
{
|
||
// Get texture in sRGB space (undo Three.js linear decode)
|
||
vec3 textureSRGB = terrainLinearToSRGB(diffuseColor.rgb);
|
||
|
||
${o?`
|
||
// Sample terrain lightmap for smooth NdotL
|
||
vec2 lightmapUv = vMapUv + vec2(0.5 / ${lt}.0);
|
||
float lightmapNdotL = texture2D(terrainLightmap, lightmapUv).r;
|
||
|
||
// Get sun and ambient colors from Three.js lights (these ARE sRGB values from mission file)
|
||
// Three.js interprets them as linear, but the numerical values are preserved
|
||
#if ( NUM_DIR_LIGHTS > 0 )
|
||
vec3 sunColorSRGB = directionalLights[0].color;
|
||
#else
|
||
vec3 sunColorSRGB = vec3(0.7);
|
||
#endif
|
||
vec3 ambientColorSRGB = ambientLightColor;
|
||
|
||
// Torque formula (terrLighting.cc:471-483):
|
||
// lighting = ambient + NdotL * shadowFactor * sunColor
|
||
// Clamp lighting to [0,1] before multiplying by texture
|
||
vec3 lightingSRGB = clamp(ambientColorSRGB + lightmapNdotL * terrainShadowFactor * sunColorSRGB, 0.0, 1.0);
|
||
`:`
|
||
// No lightmap - use simple ambient lighting
|
||
vec3 lightingSRGB = ambientLightColor;
|
||
`}
|
||
|
||
// Torque formula: output = clamp(lighting × texture, 0, 1) in sRGB/gamma space
|
||
vec3 resultSRGB = clamp(lightingSRGB * textureSRGB, 0.0, 1.0);
|
||
|
||
// Convert back to linear for Three.js output pipeline
|
||
outgoingLight = terrainSRGBToLinear(resultSRGB) + totalEmissiveRadiance;
|
||
}
|
||
#include <opaque_fragment>`),e.fragmentShader=e.fragmentShader.replace(`#include <tonemapping_fragment>`,`#if DEBUG_MODE
|
||
// Debug mode: overlay green grid matching terrain grid squares (256x256)
|
||
float gridIntensity = terrainDebugGrid(vMapUv, 256.0, 1.5);
|
||
vec3 gridColor = vec3(0.0, 0.8, 0.4); // Green
|
||
gl_FragColor.rgb = mix(gl_FragColor.rgb, gridColor, gridIntensity * 0.1);
|
||
#endif
|
||
|
||
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t[59]!==V||t[60]!==W?(de=(0,J.jsxs)(J.Fragment,{children:[V,W]}),t[59]=V,t[60]=W,t[61]=de):de=t[61],de});function kt(e){return e.camera}function At(){}function jt(e){return Ie(e)}var Mt=`
|
||
vec3 interiorLinearToSRGB(vec3 linear) {
|
||
vec3 higher = pow(linear, vec3(1.0/2.4)) * 1.055 - 0.055;
|
||
vec3 lower = linear * 12.92;
|
||
return mix(lower, higher, step(vec3(0.0031308), linear));
|
||
}
|
||
|
||
vec3 interiorSRGBToLinear(vec3 srgb) {
|
||
vec3 higher = pow((srgb + 0.055) / 1.055, vec3(2.4));
|
||
vec3 lower = srgb / 12.92;
|
||
return mix(lower, higher, step(vec3(0.04045), srgb));
|
||
}
|
||
|
||
// Debug grid overlay function using screen-space derivatives for sharp, anti-aliased lines
|
||
// Returns 1.0 on grid lines, 0.0 elsewhere
|
||
float debugGrid(vec2 uv, float gridSize, float lineWidth) {
|
||
vec2 scaledUV = uv * gridSize;
|
||
vec2 grid = abs(fract(scaledUV - 0.5) - 0.5) / fwidth(scaledUV);
|
||
float line = min(grid.x, grid.y);
|
||
return 1.0 - min(line / lineWidth, 1.0);
|
||
}
|
||
`;function Nt(e,t){let n=t.surfaceOutsideVisible??!1;e.uniforms.useSceneLighting={value:n},e.uniforms.interiorDebugColor={value:n?new j(0,.4,1):new j(1,.2,0)},e.fragmentShader=e.fragmentShader.replace(`#include <common>`,`#include <common>
|
||
${Mt}
|
||
uniform bool useSceneLighting;
|
||
uniform vec3 interiorDebugColor;
|
||
`),e.fragmentShader=e.fragmentShader.replace(`#include <lights_fragment_maps>`,`// Lightmap handled in custom output calculation
|
||
#ifdef USE_LIGHTMAP
|
||
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
|
||
#endif`),e.fragmentShader=e.fragmentShader.replace(`#include <opaque_fragment>`,`// Torque-style lighting: output = clamp(lighting × texture, 0, 1) in sRGB space
|
||
// Get texture in sRGB space (undo Three.js linear decode)
|
||
vec3 textureSRGB = interiorLinearToSRGB(diffuseColor.rgb);
|
||
|
||
// Compute lighting in sRGB space
|
||
vec3 lightingSRGB = vec3(0.0);
|
||
|
||
if (useSceneLighting) {
|
||
// Three.js computed: reflectedLight = lighting × texture_linear / PI
|
||
// Extract pure lighting: lighting = reflectedLight × PI / texture_linear
|
||
vec3 totalLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
|
||
vec3 safeTexLinear = max(diffuseColor.rgb, vec3(0.001));
|
||
vec3 extractedLighting = totalLight * PI / safeTexLinear;
|
||
// NOTE: extractedLighting is ALREADY sRGB values because mission sun/ambient colors
|
||
// are sRGB values (Torque used them directly in gamma space). Three.js treats them
|
||
// as linear but the numerical values are the same. DO NOT convert to sRGB here!
|
||
// IMPORTANT: Torque clamps scene lighting to [0,1] BEFORE adding to lightmap
|
||
// (sceneLighting.cc line 1785: tmp.clamp())
|
||
lightingSRGB = clamp(extractedLighting, 0.0, 1.0);
|
||
}
|
||
|
||
// Add lightmap contribution (for BOTH outside and inside surfaces)
|
||
// In Torque, scene lighting is ADDED to lightmaps for outside surfaces at mission load
|
||
// (stored in .ml files). Inside surfaces only have base lightmap. Both need lightmap here.
