Alex/shadowcatcher (#1316)
* Some messing around with a virtual plane * WIP on virtual plane vertex baking * Added a pass for generating the shadowcatcher texture. Implementation WIP * PoC for the baked ray traced AO for the shadowcatcher * WIP on shadowcatcher proper implementation. Removed the shadocatcher pass from the pipeline, and added it as standalone. Implemented the Shadowcatcher class which handles the entire generation process in a centralized way. Added real time parameters in the sandbox so we can see how different configurations work * Added some more debug funationality. Working on improving vertex level ao calculation * Dynamic max hit distance calculation for the shadowcatcher * Added proper AO contribution value calculation and in the process removed the need for specifying a max hit distance * Implemented explicit materials and shaders for shadowcatcher generation and display * Proper materials, shaders and blending so that any backround will work correctly * Added auto corection for texture size for situations where the AO was overly/under saturated. * Fixed an issue where batches were incorrectly tested. Fixed an issue where blending for existing overlapping transparent surfaces was incorrect * WIP for render based ao generation * First draft of detail preserving shadowcatcher * Improvement that removes over dakened areas * Weigthed color0 and color1 evenly when extracting color3 from their sum * Formalized the shadowcatcher and integrated it better with the speckle renderer or anything else it might use it * Pipeline needs reset after shadowcatcher update * Added RTE to the virtual plane and shadowcatcher AO generation material. Removed unused library * Shadowcather now updated with the clipping planes as well as any filters apply, such that only opaque and non clipped scene objects contribute to the shadowcatcher's AO * Fixed an old issue which makes extended three materials not get their custom uniforms properly updated when they are being used as scene material overrides. Tested shadowcatcher with multiple streams and it works as expected * Improved plane fringing on streams that manifest it * Added enabling/disabling shadowcatcher via the light configuration * Removed unused material and shader. Fixed an issue where pow of negative value would return undefined on some platforms, messing up the final shadowcatcher result * WIP on better blending for other scene transparent materials * Changed the way shadowcatcher levels are blended together. Now they are initially added on top of another, then a sigmoid function is used to tone map the final value. This comes as a solution to reducing the very low darks signaled in some streams. On top of data, it also improves general contrast to streams with little surface contact. * Removed the third shadowcatcher level from blending. It doesn't bring much value and it over-darkens most of the time * Shadowcatcher is updated when streams are unloaded * Enabled on-demand rendering of shadowcatcher levels Co-authored-by: Alex <alex@192-168-0-157.rdsnet.ro>
This commit is contained in:
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b1b934859e
commit
0891f41848
@@ -81,7 +81,9 @@ export default class Sandbox {
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textureSize: 512,
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weights: { x: 1, y: 1, z: 0, w: 1 },
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blurRadius: 16,
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stdDeviation: 4
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stdDeviation: 4,
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sigmoidRange: 2,
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sigmoidStrength: 2.43
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}
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public constructor(viewer: DebugViewer, selectionList: SelectionEvent[]) {
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@@ -702,8 +704,8 @@ export default class Sandbox {
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label: 'weights',
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x: { min: 0, max: 100 },
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y: { min: 0, max: 100 },
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z: { min: 0, max: 100 },
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w: { min: 0, max: 100 }
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z: { min: -100, max: 100 },
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w: { min: -100, max: 100 }
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})
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.on('change', (value) => {
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value
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@@ -737,6 +739,32 @@ export default class Sandbox {
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Sandbox.shadowCatcherParams
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this.viewer.getRenderer().updateShadowCatcher()
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})
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shadowcatcherFolder
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.addInput(Sandbox.shadowCatcherParams, 'sigmoidRange', {
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label: 'Sigmoid Range',
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min: -10,
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max: 10,
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step: 0.1
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})
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.on('change', (value) => {
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value
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this.viewer.getRenderer().shadowcatcher.configuration =
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Sandbox.shadowCatcherParams
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this.viewer.getRenderer().updateShadowCatcher()
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})
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shadowcatcherFolder
