mirror of
https://github.com/BlueMap-Minecraft/BlueMapWeb.git
synced 2024-11-28 12:55:53 +01:00
Finalize shader changes, improve shading for lower lods and make flat-view rotatable
This commit is contained in:
parent
daa6d02af9
commit
4ebb90f7d1
@ -173,10 +173,13 @@ export class MapControls {
|
|||||||
let maxAngleForZoom = this.getMaxPerspectiveAngleForDistance(this.manager.distance);
|
let maxAngleForZoom = this.getMaxPerspectiveAngleForDistance(this.manager.distance);
|
||||||
|
|
||||||
// rotation
|
// rotation
|
||||||
if (this.manager.ortho === 0) {
|
|
||||||
this.mouseRotate.update(delta, map);
|
this.mouseRotate.update(delta, map);
|
||||||
this.keyRotate.update(delta, map);
|
this.keyRotate.update(delta, map);
|
||||||
this.touchRotate.update(delta, map);
|
this.touchRotate.update(delta, map);
|
||||||
|
|
||||||
|
// snap rotation to north on orthographic view
|
||||||
|
if (this.manager.ortho !== 0 && Math.abs(this.manager.rotation) < 0.3) {
|
||||||
|
this.manager.rotation = softClamp(this.manager.rotation, 0, 0, 0.05);
|
||||||
}
|
}
|
||||||
|
|
||||||
// tilt
|
// tilt
|
||||||
|
@ -85,6 +85,8 @@ export class LowresTileLoader {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const scale = Math.pow(this.tileSettings.lodFactor, this.lod - 1);
|
||||||
|
|
||||||
let material = new ShaderMaterial({
|
let material = new ShaderMaterial({
|
||||||
uniforms: {
|
uniforms: {
|
||||||
...this.uniforms,
|
...this.uniforms,
|
||||||
@ -98,7 +100,12 @@ export class LowresTileLoader {
|
|||||||
type: 't',
|
type: 't',
|
||||||
value: texture
|
value: texture
|
||||||
},
|
},
|
||||||
lod: {value: this.lod}
|
lod: {
|
||||||
|
value: this.lod
|
||||||
|
},
|
||||||
|
lodScale: {
|
||||||
|
value: scale
|
||||||
|
}
|
||||||
},
|
},
|
||||||
vertexShader: this.vertexShader,
|
vertexShader: this.vertexShader,
|
||||||
fragmentShader: this.fragmentShader,
|
fragmentShader: this.fragmentShader,
|
||||||
@ -112,7 +119,6 @@ export class LowresTileLoader {
|
|||||||
|
|
||||||
let object = new Mesh(this.geometry, material);
|
let object = new Mesh(this.geometry, material);
|
||||||
|
|
||||||
const scale = Math.pow(this.tileSettings.lodFactor, this.lod - 1);
|
|
||||||
object.position.set(tileX * this.tileSettings.tileSize.x * scale, 0, tileZ * this.tileSettings.tileSize.z * scale);
|
object.position.set(tileX * this.tileSettings.tileSize.x * scale, 0, tileZ * this.tileSettings.tileSize.z * scale);
|
||||||
object.scale.set(scale, 1, scale);
|
object.scale.set(scale, 1, scale);
|
||||||
|
|
||||||
|
@ -28,8 +28,6 @@ export const LOWRES_FRAGMENT_SHADER = `
|
|||||||
${ShaderChunk.logdepthbuf_pars_fragment}
|
${ShaderChunk.logdepthbuf_pars_fragment}
|
||||||
|
|
||||||
#define PI 3.1415926535897932
|
#define PI 3.1415926535897932
|
||||||
#define PI_D10 0.3141592653589793
|
|
||||||
#define PI_D5 0.6283185307179586
|
|
||||||
|
|
||||||
#ifndef texture
|
#ifndef texture
|
||||||
#define texture texture2D
|
#define texture texture2D
|
||||||
@ -49,7 +47,8 @@ uniform TileMap hiresTileMap;
|
|||||||
uniform sampler2D textureImage;
|
uniform sampler2D textureImage;
|
||||||
uniform vec2 tileSize;
|
uniform vec2 tileSize;
|
||||||
uniform vec2 textureSize;
|
uniform vec2 textureSize;
|
||||||
uniform int lod;
|
uniform float lod;
|
||||||
|
uniform float lodScale;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
varying vec3 vWorldPosition;
|
varying vec3 vWorldPosition;
|
||||||
@ -88,29 +87,32 @@ void main() {
|
|||||||
|
|
||||||
float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0))));
|
float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0))));
|
||||||
float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0))));
|
float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0))));
|
||||||
float diff = (height - heightX) + (height - heightZ);
|
float heightDiff = ((height - heightX) + (height - heightZ)) / lodScale;
|
||||||
vec3 defaultRGB = color.rgb + clamp(diff * 0.04, -0.2, 0.04);
|
float shade = clamp(heightDiff * 0.06, -0.2, 0.04);
|
||||||
|
|
||||||
if(lod == 1) {
|
|
||||||
vec3 occRGB = color.rgb + clamp(diff * 0.02, -0.1, 0.04);
|
|
||||||
|
|
||||||
float ao = 0.0;
|
float ao = 0.0;
|
||||||
|
float aoStrength = 0.0;
|
||||||
|
if(lod == 1.0) {
|
||||||
|
aoStrength = smoothstep(PI - 0.8, PI - 0.2, acos(-clamp(viewMatrix[1][2], 0.0, 1.0)));
|
||||||
|
aoStrength *= 1.0 - smoothstep(200.0, 500.0, vDistance);
|
||||||
|
|
||||||
|
if (aoStrength > 0.0) {
|
||||||
const float r = 3.0;
|
const float r = 3.0;
|
||||||
const float step = 0.2;
|
const float step = 0.2;
|
||||||
|
const float o = step / r * 0.1;
|
||||||
for (float vx = -r; vx <= r; vx++) {
|
for (float vx = -r; vx <= r; vx++) {
|
||||||
for (float vz = -r; vz <= r; vz++) {
|
for (float vz = -r; vz <= r; vz++) {
|
||||||
diff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step))));
|
heightDiff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step))));
|
||||||
if (diff < 0.0) {
|
if (heightDiff < 0.0) {
|
||||||
ao -= step / r;
|
ao -= o;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
occRGB += ao * 0.1;
|
|
||||||
|
|
||||||
color.rgb = mix(defaultRGB, occRGB, smoothstep(PI - PI_D5, PI - PI_D10, acos(-clamp(viewMatrix[1][2], 0.0, 1.0))));
|
color.rgb += mix(shade, shade * 0.3 + ao, aoStrength);
|
||||||
} else {
|
|
||||||
color.rgb = defaultRGB;
|
|
||||||
}
|
|
||||||
float blockLight = metaToLight(meta);
|
float blockLight = metaToLight(meta);
|
||||||
float light = mix(blockLight, 15.0, sunlightStrength);
|
float light = mix(blockLight, 15.0, sunlightStrength);
|
||||||
color.rgb *= mix(ambientLight, 1.0, light / 15.0);
|
color.rgb *= mix(ambientLight, 1.0, light / 15.0);
|
||||||
|
Loading…
Reference in New Issue
Block a user