|
||
#ifdef USE_LIGHTMAP
|
||
// Lightmap is stored as linear in Three.js (decoded from sRGB texture), convert back
|
||
lightingSRGB += interiorLinearToSRGB(lightMapTexel.rgb);
|
||
#endif
|
||
// Torque clamps the sum to [0,1] per channel (sceneLighting.cc lines 1817-1827)
|
||
lightingSRGB = clamp(lightingSRGB, 0.0, 1.0);
|
||
|
||
// Torque formula: output = clamp(lighting × texture, 0, 1) in sRGB/gamma space
|
||
vec3 resultSRGB = clamp(lightingSRGB * textureSRGB, 0.0, 1.0);
|
||
|
||
// Convert back to linear for Three.js output pipeline
|
||
vec3 resultLinear = interiorSRGBToLinear(resultSRGB);
|
||
|
||
// Reassign outgoingLight before opaque_fragment consumes it
|
||
outgoingLight = resultLinear + totalEmissiveRadiance;
|
||
|
||
#include <opaque_fragment>`),e.fragmentShader=e.fragmentShader.replace(`#include <tonemapping_fragment>`,`// Debug mode: overlay colored grid on top of normal rendering
|
||
// Blue grid = SurfaceOutsideVisible (receives scene ambient light)
|
||
// Red grid = inside surface (no scene ambient light)
|
||
#if DEBUG_MODE && defined(USE_MAP)
|
||
// gridSize=4 creates 4x4 grid per UV tile, lineWidth=1.5 is ~1.5 pixels wide
|
||
float gridIntensity = debugGrid(vMapUv, 4.0, 1.5);
|
||
gl_FragColor.rgb = mix(gl_FragColor.rgb, interiorDebugColor, gridIntensity * 0.1);
|
||
#endif
|
||
|
||
#include <tonemapping_fragment>`)}var Pt=S(`InteriorInstance`);function Ft(e){let t=(0,q.c)(2),n;return t[0]===e?n=t[1]:(n=Ee(e),t[0]=e,t[1]=n),f(n)}function It({materialName:e,material:t,lightMap:n}){let r=l()?.debugMode??!1,i=Fe(),a=pe(G(e),e=>Le(e,{anisotropy:i})),o=new Set(t?.userData?.flag_names??[]).has(`SelfIlluminating`),s=new Set(t?.userData?.surface_flag_names??[]).has(`SurfaceOutsideVisible`),c=(0,K.useCallback)(e=>{Be(e,Ue),Nt(e,{surfaceOutsideVisible:s})},[s]),u=(0,K.useRef)(null),d=(0,K.useRef)(null);(0,K.useEffect)(()=>{let e=u.current??d.current;e&&(e.defines??={},e.defines.DEBUG_MODE=r?1:0,e.needsUpdate=!0)},[r]);let f={DEBUG_MODE:r?1:0},p=`${s}`;return o?(0,J.jsx)(`meshBasicMaterial`,{ref:u,map:a,toneMapped:!1,defines:f,onBeforeCompile:c},p):(0,J.jsx)(`meshLambertMaterial`,{ref:d,map:a,lightMap:n,toneMapped:!1,defines:f,onBeforeCompile:c},p)}function Lt(e){if(!e)return null;let t=e.emissiveMap;return t&&(t.colorSpace=O),t??null}function Rt(e){let 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t[10]!==n.geometry||t[11]!==a?(o=(0,J.jsx)(`mesh`,{geometry:n.geometry,castShadow:!0,receiveShadow:!0,children:a}),t[10]=n.geometry,t[11]=a,t[12]=o):o=t[12],o}function zt(e){return Lt(e)}var Bt=(0,K.memo)(function(e){let t=(0,q.c)(10),{interiorFile:n,ghostIndex:r}=e,{nodes:i}=Ft(n),a=l()?.debugMode??!1,o;t[0]===Symbol.for(`react.memo_cache_sentinel`)?(o=[0,-Math.PI/2,0],t[0]=o):o=t[0];let s;t[1]===i?s=t[2]:(s=Object.entries(i).filter(Wt).map(Gt),t[1]=i,t[2]=s);let c;t[3]!==a||t[4]!==r||t[5]!==n?(c=a?(0,J.jsxs)(je,{children:[r,`: `,n]}):null,t[3]=a,t[4]=r,t[5]=n,t[6]=c):c=t[6];let u;return t[7]!==s||t[8]!==c?(u=(0,J.jsxs)(`group`,{rotation:o,children:[s,c]}),t[7]=s,t[8]=c,t[9]=u):u=t[9],u});function Vt(e){let t=(0,q.c)(9),{color:n,label:r}=e,i;t[0]===Symbol.for(`react.memo_cache_sentinel`)?(i=(0,J.jsx)(`boxGeometry`,{args:[10,10,10]}),t[0]=i):i=t[0];let a;t[1]===n?a=t[2]:(a=(0,J.jsx)(`meshStandardMaterial`,{color:n,wireframe:!0}),t[1]=n,t[2]=a);let o;t[3]!==n||t[4]!==r?(o=r?(0,J.jsx)(je,{color:n,children:r}):null,t[3]=n,t[4]=r,t[5]=o):o=t[5];let s;return t[6]!==a||t[7]!==o?(s=(0,J.jsxs)(`mesh`,{children:[i,a,o]}),t[6]=a,t[7]=o,t[8]=s):s=t[8],s}function Ht(e){let t=(0,q.c)(3),{label:n}=e,r=l()?.debugMode??!1,i;return t[0]!==r||t[1]!==n?(i=r?(0,J.jsx)(Vt,{color:`red`,label:n}):null,t[0]=r,t[1]=n,t[2]=i):i=t[2],i}var Ut=(0,K.memo)(function(e){let t=(0,q.c)(26),{scene:n}=e,r;t[0]===n.transform.position?r=t[1]:(r=le(n.transform.position),t[0]=n.transform.position,t[1]=r);let i=r,a;t[2]===n.transform?a=t[3]:(a=H(n.transform),t[2]=n.transform,t[3]=a);let o=a,s;t[4]===n.scale?s=t[5]:(s=V(n.scale),t[4]=n.scale,t[5]=s);let c=s,l=`${n.ghostIndex}: ${n.interiorFile}`,u;t[6]===l?u=t[7]:(u=(0,J.jsx)(Ht,{label:l}),t[6]=l,t[7]=u);let f;t[8]===n.interiorFile?f=t[9]:(f=e=>{Pt.error(`Failed to load %s: %s`,n.interiorFile,e.message)},t[8]=n.interiorFile,t[9]=f);let p=`InteriorModel:${n.interiorFile}`,m;t[10]===Symbol.for(`react.memo_cache_sentinel`)?(m=(0,J.jsx)(Vt,{color:`orange`}),t[10]=m):m=t[10];let h;t[11]!==n.ghostIndex||t[12]!==n.interiorFile?(h=(0,J.jsx)(Bt,{interiorFile:n.interiorFile,ghostIndex:n.ghostIndex}),t[11]=n.ghostIndex,t[12]=n.interiorFile,t[13]=h):h=t[13];let g;t[14]!==p||t[15]!==h?(g=(0,J.jsx)(Me,{name:p,fallback:m,children:h}),t[14]=p,t[15]=h,t[16]=g):g=t[16];let _;t[17]!