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.addInput(Sandbox.shadowCatcherParams, 'sigmoidStrength', {
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label: 'Sigmoid Strength',
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min: -10,
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max: 10,
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step: 0.1
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})
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.on('change', (value) => {
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value
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this.viewer.getRenderer().shadowcatcher.configuration =
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Sandbox.shadowCatcherParams
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this.viewer.getRenderer().updateShadowCatcher()
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})
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}
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makeFilteringUI() {
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@@ -84,7 +84,7 @@ sandbox.makeBatchesUI()
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await sandbox.loadUrl(
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// 'https://speckle.xyz/streams/da9e320dad/commits/5388ef24b8?c=%5B-7.66134,10.82932,6.41935,-0.07739,-13.88552,1.8697,0,1%5D'
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// Revit sample house (good for bim-like stuff with many display meshes)
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'https://speckle.xyz/streams/da9e320dad/commits/5388ef24b8'
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// 'https://speckle.xyz/streams/da9e320dad/commits/5388ef24b8'
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// 'Super' heavy revit shit
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// 'https://speckle.xyz/streams/e6f9156405/commits/0694d53bb5'
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// IFC building (good for a tree based structure)
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@@ -172,4 +172,11 @@ await sandbox.loadUrl(
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// 'https://speckle.xyz/streams/7ce9010d71/commits/d29e56fe75'
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// Filter issue
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// 'https://speckle.xyz/streams/f95d8deb90/commits/30f31becb6'
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// Transparent
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// 'https://latest.speckle.dev/streams/b5cc4e967c/objects/20343e0e8d469613a9d407499a6c38b1'
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// dark
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// 'https://latest.speckle.dev/streams/b5cc4e967c/commits/efdf3e2728?c=%5B-59.16128,-41.76491,-4.77376,-4.08052,-12.63558,-4.77376,0,1%5D'
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// 'https://latest.speckle.dev/streams/92b620fb17/commits/b4366a7086?filter=%7B%7D&c=%5B-31.02357,37.60008,96.58899,11.01564,7.40652,66.0411,0,1%5D)'
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// double
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'https://latest.speckle.dev/streams/92b620fb17/commits/b4366a7086?overlay=c009dbe144&filter=%7B%7D&c=%5B-104.70053,-98.80617,67.44669,6.53096,1.8739,38.584,0,1%5D'
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)
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@@ -4,6 +4,7 @@ import {
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CustomBlending,
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DstAlphaFactor,
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Matrix4,
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MaxEquation,
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Mesh,
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OneFactor,
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Plane,
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@@ -24,13 +25,17 @@ export interface ShadowcatcherConfig {
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weights: { x: number; y: number; z: number; w: number }
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blurRadius: number
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stdDeviation: number
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sigmoidRange: number
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sigmoidStrength: number
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}
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export const DefaultShadowcatcherConfig: ShadowcatcherConfig = {
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textureSize: 512,
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weights: { x: 1, y: 1, z: 0, w: 1 },
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blurRadius: 16,
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stdDeviation: 4
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stdDeviation: 4,
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sigmoidRange: 2,
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sigmoidStrength: 2.43
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}
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export class Shadowcatcher {
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@@ -60,22 +65,23 @@ export class Shadowcatcher {
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// this.displayMaterial.map.wrapS = RepeatWrapping
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// this.displayMaterial.map.repeat.x = -1
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this.displayMaterial.map.needsUpdate = true
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this.displayMaterial.transparent = true
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this.displayMaterial.toneMapped = false
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this.displayMaterial.transparent = true
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this.displayMaterial.blending = CustomBlending
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this.displayMaterial.blendEquation = AddEquation
