* Handles new measurements reverting to meters even if a different unit was previously set. Handles units not changing properly when changing the unit value
* Remove transition to fix select
* Remove unsused import
* Added back snow
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Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
* Quick hack to demo how an offline loader would work with as little complication as possible
* Further simplified yielding objects in offline mode
* Commented out the URL thing
* Implemented SpeckleOfflineLoader. JSON parsing is implemented at object-loader level, completely isolated from the rest of the implementation in order to avoid regression
* Isolated ObjectLoader creation in base SpeckleLoader class so any extended classes can overwrite the way the object loader is created and used
* Removed the big json sample file
* Updated version
* Removed unused functions from objectloader
* Restored viewer package version
* Fixed typo
* Renamed and moved the sample offline Speckle JSON
* Replaced the default JSON object sample with a much smaller one since we don't want to increase the sandbox's build size by 10 megs
* Fixed a linting error
* Improve shortcuts
* WIP
* View Mode menu
* Styling updates
* split activeControls
* Reusable Menu component
* Menu updates
* Sun menu updates
* Tidyups
* CommonAlert
* Updates
* WIP change to currentViewMode
* Serialization
* defineModel
* Tidy up emits
* Remove v-model
* Force close other panels
* Remove transition
* More robust isTypingComment
* activeControl > activePanel
* View menu shortcuts
* Explode menu definemodel
* Small changes from Benjamin
* Add colors view mode
* Fix server problem in data.ts
* Fix build
* Fixed the issue where TAS only shapecasts were not running properly on all batch objects, missing some of them. Some small updates to BoxSelection
* Improved shapecast travesal time 4X. Only passing batch objects only once to intersectTASRange and also added the builtin CONTAINED acceleration to bounds testing.
* Some critical typescript errors
* Added missing types from export
* Added FilterMaterial and related types to export list
* Handled WEB-1389
* Camera orbit controls now takes the offset position and size when computing zoom to cursor coordinates. Fixes WEB-1611
* Edge drawing render pass using both depth and normal data
* Edges are now mixed with the rest of the passes in the final pass
* Set MSAA for SS edges framebuffers to maximum number of samples
* New depth gradient extraction approach. Several improvements over the old one
* Some changes to the normal gradient extraction. Using Robert's Cross works roughly the same as the older approach with 1 less texture fetch. Also implemented Canny
* Combined static AO with edges
* Implemented SMAA and static TAA. Both toggeable in realtime for better comparisons
* Added the normal pass and fixed some issues
* The pipeline is now capable of jitter individual passes if requested
* Added TAA pass. Technically it can be used to antialias anything. Right now we've disabled MSAA and using TAA for stationary as an example
* Added a TAA pipeline on the final image. Added DPR into pipeline resize calls. Struggled a *lot* with different blending results between drawing to the backbuffer and to a framebuffer then copying to the backbuffer. There are still some differences visible
* Edges pipeline
* Edges + TAA + AO + COLOR pipeline
* ShadedView mode
* Visibility is now properly reset when coming from a visibility conditioned pass to an unconditioned one
* Added another version for 'shaded' view, inspired by blender's viewport shading
* Added pen view together with a sample paper like texture for vissual background
* A form of techincal view
* Arctic view. Separate viewport pass from matcap pass
* Cleaned up the ao shader a bit. Formalized progressive ao pass options
* WIP on BasitMode
* Added pipeline switching to the sandbox. Edge pass now has an optional texture background
* Implemented BasicMode using material overrides
* Merged with latest main
* Fix merge issues
* More merge misses
* Stating stream
* Fixed an issue that took hours to debug and it turned out to be a literal typo
* Formalized the progressive pipeline concept which removed a lot of duplicated code
* Added pipeline reseting. Added pipeline passthrough to allow features like measurements to run correctly. Added jitter to depth buffer for progressive AO for much better results!
* Implemented the required stencil passes used for stencil selection as new pass formats. Added them as well as the overlay pass to all pipelines. Will need to automate their addition though
* Fixed stencil selection in pen view. Decided to only show outlines because it makes more sense
* Implemented proper pass clearing values and flags. Also made sure the minimum amount of clears are made inside the frame. Fixed an issue with progressive pass frame counts and indices.