==g||t[18]!==u||t[19]!==f?(_=(0,J.jsx)(d,{fallback:u,onError:f,children:g}),t[17]=g,t[18]=u,t[19]=f,t[20]=_):_=t[20];let v;return t[21]!==i||t[22]!==o||t[23]!==c||t[24]!==_?(v=(0,J.jsx)(`group`,{position:i,quaternion:o,scale:c,children:_}),t[21]=i,t[22]=o,t[23]=c,t[24]=_,t[25]=v):v=t[25],v});function Wt(e){let[,t]=e;return t.isMesh}function Gt(e){let[t,n]=e;return(0,J.jsx)(Rt,{node:n},t)}var Kt=()=>{},Q=5,qt=Q*Q,Jt=.05;function Yt(e,t,n){let r=e,i=t,a=n;return[a,a,a,a,a,a,i,i,i,a,a,i,r,i,a,a,i,i,i,a,a,a,a,a,a]}function Xt(e,t){let n=new Float32Array(qt);for(let r=0;r<qt;r++){let i=e[r*3],a=e[r*3+2],o=1.3-Math.sqrt(i*i+a*a)/t;o<.4?o=0:o>.8&&(o=1),n[r]=o}return n}function Zt(e,t,n,r){let i=new ne,a=new Float32Array(qt*3),o=new Float32Array(qt*2),s=Yt(t,n,r),c=e*2/(Q-1);for(let t=0;t<Q;t++)for(let n=0;n<Q;n++){let r=t*Q+n,i=-e+n*c,l=e-t*c,u=e*s[r];a[r*3]=i,a[r*3+1]=u,a[r*3+2]=l,o[r*2]=n,o[r*2+1]=t}Qt(a);let l=Xt(a,e),u=[];for(let e=0;e<Q-1;e++)for(let t=0;t<Q-1;t++){let n=e*Q+t,r=n+1,i=n+Q,a=i+1;u.push(n,i,a),u.push(n,a,r)}return i.setIndex(u),i.setAttribute(`position`,new D(a,3)),i.setAttribute(`uv`,new D(o,2)),i.setAttribute(`alpha`,new D(l,1)),i.computeBoundingSphere(),i}function Qt(e){let t=t=>({x:e[t*3],y:e[t*3+1],z:e[t*3+2]}),n=(t,n,r,i)=>{e[t*3]=n,e[t*3+1]=r,e[t*3+2]=i},r=t(1),i=t(3),a=t(5),o=t(6),s=t(8),c=t(9),l=t(15),u=t(16),d=t(18),f=t(19),p=t(21),m=t(23),h=a.x+(r.x-a.x)*.5,g=a.y+(r.y-a.y)*.5,_=a.z+(r.z-a.z)*.5;n(0,o.x+(h-o.x)*2,o.y+(g-o.y)*2,o.z+(_-o.z)*2),h=c.x+(i.x-c.x)*.5,g=c.y+(i.y-c.y)*.5,_=c.z+(i.z-c.z)*.5,n(4,s.x+(h-s.x)*2,s.y+(g-s.y)*2,s.z+(_-s.z)*2),h=p.x+(l.x-p.x)*.5,g=p.y+(l.y-p.y)*.5,_=p.z+(l.z-p.z)*.5,n(20,u.x+(h-u.x)*2,u.y+(g-u.y)*2,u.z+(_-u.z)*2),h=m.x+(f.x-m.x)*.5,g=m.y+(f.y-m.y)*.5,_=m.z+(f.z-m.z)*.5,n(24,d.x+(h-d.x)*2,d.y+(g-d.y)*2,d.z+(_-d.z)*2)}function $t(e){return e.wrapS=k,e.wrapT=k,e.minFilter=A,e.magFilter=A,e.colorSpace=``,e.needsUpdate=!0,e}var en=`
|
||
attribute float alpha;
|
||
|
||
uniform vec2 uvOffset;
|
||
|
||
varying vec2 vUv;
|
||
varying float vAlpha;
|
||
|
||
void main() {
|
||
// Apply UV offset for scrolling
|
||
vUv = uv + uvOffset;
|
||
vAlpha = alpha;
|
||
|
||
vec4 pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||
// Set depth to far plane so clouds are always visible and behind other geometry
|
||
gl_Position = pos.xyww;
|
||
}
|
||
`,tn=`
|
||
uniform sampler2D cloudTexture;
|
||
uniform float debugMode;
|
||
uniform int layerIndex;
|
||
|
||
varying vec2 vUv;
|
||
varying float vAlpha;
|
||
|
||
// Debug grid using screen-space derivatives for sharp, anti-aliased lines
|
||
float debugGrid(vec2 uv, float gridSize, float lineWidth) {
|
||
vec2 scaledUV = uv * gridSize;
|
||
vec2 grid = abs(fract(scaledUV - 0.5) - 0.5) / fwidth(scaledUV);
|
||
float line = min(grid.x, grid.y);
|
||
return 1.0 - min(line / lineWidth, 1.0);
|
||
}
|
||
|
||
void main() {
|
||
vec4 texColor = texture2D(cloudTexture, vUv);
|
||
|
||
// Tribes 2 uses GL_MODULATE: final = texture × vertex color
|
||
// Vertex color is white with varying alpha, so:
|
||
// Final RGB = Texture RGB × 1.0 = Texture RGB
|
||
// Final Alpha = Texture Alpha × Vertex Alpha
|
||
float finalAlpha = texColor.a * vAlpha;
|
||
vec3 color = texColor.rgb;
|
||
|
||
// Debug mode: overlay R/G/B grid for layers 0/1/2
|
||
if (debugMode > 0.5) {
|
||
float gridIntensity = debugGrid(vUv, 4.0, 1.5);
|
||
vec3 gridColor;
|
||
if (layerIndex == 0) {
|
||
gridColor = vec3(1.0, 0.0, 0.0); // Red
|
||
} else if (layerIndex == 1) {
|
||
gridColor = vec3(0.0, 1.0, 0.0); // Green
|
||
} else {
|
||
gridColor = vec3(0.0, 0.0, 1.0); // Blue
|
||
}
|
||
color = mix(color, gridColor, gridIntensity * 0.5);
|
||
}
|
||
|
||
// Output clouds with texture color and combined alpha
|
||
gl_FragColor = vec4(color, finalAlpha);
|
||
}
|
||
`;function nn({textureUrl:e,radius:t,heightPercent:n,speed:r,windDirection:i,layerIndex:o}){let{debugMode:s}=l(),{animationEnabled:u}=c(),d=(0,K.useRef)(null),f=pe(e,$t),p=(0,K.useMemo)(()=>Zt(t,n,n-.05,Jt),[t,n]);(0,K.useEffect)(()=>()=>{p.dispose()},[p]);let m=(0,K.useMemo)(()=>new ae({uniforms:{cloudTexture:{value:f},uvOffset:{value:new I(0,0)},debugMode:{value:s?1:0},layerIndex:{value:o}},vertexShader:en,fragmentShader:tn,transparent:!0,depthWrite:!1,side:2}),[f,s,o]);return(0,K.useEffect)(()=>()=>{m.dispose()},[m]),a(u?(e,t)=>{let n=t*1e3/32;d.current??=new I(0,0),d.current.x+=i.x*r*n,d.current.y+=i.y*r*n,d.current.x-=Math.floor(d.current.x),d.current.y-=Math.floor(d.current.y),m.uniforms.uvOffset.value.copy(d.current)}:Kt),(0,J.jsx)(`mesh`,{geometry:p,frustumCulled:!1,renderOrder:10,children:(0,J.jsx)(`primitive`,{object:m,attach:`material`})})}var rn=7;function an(e){let t=(0,q.c)(7),n,r;t[0]===e?