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this.displayMaterial.blendEquationAlpha = AddEquation
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this.displayMaterial.blendEquationAlpha = MaxEquation
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this.displayMaterial.blendSrc = ZeroFactor
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this.displayMaterial.blendSrcAlpha = OneFactor
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this.displayMaterial.blendDst = DstAlphaFactor
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this.displayMaterial.blendDstAlpha = ZeroFactor
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this.displayMaterial.blendDstAlpha = OneFactor
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this.displayMaterial.alphaTest = 0.001
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this.planeMesh = new Mesh()
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this.planeMesh.material = this.displayMaterial
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this.planeMesh.layers.set(layer)
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this.planeMesh.name = Shadowcatcher.MESH_NAME
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this.planeMesh.frustumCulled = false
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this.planeMesh.renderOrder = layer
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// this.planeMesh.renderOrder = layer
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}
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public update(scene: Scene) {
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@@ -510,6 +510,7 @@ export default class SpeckleRenderer {
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public removeRenderTree(subtreeId: string) {
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this.rootGroup.remove(this.rootGroup.getObjectByName(subtreeId))
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this.updateShadowCatcher()
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this.batcher.purgeBatches(subtreeId)
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this.updateDirectLights()
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@@ -1,47 +0,0 @@
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/* eslint-disable @typescript-eslint/no-explicit-any */
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/* eslint-disable camelcase */
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import { speckleShadowcatcherGenerateVert } from './shaders/speckle-shadowcatcher-generate-vert'
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import { speckleShadowcatcherGenerateFrag } from './shaders/speckle-shadowcatcher-generate-frag'
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import { UniformsUtils, ShaderLib, Vector3 } from 'three'
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import SpeckleBasicMaterial from './SpeckleBasicMaterial'
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class SpeckleShadowcatcherGenerateMaterial extends SpeckleBasicMaterial {
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constructor(parameters, defines = []) {
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super(parameters, defines)
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this.userData.uViewer_high = {
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value: new Vector3()
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}
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this.userData.uViewer_low = {
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value: new Vector3()
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}
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;(this as any).vertProgram = speckleShadowcatcherGenerateVert
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;(this as any).fragProgram = speckleShadowcatcherGenerateFrag
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;(this as any).uniforms = UniformsUtils.merge([
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ShaderLib.basic.uniforms,
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{
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uViewer_high: {
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value: this.userData.uViewer_high.value
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},
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uViewer_low: {
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value: this.userData.uViewer_low.value
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}
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}
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])
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this.onBeforeCompile = function (shader) {
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shader.uniforms.uViewer_high = this.userData.uViewer_high
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shader.uniforms.uViewer_low = this.userData.uViewer_low
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shader.vertexShader = this.vertProgram
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shader.fragmentShader = this.fragProgram
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}
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if (defines) {
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this.defines = {}
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}
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for (let k = 0; k < defines.length; k++) {
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this.defines[defines[k]] = ' '
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}
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}
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}
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export default SpeckleShadowcatcherGenerateMaterial
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@@ -4,7 +4,7 @@
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import { speckleShadowcatcherVert } from './shaders/speckle-shadowcatcher-vert'
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import { speckleShadowcatcherFrag } from './shaders/speckle-shadowcatche-frag'
