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https://github.com/BlueMap-Minecraft/BlueMapWeb.git
synced 2024-11-10 12:31:08 +01:00
Finalize shader changes, improve shading for lower lods and make flat-view rotatable
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@ -173,10 +173,13 @@ export class MapControls {
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let maxAngleForZoom = this.getMaxPerspectiveAngleForDistance(this.manager.distance);
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let maxAngleForZoom = this.getMaxPerspectiveAngleForDistance(this.manager.distance);
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// rotation
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// rotation
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if (this.manager.ortho === 0) {
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this.mouseRotate.update(delta, map);
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this.mouseRotate.update(delta, map);
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this.keyRotate.update(delta, map);
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this.keyRotate.update(delta, map);
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this.touchRotate.update(delta, map);
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this.touchRotate.update(delta, map);
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// snap rotation to north on orthographic view
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if (this.manager.ortho !== 0 && Math.abs(this.manager.rotation) < 0.3) {
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this.manager.rotation = softClamp(this.manager.rotation, 0, 0, 0.05);
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}
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}
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// tilt
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// tilt
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@ -85,6 +85,8 @@ export class LowresTileLoader {
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return;
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return;
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}
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}
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const scale = Math.pow(this.tileSettings.lodFactor, this.lod - 1);
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let material = new ShaderMaterial({
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let material = new ShaderMaterial({
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uniforms: {
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uniforms: {
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...this.uniforms,
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...this.uniforms,
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@ -98,7 +100,12 @@ export class LowresTileLoader {
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type: 't',
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type: 't',
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value: texture
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value: texture
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},
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},
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lod: {value: this.lod}
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lod: {
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value: this.lod
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},
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lodScale: {
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value: scale
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}
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},
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},
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vertexShader: this.vertexShader,
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vertexShader: this.vertexShader,
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fragmentShader: this.fragmentShader,
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fragmentShader: this.fragmentShader,
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@ -112,7 +119,6 @@ export class LowresTileLoader {
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let object = new Mesh(this.geometry, material);
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let object = new Mesh(this.geometry, material);
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const scale = Math.pow(this.tileSettings.lodFactor, this.lod - 1);
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object.position.set(tileX * this.tileSettings.tileSize.x * scale, 0, tileZ * this.tileSettings.tileSize.z * scale);
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object.position.set(tileX * this.tileSettings.tileSize.x * scale, 0, tileZ * this.tileSettings.tileSize.z * scale);
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object.scale.set(scale, 1, scale);
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object.scale.set(scale, 1, scale);
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@ -28,8 +28,6 @@ export const LOWRES_FRAGMENT_SHADER = `
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${ShaderChunk.logdepthbuf_pars_fragment}
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${ShaderChunk.logdepthbuf_pars_fragment}
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#define PI 3.1415926535897932
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#define PI 3.1415926535897932
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#define PI_D10 0.3141592653589793
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#define PI_D5 0.6283185307179586
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#ifndef texture
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#ifndef texture
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#define texture texture2D
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#define texture texture2D
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@ -49,7 +47,8 @@ uniform TileMap hiresTileMap;
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uniform sampler2D textureImage;
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uniform sampler2D textureImage;
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uniform vec2 tileSize;
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uniform vec2 tileSize;
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uniform vec2 textureSize;
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uniform vec2 textureSize;
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uniform int lod;
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uniform float lod;
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uniform float lodScale;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 vWorldPosition;
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varying vec3 vWorldPosition;
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@ -88,29 +87,32 @@ void main() {
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float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0))));
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float heightX = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(1.0, 0.0))));
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float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0))));
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float heightZ = metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(0.0, 1.0))));
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float diff = (height - heightX) + (height - heightZ);
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float heightDiff = ((height - heightX) + (height - heightZ)) / lodScale;
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vec3 defaultRGB = color.rgb + clamp(diff * 0.04, -0.2, 0.04);
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float shade = clamp(heightDiff * 0.06, -0.2, 0.04);
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if(lod == 1) {
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float ao = 0.0;
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vec3 occRGB = color.rgb + clamp(diff * 0.02, -0.1, 0.04);
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float aoStrength = 0.0;
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if(lod == 1.0) {
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aoStrength = smoothstep(PI - 0.8, PI - 0.2, acos(-clamp(viewMatrix[1][2], 0.0, 1.0)));
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aoStrength *= 1.0 - smoothstep(200.0, 500.0, vDistance);
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float ao = 0.0;
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if (aoStrength > 0.0) {
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const float r = 3.0;
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const float r = 3.0;
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const float step = 0.2;
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const float step = 0.2;
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for (float vx = -r; vx <= r; vx++) {
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const float o = step / r * 0.1;
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for (float vz = -r; vz <= r; vz++) {
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for (float vx = -r; vx <= r; vx++) {
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diff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step))));
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for (float vz = -r; vz <= r; vz++) {
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if (diff < 0.0) {
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heightDiff = height - metaToHeight(texture(textureImage, posToMetaUV(vPosition.xz + vec2(vx * step, vz * step))));
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ao -= step / r;
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if (heightDiff < 0.0) {
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ao -= o;
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}
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}
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}
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}
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}
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}
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}
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occRGB += ao * 0.1;
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color.rgb = mix(defaultRGB, occRGB, smoothstep(PI - PI_D5, PI - PI_D10, acos(-clamp(viewMatrix[1][2], 0.0, 1.0))));
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} else {
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color.rgb = defaultRGB;
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}
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}
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color.rgb += mix(shade, shade * 0.3 + ao, aoStrength);
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float blockLight = metaToLight(meta);
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float blockLight = metaToLight(meta);
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float light = mix(blockLight, 15.0, sunlightStrength);
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float light = mix(blockLight, 15.0, sunlightStrength);
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color.rgb *= mix(ambientLight, 1.0, light / 15.0);
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color.rgb *= mix(ambientLight, 1.0, light / 15.0);
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