(n=t[1],r=t[2]):(n=[`detailMapList`,e],r=()=>De(e),t[0]=e,t[1]=n,t[2]=r);let i=!!e,a;return t[3]!==n||t[4]!==r||t[5]!==i?(a={queryKey:n,queryFn:r,enabled:i},t[3]=n,t[4]=r,t[5]=i,t[6]=a):a=t[6],u(a)}function on(e){let t=(0,q.c)(18),{scene:n}=e,{data:r}=an(n.materialList||void 0),i=(n.visibleDistance>0?n.visibleDistance:500)*.95,o;t[0]===n.cloudLayers?o=t[1]:(o=n.cloudLayers.map(cn),t[0]=n.cloudLayers,t[1]=o);let s=o,c;t[2]===n.cloudLayers?c=t[3]:(c=n.cloudLayers.map(sn),t[2]=n.cloudLayers,t[3]=c);let l=c,u;bb0:{let{x:e,y:r}=n.windVelocity;if(e!==0||r!==0){let n;t[4]!==e||t[5]!==r?(n=new I(r,-e).normalize(),t[4]=e,t[5]=r,t[6]=n):n=t[6],u=n;break bb0}let i;t[7]===Symbol.for(`react.memo_cache_sentinel`)?(i=new I(1,0),t[7]=i):i=t[7],u=i}let d=u,f;bb1:{if(!r){let e;t[8]===Symbol.for(`react.memo_cache_sentinel`)?(e=[],t[8]=e):e=t[8],f=e;break bb1}let e;if(t[9]!==l||t[10]!==s||t[11]!==r){e=[];for(let t=0;t<3;t++){let n=r[rn+t];n&&e.push({texture:n,height:l[t],speed:s[t]})}t[9]=l,t[10]=s,t[11]=r,t[12]=e}else e=t[12];f=e}let p=f,m=(0,K.useRef)(null),h;if(t[13]===Symbol.for(`react.memo_cache_sentinel`)?(h=e=>{let{camera:t}=e;m.current&&m.current.position.copy(t.position)},t[13]=h):h=t[13],a(h),!p||p.length===0)return null;let g;return t[14]!==p||t[15]!==i||t[16]!==d?(g=(0,J.jsx)(`group`,{ref:m,children:p.map((e,t)=>(0,J.jsx)(K.Suspense,{children:(0,J.jsx)(nn,{textureUrl:G(e.texture),radius:i,heightPercent:e.height,speed:e.speed,windDirection:d,layerIndex:t})},t))}),t[14]=p,t[15]=i,t[16]=d,t[17]=g):g=t[17],g}function sn(e,t){return e.heightPercent||[.35,.25,.2][t]}function cn(e,t){return e.speed||[1e-4,2e-4,3e-4][t]}(0,K.createContext)(null),(0,K.createContext)(null);function ln(e){let t=e.fogDistance,n=e.visibleDistance>0?e.visibleDistance:1e3,{r,g:i,b:a}=e.fogColor,o=new B().setRGB(r,i,a).convertSRGBToLinear(),s=[];for(let t of e.fogVolumes)t.visibleDistance<=0||t.maxHeight<=t.minHeight||s.push({visibleDistance:t.visibleDistance,minHeight:t.minHeight,maxHeight:t.maxHeight,percentage:1});return{fogDistance:t,visibleDistance:n,fogColor:o,fogVolumes:s,fogLine:s.reduce((e,t)=>Math.max(e,t.maxHeight),0),enabled:n>t}}var un=S(`Sky`),dn=!1;function fn(e){return[new B().setRGB(e.r,e.g,e.b),new B().setRGB(e.r,e.g,e.b).convertSRGBToLinear()]}function pn(e){let t=(0,q.c)(8),n;t[0]===e?n=t[1]:(n={queryKey:[`detailMapList`,e],queryFn:()=>(un.debug(`Loading detail map list: %s`,e),De(e))},t[0]=e,t[1]=n);let r=u(n),i,a;return t[2]!==e||t[3]!==r.data||t[4]!==r.error||t[5]!==r.status?(i=()=>{un.debug(`DML query status: %s%s%s file=%s`,r.status,r.error?` error=${r.error.message}`:``,r.data?` (${r.data.length} entries)`:` (no data)`,e)},a=[r.status,r.error,r.data,e],t[2]=e,t[3]=r.data,t[4]=r.error,t[5]=r.status,t[6]=i,t[7]=a):(i=t[6],a=t[7]),(0,K.useEffect)(i,a),r}var mn=60;function hn({skyBoxFiles:e,fogColor:t,fogState:n}){let r=o(e=>e.camera),i=Je(e,{path:``}),a=!!t,s=(0,K.useMemo)(()=>r.projectionMatrixInverse,[r]),c=(0,K.useMemo)(()=>n?ze(n.fogVolumes):new Float32Array(12),[n]),l=(0,K.useRef)({skybox:{value:i},fogColor:{value:t??new B(0,0,0)},enableFog:{value:a},inverseProjectionMatrix:{value:s},cameraMatrixWorld:{value:r.matrixWorld},cameraHeight:Ue.cameraHeight,fogVolumeData:{value:c},horizonFogHeight:{value:.18}}),u=(0,K.useMemo)(()=>{if(!n)return .18;let e=n.visibleDistance*.95/Math.sqrt(3);return mn/Math.sqrt(e*e+mn*mn)},[n]);return(0,K.useEffect)(()=>{l.current.skybox.value=i,l.current.fogColor.value=t??new B(0,0,0),l.current.enableFog.value=a,l.current.fogVolumeData.value=c,l.current.horizonFogHeight.value=u},[i,t,a,c,u]),(0,J.jsxs)(`mesh`,{renderOrder:-1e3,frustumCulled:!1,children:[(0,J.jsxs)(`bufferGeometry`,{children:[(0,J.jsx)(`bufferAttribute`,{attach:`attributes-position`,args:[new Float32Array([-1,-1,0,3,-1,0,-1,3,0]),3],count:3,itemSize:3}),(0,J.jsx)(`bufferAttribute`,{attach:`attributes-uv`,args:[new Float32Array([0,0,2,0,0,2]),2],count:3,itemSize:2})]}),(0,J.jsx)(`shaderMaterial`,{uniforms:l.current,vertexShader:`
|
||
varying vec2 vUv;
|
||
|
||
void main() {
|
||
vUv = uv;
|
||
gl_Position = vec4(position.xy, 0.9999, 1.0);
|
||
}
|
||
`,fragmentShader:`
|
||
uniform samplerCube skybox;
|
||
uniform vec3 fogColor;
|
||
uniform bool enableFog;
|
||
uniform mat4 inverseProjectionMatrix;
|
||
uniform mat4 cameraMatrixWorld;
|
||
uniform float cameraHeight;
|
||
uniform float fogVolumeData[12];
|
||
uniform float horizonFogHeight;
|
||
|
||
varying vec2 vUv;
|
||
|
||
// Convert linear to sRGB for display
|
||
// shaderMaterial does NOT get automatic linear->sRGB output conversion