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import SpeckleBasicMaterial from './SpeckleBasicMaterial'
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import { ShaderLib, UniformsUtils, Vector2, Vector3, Vector4 } from 'three'
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import { ShaderLib, UniformsUtils, Vector3, Vector4 } from 'three'
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class SpeckleShadowcatcherMaterial extends SpeckleBasicMaterial {
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constructor(parameters, defines = []) {
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@@ -30,8 +30,11 @@ class SpeckleShadowcatcherMaterial extends SpeckleBasicMaterial {
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this.userData.weights = {
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value: new Vector4()
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}
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this.userData.size = {
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value: new Vector2()
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this.userData.sigmoidRange = {
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value: 0
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}
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this.userData.sigmoidStrength = {
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value: 0
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}
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;(this as any).vertProgram = speckleShadowcatcherVert
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;(this as any).fragProgram = speckleShadowcatcherFrag
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@@ -59,8 +62,11 @@ class SpeckleShadowcatcherMaterial extends SpeckleBasicMaterial {
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weights: {
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value: this.userData.weights.value
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},
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size: {
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value: this.userData.size.value
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sigmoidRange: {
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value: this.userData.sigmoidRange.value
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},
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sigmoidStrength: {
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value: this.userData.sigmoidStrength.value
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}
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}
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])
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@@ -73,7 +79,8 @@ class SpeckleShadowcatcherMaterial extends SpeckleBasicMaterial {
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shader.uniforms.tex2 = this.userData.tex2
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shader.uniforms.tex3 = this.userData.tex3
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shader.uniforms.weights = this.userData.weights
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shader.uniforms.size = this.userData.size
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shader.uniforms.sigmoidRange = this.userData.sigmoidRange
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shader.uniforms.sigmoidStrength = this.userData.sigmoidStrength
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shader.vertexShader = this.vertProgram
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shader.fragmentShader = this.fragProgram
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}
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@@ -6,51 +6,8 @@ uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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uniform vec4 weights;
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uniform sampler2D depth;
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uniform vec2 size;
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#include <packing>
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float getDepth( const in vec2 screenPosition ) {
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// return unpackRGBAToDepth( texture2D( depth, screenPosition ) );
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return texture2D( depth, screenPosition ).x;
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}
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float averageDepth() {
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float du = 1./size.x;
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float dv = 1./size.y;
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float d = getDepth(vUv + vec2(-2. * du, 2. * dv));
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d += getDepth(vUv + vec2(-1. * du, 2. * dv));
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d += getDepth(vUv + vec2(0., 2. * dv));
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d += getDepth(vUv + vec2(1. * du, 2. * dv));
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d += getDepth(vUv + vec2(2. * du, 2. * dv));
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d += getDepth(vUv + vec2(-2. * du, 1. * dv));
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d += getDepth(vUv + vec2(-1. * du, 1. * dv));
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d += getDepth(vUv + vec2(0., 1. * dv));
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d += getDepth(vUv + vec2(1. * du, 1. * dv));
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d += getDepth(vUv + vec2(2. * du, 1. * dv));
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d += getDepth(vUv + vec2(-2. * du, 0.));
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d += getDepth(vUv + vec2(-1. * du, 0.));
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d += getDepth(vUv + vec2(0., 0.));
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d += getDepth(vUv + vec2(1. * du, 0.));
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d += getDepth(vUv + vec2(2. * du, 0.));