* Formalized options for all passes that had any. Tidied up some shaders and simplified where possible
* Centralized render target creation and removed a lot of render target creation in the passes that had no need for it. Fixed an issue where the matcap material would not not update it's matcap texture properly when rendering in override mode
* Matcap and Viewport passes where merged into a single Viewport pass that can take a matcap texture in it's options. Also, changed the way the viewport shader displays colors, based on three's textureless matcap shader block.
* Updated PassReader extension to work with the latest pipeline. NNowthe pass reader accepts the pass name when reading, so it can used to read any passes
* WIP on MRT
* Implemented DepthNormal MRT pass and used in a pipeline. Working fine on WebGL2.0
* Full Support for WebGL1.0
* Fix for viewport material not updating it's texture properly
* Added an extension that enables hotkeys for view modes
* Fixed jittering for orthographic projections
* Fixed the section tool integration issues with the new pipelines
* Added MRT versions of the pipelines that need it]
* Added a wrapper ViewModes extensions that defines the existing view modes and handles the required check for MRT capabilities and selects the nonMRT/MRT pipelines accordingly
* Error fixes
* Another error
* Added shadowcatcher to arctic and shaded view since it was missing by mistake. Increased the KERNEL_SIZE for arctic mode so that the AO is more smooth
* Disabled pen view background texture
* When reseting the pipeline the jitter index is also reset in order to avoid visible jittering when switching fast between dynamic and progressive mode repeteadly (like when moving the clipping box)
* Quick solution for integrating view modes with per-object operatins like selection and filtering
* View modes now have the ability of overriding the batch's default material instead of all it;s materials. This means that per object material changes like selection and filtering will work together with view modes. Handles WEB-2080, WEB-2083, WEB-2084, WEB-2081 and WEB-2082
* Fiter applies now trigger a hard reset, which is required and fixes a preexisting bug in production. Fixed an issue where the shadowcatcher would incorrectly blend in shaded view mode
* Viewport pass can now render transparency. Arctic mode now renders transparent objects as well (was originally required)
* Forcing the multipel render targets we use for MRT to use a 32 bit depth buffer for proper precision on MacOs Chromium
* Fixed an issue where incorrect visible ranges were being perpetuated when selecting hidden objects (outlines only mode)
* PROPS are not rendered twice anymore and they've been moved to the overlay pass in all pipelines
* Reorganized passes and pipelines. Deleted old passes
* Renamed all new passes. Only the interface and base pass types have a G prepended to make it 100% clear it's different than three's Pass type
* Fixed some compiling errors
* Dont change viewmodes when inputs are being used
* Pipeline gets resized whenever it's set in the renderer. Some other smaller changes
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Co-authored-by: Mike Tasset <mike.tasset@gmail.com>
* Update Section Box controls to include visibility
* Update reset v-if
* Update shortcut
* Added render requests so that section box updates are made visible
* Remove comments
* Exposed SectionToolEvent in the viewer
* Only show reset when change has been made to sectionbox
* gql
* Make state reactive
* Revert "Make state reactive"
This reverts commit 1697b12cd67d1da6f79658996c8822d1eb962d3b.
* Handles WEB-2039
* Handles WEB-2035
* Changes from call with Fabs
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Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>
* Fixed the issue with camera controller incorrect zoomToBox when switching between loaded objects. If zoomToBox is requested as non animated, now it actually is non animated. Added a default function to the camera controller extensions which moves the camera to the predefined location/orientation
* No radius is specified as default
* Color source implementation for a single level of instancing. I don't like it. I don't believe it's the right way to go
* Forgot this
* Rewritten the way prxy color sources are handled. Nesting instances now works for the most part
* Handled block-block situation from instance nesting
* Added sum comments for color proxy source implementation
* Disabled tonemaping for line materials
* Color proxies are now parsed and colors are being assigned. Added the TechnicalMaterial to node render view, which will wrap the colors
* Dropped TechnicalMaterial in favor of MinimalMaterial which is also the superclass(interface) for RenderMaterial and DisplayStyle and only stores a color.
* Fixed a few issues with hashing color materials that made lines and points not get properly colored
* Fixed sandbox error
* Quick hack to disable the visibility of dynamic AO
* Dynamic AO can now be gracefully turned off via options, and any other passes that it required are also turned off so we don't waste GPU time
* ApplySAOPass now has a PASSTHROUGH render mode, where it just outputs the static ao texture sample.
* Added a debug mode to the pipeline when toggling debug passes