|
||
// Use proper sRGB transfer function (not simplified gamma 2.2) to match Three.js
|
||
vec3 linearToSRGB(vec3 linear) {
|
||
vec3 low = linear * 12.92;
|
||
vec3 high = 1.055 * pow(linear, vec3(1.0 / 2.4)) - 0.055;
|
||
return mix(low, high, step(vec3(0.0031308), linear));
|
||
}
|
||
|
||
void main() {
|
||
vec2 ndc = vUv * 2.0 - 1.0;
|
||
vec4 viewPos = inverseProjectionMatrix * vec4(ndc, 1.0, 1.0);
|
||
viewPos.xyz /= viewPos.w;
|
||
vec3 direction = normalize((cameraMatrixWorld * vec4(viewPos.xyz, 0.0)).xyz);
|
||
direction = vec3(direction.z, direction.y, -direction.x);
|
||
// Sample skybox - Three.js CubeTexture with SRGBColorSpace auto-converts to linear
|
||
vec4 skyColor = textureCube(skybox, direction);
|
||
vec3 finalColor;
|
||
|
||
if (enableFog) {
|
||
vec3 effectiveFogColor = fogColor;
|
||
|
||
// Calculate how much fog volume the ray passes through
|
||
// For skybox at "infinite" distance, the relevant height is how much
|
||
// of the volume is above/below camera depending on view direction
|
||
float volumeFogInfluence = 0.0;
|
||
|
||
for (int i = 0; i < 3; i++) {
|
||
int offset = i * 4;
|
||
float volVisDist = fogVolumeData[offset + 0];
|
||
float volMinH = fogVolumeData[offset + 1];
|
||
float volMaxH = fogVolumeData[offset + 2];
|
||
float volPct = fogVolumeData[offset + 3];
|
||
|
||
if (volVisDist <= 0.0) continue;
|
||
|
||
// Check if camera is inside this volume
|
||
if (cameraHeight >= volMinH && cameraHeight <= volMaxH) {
|
||
// Camera is inside the fog volume
|
||
// Looking horizontally or up at shallow angles means ray travels
|
||
// through more fog before exiting the volume
|
||
float heightAboveCamera = volMaxH - cameraHeight;
|
||
float heightBelowCamera = cameraHeight - volMinH;
|
||
float volumeHeight = volMaxH - volMinH;
|
||
|
||
// For horizontal rays (direction.y ≈ 0), maximum fog influence
|
||
// For rays going up steeply, less fog (exits volume quickly)
|
||
// For rays going down, more fog (travels through volume below)
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||
float rayInfluence;
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||
if (direction.y >= 0.0) {
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||
// Looking up: influence based on how steep we're looking
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// Shallow angles = long path through fog = high influence
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||
rayInfluence = 1.0 - smoothstep(0.0, 0.3, direction.y);
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||
} else {
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||
// Looking down: always high fog (into the volume)
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||
rayInfluence = 1.0;
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||
}
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||
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||
// Scale by percentage and volume depth factor
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||
volumeFogInfluence += rayInfluence * volPct;
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||
}
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||
}
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||
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||
// Base fog factor from view direction (for haze at horizon)
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||
// In Torque, the fog "bans" (bands) are rendered as geometry from
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||
// height 0 (HORIZON) to height 60 (OFFSET_HEIGHT) on the skybox.
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||
// The skybox corner is at mSkyBoxPt.x = mRadius / sqrt(3).
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||
//
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||
// horizonFogHeight is the direction.y value where the fog band ends:
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||
// horizonFogHeight = 60 / sqrt(skyBoxPt.x^2 + 60^2)
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||
//
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||
// For Firestorm (visDist=600): mRadius=570, skyBoxPt.x=329, horizonFogHeight≈0.18
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||
//
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||
// Torque renders the fog bands as geometry with linear vertex alpha
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||
// interpolation. We use a squared curve (t^2) to create a gentler
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||
// falloff at the top of the gradient, matching Tribes 2's appearance.