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d += getDepth(vUv + vec2(-2. * du, -1. * dv));
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d += getDepth(vUv + vec2(-1. * du, -1. * dv));
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d += getDepth(vUv + vec2(0., -1. * dv));
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d += getDepth(vUv + vec2(1. * du, -1. * dv));
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d += getDepth(vUv + vec2(2. * du, -1. * dv));
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d += getDepth(vUv + vec2(-2. * du, -2. * dv));
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d += getDepth(vUv + vec2(-1. * du, -2. * dv));
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d += getDepth(vUv + vec2(0., -2. * dv));
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d += getDepth(vUv + vec2(1. * du, -2. * dv));
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d += getDepth(vUv + vec2(2. * du, -2. * dv));
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return d/25.;
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}
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uniform float sigmoidRange;
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uniform float sigmoidStrength;
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void main() {
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float color0 = texture2D(tex0, vUv).r * weights.x;
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@@ -58,22 +15,24 @@ void main() {
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float color2 = texture2D(tex2, vUv).r * weights.z;
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float color3 = texture2D(tex3, vUv).r * weights.w;
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float d = averageDepth();//getDepth(vUv);
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// float c0 = mix(color0, 0., color1);
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// float c1 = mix(color1, 0., color0);
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// float c2 = mix(color3, 0., color0 * 0.5 + color1 * 0.5);
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// float sum = c0 + c1 + c2;
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float c0 = mix(color0, 0., color1);
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float c1 = mix(color1, 0., color0);
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float c2 = mix(color3, 0., color0 * 0.5 + color1 * 0.5);
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float sum = c0 + c1 + c2;
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float sum = color0 + color1 + color3 + color2;
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float a = sigmoidRange;//2.;
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float b = 0.03;
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float c = sigmoidStrength;//2.43;
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float d = 0.59;
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float e = 0.14;
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sum = clamp((sum*(a*sum+b))/(sum*(c*sum+d)+e), 0., 1.);
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vec2 sUv = vUv * 2. - 1.;
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sum *= 1. - pow(sUv.x, 6.);
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sum *= 1. - pow(sUv.y, 6.);
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// float c0 = color0 + color1 + color2;
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// float c1 = mix(color3, 0., c0);
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// float sum = c0 + c1;
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sum *= 1. - pow(abs(sUv.x), 6.);
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sum *= 1. - pow(abs(sUv.y), 6.);
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// float sum = color0+color1+color3;
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gl_FragColor = vec4( vec3(sum), sum );
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}
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`
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@@ -1,57 +0,0 @@
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export const speckleShadowcatcherGenerateFrag = /* glsl */ `
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uniform vec3 diffuse;
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uniform float opacity;
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#ifndef FLAT_SHADED
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varying vec3 vNormal;
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#endif
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varying vec2 vAoData;
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#include <common>
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#include <dithering_pars_fragment>
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#include <color_pars_fragment>
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#include <uv_pars_fragment>
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#include <uv2_pars_fragment>
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#include <map_pars_fragment>
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#include <alphamap_pars_fragment>
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#include <alphatest_pars_fragment>
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#include <aomap_pars_fragment>
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#include <lightmap_pars_fragment>
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#include <envmap_common_pars_fragment>
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#include <envmap_pars_fragment>
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#include <cube_uv_reflection_fragment>
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#include <fog_pars_fragment>
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#include <specularmap_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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vec4 diffuseColor = vec4( diffuse, opacity );
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#include <logdepthbuf_fragment>