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||
float baseFogFactor;
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||
if (direction.y <= 0.0) {
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// Looking at or below horizon: full fog
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baseFogFactor = 1.0;
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} else if (direction.y >= horizonFogHeight) {
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||
// Above fog band: no fog
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||
baseFogFactor = 0.0;
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||
} else {
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||
// Within fog band: squared curve for gentler falloff at top
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||
float t = direction.y / horizonFogHeight;
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baseFogFactor = (1.0 - t) * (1.0 - t);
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||
}
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||
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||
// Combine base fog with volume fog influence
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// When inside a volume, increase fog intensity
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||
float finalFogFactor = min(1.0, baseFogFactor + volumeFogInfluence * 0.5);
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||
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||
finalColor = mix(skyColor.rgb, effectiveFogColor, finalFogFactor);
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} else {
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||
finalColor = skyColor.rgb;
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}
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// Convert linear result to sRGB for display
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gl_FragColor = vec4(linearToSRGB(finalColor), 1.0);
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}
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||
varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position.xy, 0.9999, 1.0);
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`,fragmentShader:`
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uniform vec3 skyColor;
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uniform vec3 fogColor;
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uniform bool enableFog;
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uniform mat4 inverseProjectionMatrix;
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||
uniform mat4 cameraMatrixWorld;
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uniform float cameraHeight;
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||
uniform float fogVolumeData[12];
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||
uniform float horizonFogHeight;
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||
varying vec2 vUv;
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||
// Convert linear to sRGB for display
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vec3 linearToSRGB(vec3 linear) {
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vec3 low = linear * 12.92;
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vec3 high = 1.055 * pow(linear, vec3(1.0 / 2.4)) - 0.055;
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return mix(low, high, step(vec3(0.0031308), linear));
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||
}
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||
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||
void main() {
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||
vec2 ndc = vUv * 2.0 - 1.0;
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||
vec4 viewPos = inverseProjectionMatrix * vec4(ndc, 1.0, 1.0);
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||
viewPos.xyz /= viewPos.w;
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||
vec3 direction = normalize((cameraMatrixWorld * vec4(viewPos.xyz, 0.0)).xyz);
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||
direction = vec3(direction.z, direction.y, -direction.x);
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||
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||
vec3 finalColor;
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||
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||
if (enableFog) {
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||
// Calculate volume fog influence (same logic as SkyBoxTexture)
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||
float volumeFogInfluence = 0.0;
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||
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||
for (int i = 0; i < 3; i++) {
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||
int offset = i * 4;
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||
float volVisDist = fogVolumeData[offset + 0];
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||
float volMinH = fogVolumeData[offset + 1];
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||
float volMaxH = fogVolumeData[offset + 2];
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||
float volPct = fogVolumeData[offset + 3];
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||
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||
if (volVisDist <= 0.0) continue;
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||
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||
if (cameraHeight >= volMinH && cameraHeight <= volMaxH) {
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||
float rayInfluence;
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||
if (direction.y >= 0.0) {
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||
rayInfluence = 1.0 - smoothstep(0.0, 0.3, direction.y);
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||
} else {
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||
rayInfluence = 1.0;
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||
}
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||
volumeFogInfluence += rayInfluence * volPct;
|
||
}
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||
}
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||
|
||
// Base fog factor from view direction
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||
float baseFogFactor;
|
||
if (direction.y <= 0.0) {
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||
baseFogFactor = 1.0;
|
||
} else if (direction.y >= horizonFogHeight) {
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||
baseFogFactor = 0.0;
|
||
} else {
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||
float t = direction.y / horizonFogHeight;
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||
baseFogFactor = (1.0 - t) * (1.0 - t);
|
||
}
|
||
|
||
// Combine base fog with volume fog influence
|
||
float finalFogFactor = min(1.0, baseFogFactor + volumeFogInfluence * 0.5);
|
||
|
||
finalColor = mix(skyColor, fogColor, finalFogFactor);
|
||
} else {
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||
finalColor = skyColor;
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||
}
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||
|
||
gl_FragColor = vec4(linearToSRGB(finalColor), 1.0);
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||
}
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||
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s;t[3]===n.className?s=t[4]:(s=y(n.className),t[3]=n.className,t[4]=s);let c;t[5]===s?c=t[6]:(c=(0,J.jsxs)(`mesh`,{children:[a,(0,J.jsx)(`meshBasicMaterial`,{color:s,wireframe:!0})]}),t[5]=s,t[6]=c);let l;t[7]===n?l=t[8]:(l=(0,J.jsx)(nr,{entity:n}),t[7]=n,t[8]=l);let u;return t[9]!==n.id||t[10]!==r||t[11]!==o||t[12]!==i||t[13]!==c||t[14]!==l?(u=(0,J.jsxs)(`group`,{name:e,position:r,quaternion:o,scale:i,children:[c,l]}),t[9]=n.id,t[10]=r,t[11]=o,t[12]=i,t[13]=c,t[14]=l,t[15]=u):u=t[15],u}let c;t[16]!==n.className||t[17]!==n.renderType?(c=n.renderType===`Explosion`?null:(0,J.jsxs)(`mesh`,{children:[(0,J.jsx)(`sphereGeometry`,{args:[.5,8,6]}),(0,J.jsx)(`meshBasicMaterial`,{color:y(n.className),wireframe:!0})]}),t[16]=n.className,t[17]=n.renderType,t[18]=c):c=t[18];let l=c,u;t[19]===n?u=t[20]:(u=(0,J.jsx)(jn,{entity:n}),t[19]=n,t[20]=u);let d;t[21]!==l||t[22]!==u?(d=(0,J.jsx)(We,{fallback:l,children:u}),t[21]=l,t[22]=u,t[23]=d):d=t[23];let f;t[24]!==n||t[25]!==s?(f=s&&(0,J.jsx)(er,{entity:n}),t[24]=n,t[25]=s,t[26]=f):f=t[26];let p;t[27]===n?p=t[28]:(p=(0,J.jsx)(nr,{entity:n}),t[27]=n,t[28]=p);let m;t[29]!==d||t[30]!==f||t[31]!==p?(m=(0,J.jsxs)(`group`,{name:`model`,children:[d,f,p]}),t[29]=d,t[30]=f,t[31]=p,t[32]=m):m=t[32];let h;return t[33]!==n.id||t[34]!==r||t[35]!==o||t[36]!==i||t[37]!==m?(h=(0,J.jsx)(`group`,{name:n.id,position:r,quaternion:o,scale:i,children:m}),t[33]=n.id,t[34]=r,t[35]=o,t[36]=i,t[37]=m,t[38]=h):h=t[38],h}function ir(){let e=(0,q.c)(3),{fov:t}=c(),n;e[0]===Symbol.for(`react.memo_cache_sentinel`)?(n=[0,256,0],e[0]=n):n=e[0];let r;return e[1]===t?r=e[2]:(r=(0,J.jsx)(qe,{makeDefault:!0,position:n,fov:t}),e[1]=t,e[2]=r),r}function ar(e){let t=(0,q.c)(3),{children:n}=e,{debugMode:r}=l(),i;return t[0]!==n||t[1]!==r?(i=r?(0,J.jsx)(K.Suspense,{children:n}):null,t[0]=n,t[1]=r,t[2]=i):i=t[2],i}var or=S(`InputConsumer`),sr=300,cr=Math.PI/2-.01,lr=45,ur=31,dr=40,fr=1/32,pr=2*Math.PI;function mr(e){return((Math.round(e/pr*65536)|0)<<16>>16)*pr/65536}var hr=new j,gr=new j,_r=new j,vr=new P(0,0,0,`YXZ`);function yr(e,t,n,r,i,a,o){if(r===0&&i===0&&a===0)return;let s=Math.sin(t),c=Math.cos(t),l=Math.sin(n),u=Math.cos(n),d=o*fr;e.x+=(c*r+s*u*i+s*l*a)*d,e.y+=(-s*r+c*u*i+c*l*a)*d,e.z+=(-l*i+u*a)*d}function br(){let{moveQueue:e,mode:t,setMode:n}=xe(),r=ve(e=>e.adapter),i=ve(e=>e.gameStatus),s=ve(e=>e.liveReady),c=ve(e=>e.sendMoves),l=ue(),u=o(e=>e.camera),d=m(),f=(0,K.useRef)(null),h=(0,K.useRef)([]),g=(0,K.useRef)(0),_=(0,K.useRef)(0),v=(0,K.useRef)(null),y=(0,K.useRef)(0),b=(0,K.useRef)(0),x=(0,K.useRef)({x:0,y:0,z:0}),S=(0,K.useRef)(0),w=(0,K.useRef)(0),T=(0,K.useRef)({x:0,y:0,z:0}),E=(0,K.useRef)(!1),D=(0,K.useRef)({x:0,y:0,z:0}),O=(0,K.useRef)({x:0,y:0,z:0}),k=(0,K.useRef)(!1),A=(0,K.useRef)(null),j=(0,K.useRef)(0),M=(0,K.useRef)(0),N=(0,K.useRef)(0),P=(0,K.useRef)(0),F=(0,K.useRef)(0),I=(0,K.useRef)([!1,!1,!1,!1,!1,!1]),L=!!r&&(i===`connected`||i===`authenticating`);return(0,K.useEffect)(()=>{if(L&&r){if(f.current===r)return;or.info(`wiring adapter to engine store`);let e=be.getState(),t={source:`live`,duration:1/0,missionName:e.mapName??null,gameType:null,serverDisplayName:e.serverName??null,recorderName:e.warriorName??null,recordingDate:null,streamingPlayback:r};l.getState().setRecording(t),l.getState().setPlaybackStatus(`playing`),f.current=r,E.current=!1,k.current=!1,A.current=null,h.current.length=0,g.current=0,_.current=0,v.current=null,n(`fly`)}else !L&&f.current&&(l.getState().playback.recording?.source===`live`&&l.getState().setRecording(null),f.current=null,E.current=!1,k.current=!1,A.current=null,h.current.length=0,n(`local`))},[L,r,l,n]),(0,K.useEffect)(()=>{!s&&f.current&&(or.info(`mission change: resetting prediction state and mode`),E.current=!1,k.current=!1,A.current=null,h.current.length=0,g.current=0,_.current=0,v.current=null,j.current=0,M.current=0,N.current=0,P.current=0,F.current=0,I.current.fill(!1),n(`fly`))},[s,n]),p(()=>{if(!f.current||i!