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#include <map_fragment>
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#include <color_fragment>
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#include <alphamap_fragment>
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#include <alphatest_fragment>
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#include <specularmap_fragment>
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ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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// accumulation (baked indirect lighting only)
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#ifdef USE_LIGHTMAP
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vec4 lightMapTexel = texture2D( lightMap, vUv2 );
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reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
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#else
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reflectedLight.indirectDiffuse += vec3( 1.0 );
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#endif
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// modulation
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#include <aomap_fragment>
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reflectedLight.indirectDiffuse *= diffuseColor.rgb;
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vec3 outgoingLight = reflectedLight.indirectDiffuse;
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#include <envmap_fragment>
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#include <output_fragment>
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vec3 aoColor = vec3(vAoData.xy, vAoData.x);
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float aoAlpha = 1.;
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||||
gl_FragColor = vec4(aoColor, aoAlpha);
|
||||
#include <tonemapping_fragment>
|
||||
#include <encodings_fragment>
|
||||
#include <fog_fragment>
|
||||
#include <premultiplied_alpha_fragment>
|
||||
#include <dithering_fragment>
|
||||
}
|
||||
`
|
||||
@@ -1,65 +0,0 @@
|
||||
export const speckleShadowcatcherGenerateVert = /* glsl */ `
|
||||
#include <common>
|
||||
#ifdef USE_RTE
|
||||
// The high component is stored as the default 'position' attribute buffer
|
||||
attribute vec3 position_low;
|
||||
uniform vec3 uViewer_high;
|
||||
uniform vec3 uViewer_low;
|
||||
#endif
|
||||
attribute vec2 aoData;
|
||||
varying vec2 vAoData;
|
||||
#include <uv_pars_vertex>
|
||||
#include <uv2_pars_vertex>
|
||||
#include <envmap_pars_vertex>
|
||||
#include <color_pars_vertex>
|
||||
#include <fog_pars_vertex>
|
||||
#include <morphtarget_pars_vertex>
|
||||
#include <skinning_pars_vertex>
|
||||
#include <logdepthbuf_pars_vertex>
|
||||
#include <clipping_planes_pars_vertex>
|
||||
void main() {
|
||||
#include <uv_vertex>
|
||||
#include <uv2_vertex>
|
||||
#include <color_vertex>
|
||||
#include <morphcolor_vertex>
|
||||
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
|
||||
#include <beginnormal_vertex>
|
||||
#include <morphnormal_vertex>
|
||||
#include <skinbase_vertex>
|
||||
#include <skinnormal_vertex>
|
||||
#include <defaultnormal_vertex>
|
||||
#endif
|
||||
#include <begin_vertex>
|
||||
#include <morphtarget_vertex>
|
||||
#include <skinning_vertex>
|
||||
// #include <project_vertex> COMMENTED CHUNK
|
||||
#ifdef USE_RTE
|
||||
/*
|
||||
Source https://github.com/virtualglobebook/OpenGlobe/blob/master/Source/Examples/Chapter05/Jitter/GPURelativeToEyeDSFUN90/Shaders/VS.glsl
|
||||
Note here, we're storing the high part of the position encoding inside three's default 'position' attribute buffer so we avoid redundancy
|
||||
*/
|
||||
vec3 t1 = position_low.xyz - uViewer_low;
|
||||
vec3 e = t1 - position_low.xyz;
|
||||
vec3 t2 = ((-uViewer_low - e) + (position_low.xyz - (t1 - e))) + position.xyz - uViewer_high;
|
||||
vec3 highDifference = t1 + t2;
|
||||
vec3 lowDifference = t2 - (highDifference - t1);
|
||||
vec4 mvPosition = vec4(highDifference.xyz + lowDifference.xyz , 1.);
|
||||
#else
|
||||
vec4 mvPosition = vec4( transformed, 1.0 );
|
||||
#endif
|
||||
|
||||
#ifdef USE_INSTANCING
|
||||
|
||||
mvPosition = instanceMatrix * mvPosition;
|
||||
|
||||
#endif
|
||||
mvPosition = modelViewMatrix * mvPosition;
|
||||
vAoData = aoData;
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
#include <logdepthbuf_vertex>
|
||||
#include <clipping_planes_vertex>
|
||||
#include <worldpos_vertex>
|
||||
#include <envmap_vertex>
|
||||
#include <fog_vertex>
|
||||
}
|
||||
`
|
||||
@@ -191,9 +191,11 @@ export class ShadowcatcherPass extends BaseSpecklePass implements SpecklePass {
|
||||
const maxCameraFar = this.camera.far
|
||||
for (let k = 0; k < this.renderTargets.length; k++) {
|
||||
this.camera.far = maxCameraFar
|
||||
if (k !== 3) {
|
||||
if (k < 2) {
|
||||
this.camera.far = maxCameraFar / 100
|
||||
this.camera.updateProjectionMatrix()
|
||||
}
|
||||
if (k === 2) {
|
||||
this.camera.far = maxCameraFar / 4
|
||||
}
|
||||
|
||||
this.camera.updateProjectionMatrix()
|
||||
@@ -258,9 +260,7 @@ export class ShadowcatcherPass extends BaseSpecklePass implements SpecklePass {
|
||||
this.renderTargets[0].width !== width ||
|
||||
this.renderTargets[0].height !== height
|
||||
) {
|
||||
const depthSize = new Vector2(Math.ceil(width * 1), Math.ceil(height * 1))
|
||||
this.outputTarget.setSize(width, height)
|
||||
this.blendMaterial.userData.size.value = depthSize
|
||||
this.blendMaterial.needsUpdate = true
|
||||
let div = 1
|
||||
for (let k = 0; k < this.renderTargets.length; k++) {
|
||||
@@ -302,6 +302,9 @@ export class ShadowcatcherPass extends BaseSpecklePass implements SpecklePass {
|
||||
public updateConfig(config: ShadowcatcherConfig) {
|
||||
this.blurRadius = config.blurRadius
|
||||
this.blurStdDev = config.stdDeviation
|
||||
this.blendMaterial.userData.sigmoidRange.value = config.sigmoidRange
|
||||
this.blendMaterial.userData.sigmoidStrength.value = config.sigmoidStrength
|
||||
this.blendMaterial.needsUpdate = true
|
||||
}
|
||||
|
||||
public setSize(width: number, height: number) {
|
||||
|
||||
Reference in New Issue
Block a user