==`connected`||!s)return;let e=j.current,t=M.current;j.current=0,M.current=0;let n=N.current,r=P.current,a=F.current;N.current=0,P.current=0,F.current=0;let o=[...I.current];I.current.fill(!1);let l=mr(e),u=mr(t);y.current+=l-e,b.current+=u-t,S.current=y.current,w.current=b.current,T.current={...x.current};let d=dr*2,p=y.current-l,m=b.current-u;yr(x.current,p,m,n,r,a,d),o[1]=!0;let _=g.current++,v={x:n,y:r,z:a,yaw:e,pitch:t,roll:0,trigger:o,freeLook:!1},C=h.current;C.push({moveIndex:_,move:v,yaw:l,pitch:u,x:n,y:r,z:a}),C.length>lr&&C.splice(0,C.length-lr);let E=f.current.lastMoveAck;for(;C.length>0&&C[0].moveIndex<E;)C.shift();if(C.length>0){let e=C.slice(0,ur);c(e.map(e=>e.move),e[0].moveIndex)}let L=f.current.getSnapshot();if(L!==A.current){A.current=L;let e=L?.camera;if(e?.orbitTargetId){let t=L.entities.find(t=>t.id===e.orbitTargetId);t?.position&&(D.current={...O.current},O.current={x:t.position[0],y:t.position[1],z:t.position[2]},k.current||=(D.current={...O.current},!0))}}}),a((r,a)=>{let o=e.current;if(o.length>0){let t=0,n=0,r=0,a=0,c=0,l=0,d=[!1,!1,!1,!1,!1,!1];for(let e of o){t+=e.deltaYaw,n+=e.deltaPitch,r=e.x,a=e.y,c=e.z,l+=e.delta;for(let t=0;t<e.triggers.length;t++)e.triggers[t]&&(d[t]=!0)}if(e.current.length=0,L&&f.current&&i===`connected`&&s){j.current+=t,M.current+=n,N.current=r,P.current=a,F.current=c;for(let e=0;e<d.length;e++)d[e]&&(I.current[e]=!0);y.current+=t,b.current=Math.max(-C,Math.min(C,b.current+n))}else{let e=Pe.getState();if(e.playback&&!e.freeFlyCamera)return;xr(u,t,n,r,a,c,l);return}}if(!L||!f.current||i!==`connected`||!s)return;let c=f.current,l=c.getSnapshot(),p=l?.camera;if(p&&p!==v.current&&typeof p.yaw==`number`&&typeof p.pitch==`number`){v.current=p;let e=c.lastMoveAck;if(e>_.current){_.current=e;let t=h.current;for(;t.length>0&&t[0].moveIndex<e;)t.shift()}y.current=p.yaw,b.current=p.pitch,x.current={x:p.position[0],y:p.position[1],z:p.position[2]};let r=dr*2;for(let e of h.current)yr(x.current,y.current,b.current,e.x,e.y,e.z,r),y.current+=e.yaw,b.current=Math.max(-C,Math.min(C,b.current+e.pitch));y.current+=j.current,b.current=Math.max(-C,Math.min(C,b.current+M.current)),S.current=y.current,w.current=b.current,T.current={...x.current},E.current=!0;let i=p.mode===`third-person`?`follow`:`fly`;if(i!==t&&(or.info(`server corrected observer mode: %s → %s`,t,i),n(i),f.current&&(f.current.observerMode=i),i===`fly`&&(k.current=!1,A.current=null)),p.orbitTargetId&&!k.current){let e=l.entities.find(e=>e.id===p.orbitTargetId);if(e?.position){let t={x:e.position[0],y:e.position[1],z:e.position[2]};O.current=t,D.current={...t},k.current=!0}}}if(E.current){if(t===`fly`)Sr(r.camera,T.current,x.current,y.current,b.current,d());else if(t===`follow`){if(!k.current)return;Cr(r.camera,D.current,O.current,y.current,b.current,d(),p?.orbitDistance??4,p?.orbitTargetId)}}}),(0,K.useEffect)(()=>()=>{f.current&&=(l.getState().playback.recording?.source===`live`&&l.getState().setRecording(null),null)},[l]),null}function xr(e,t,n,r,i,a,o){if((t!==0||n!==0)&&(vr.setFromQuaternion(e.quaternion,`YXZ`),vr.y-=t,vr.x-=n,vr.x=Math.max(-cr,Math.min(cr,vr.x)),e.quaternion.setFromEuler(vr)),r!==0||i!==0||a!==0){e.getWorldDirection(hr),hr.normalize(),gr.crossVectors(e.up,hr).normalize(),_r.set(0,0,0),i!==0&&_r.addScaledVector(hr,i),r!==0&&_r.addScaledVector(gr,-r),a!==0&&(_r.y+=a);let t=_r.length();t>0&&(_r.multiplyScalar(Math.min(1,t)/t*sr*o),e.position.add(_r))}}function Sr(e,t,n,r,i,a){let o=t.x+(n.x-t.x)*a,s=t.y+(n.y-t.y)*a,c=t.z+(n.z-t.z)*a;e.position.set(s,c,o);let[l,u,d,f]=w(r,i);e.quaternion.set(l,u,d,f)}function Cr(e,t,n,r,i,a,o,s){let c=t.x+(n.x-t.x)*a,l=t.y+(n.y-t.y)*a,u=t.z+(n.z-t.z)*a+(s!=null&&Pe.getState().entities.get(s)?.renderType===`Player`?1:0),d=Math.sin(i),f=Math.cos(i),p=Math.sin(r),m=Math.cos(r),h=Math.max(.1,o),g=c-p*f*h,_=l-m*f*h,v=u+d*h;e.position.set(_,v,g);let[y,b,x,S]=w(r,i);e.quaternion.set(y,b,x,S)}function wr(e,t){return(0,K.lazy)(()=>t().then(t=>({default:t[e]})))}var Tr=wr(`StreamingController`,()=>W(()=>import(`./StreamingController-DwumtOn9.js`),__vite__mapDeps([36,1,11,12,13,8,2,3,14,7,9,15,6,16,17,18,19,20,4,5,10,21,22,23,24,25,26,27,28,29,0,30,31,37]))),Er=wr(`DebugElements`,()=>W(()=>import(`./DebugElements-Dcs_BtFn.js`),__vite__mapDeps([38,1,22,11,12,13,8,2,3,14,7,9,15,6,16,17,18,19,20,23,39]))),Dr=wr(`Mission`,()=>W(()=>import(`./Mission-zQsAVgl1.js`),__vite__mapDeps([40,1,11,12,13,8,2,3,14,7,9,15,6,16,17,18,19,20,41,10,26,42]))),Or=wr(`ChatSoundPlayer`,()=>W(()=>import(`./ChatSoundPlayer-D0YoWdbd.js`),__vite__mapDeps([43,1,2,3,6,7,8,9,16,17,15,27,28,21,22,11,12,13,14,18,19,20,23,24,26]))),kr=(0,K.memo)(function(e){let t=(0,q.c)(21),{dpr:n,onCreated:r,missionName:i,missionType:a,onLoadingChange:o}=e,s=_e(),c=Ce(),l=c===`demo`||c===`live`,u;t[0]===Symbol.for(`react.memo_cache_sentinel`)?(u=(0,J.jsx)(Se,{}),t[0]=u):u=t[0];let d;t[1]===Symbol.for(`react.memo_cache_sentinel`)?(d=(0,J.jsx)(Qe,{}),t[1]=d):d=t[1];let f,p;t[2]===Symbol.for(`react.memo_cache_sentinel`)?(f=(0,J.jsx)(K.Suspense,{children:(0,J.jsx)(Xn,{})}),p=(0,J.jsx)(ir,{}),t[2]=f,t[3]=p):(f=t[2],p=t[3]);let m;t[4]===Symbol.for(`react.memo_cache_sentinel`)?(m=(0,J.jsx)(xn,{children:(0,J.jsx)(Or,{})}),t[4]=m):m=t[4];let h;t[5]===Symbol.for(`react.memo_cache_sentinel`)?(h=(0,J.jsx)(ar,{children:(0,J.jsx)(Er,{})}),t[5]=h):h=t[5];let g;t[6]===s?g=t[7]:(g=s?(0,J.jsx)(K.Suspense,{children:(0,J.jsx)(Tr,{recording:s})}):null,t[6]=s,t[7]=g);let _;t[8]!==l||t[9]!==i||t[10]!==a||t[11]!==o?(_=l?null:(0,J.jsx)(K.Suspense,{children:(0,J.jsx)(Dr,{name:i,missionType:a,onLoadingChange:o},`${i}~${a}`)}),t[8]=l,t[9]=i,t[10]=a,t[11]=o,t[12]=_):_=t[12];let v;t[13]===Symbol.for(`react.memo_cache_sentinel`)?(v=(0,J.jsx)(br,{}),t[13]=v):v=t[13];let y;t[14]!==g||t[15]!==_?(y=(0,J.jsx)(b,{children:(0,J.jsxs)(ye,{children:[u,(0,J.jsxs)(Ae,{children:[d,f,p,m,h,g,_,v]})]})}),t[14]=g,t[15]=_,t[16]=y):y=t[16];let x;return t[17]!==n||t[18]!==r||t[19]!==y?(x=(0,J.jsx)(it,{dpr:n,onCreated:r,children:y}),t[17]=n,t[18]=r,t[19]=y,t[20]=x):x=t[20],x});export{kr as GameView}; |