feat: add seam blend feature and amplitude overlap warning with UI updates

This commit is contained in:
CNCKitchen
2026-03-19 12:08:14 +01:00
parent 08ab85ba75
commit 32eddcad37
7 changed files with 264 additions and 91 deletions
+75 -1
View File
@@ -1,5 +1,5 @@
import * as THREE from 'three';
import { computeUV } from './mapping.js';
import { computeUV, getDominantCubicAxis } from './mapping.js';
/**
* Apply displacement to every vertex of a non-indexed BufferGeometry.
@@ -58,6 +58,11 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
// ── Pass 1: accumulate area-weighted face normals per unique position ─────
// Map: posKey → [nx, ny, nz] (unnormalised sum)
const smoothNrmMap = new Map();
// zoneAreaMap: posKey → [xArea, yArea, zArea] (cubic mapping only)
// Tracks the total adjacent face area in each cubic projection zone (X/Y/Z dominant).
// Seam-edge vertices that border two zones get a blend proportional to face area,
// eliminating the mixed-projection artefact on seam-crossing triangles.
const zoneAreaMap = new Map();
// maskedFracMap: posKey → [maskedArea, totalArea]
// Tracks the fraction of surrounding face area that is masked so boundary
// vertices get a smooth displacement blend instead of a hard on/off cutoff.
@@ -108,6 +113,26 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
const faceMasked = angleMasked;
if (userExcluded && userExcludedFaces) userExcludedFaces[t / 3] = 1;
// For cubic mapping: assign this face's area to its single dominant zone (argmax).
// Seam-edge vertices that border two zones still accumulate proportional blending
// because those two different adjacent faces each contribute to their own zone.
// Using argmax (instead of all-three-components) ensures that a face at exactly 45°
// picks one projection consistently, eliminating the double-texture artefact.
let czX = 0, czY = 0, czZ = 0;
if (settings.mappingMode === 6 && faceArea > 1e-12) {
switch (getDominantCubicAxis(faceNrm)) {
case 'x':
czX = faceArea;
break;
case 'y':
czY = faceArea;
break;
default:
czZ = faceArea;
break;
}
}
for (let v = 0; v < 3; v++) {
tmpPos.fromBufferAttribute(posAttr, t + v);
const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
@@ -120,6 +145,11 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
} else {
smoothNrmMap.set(k, [faceNrm.x, faceNrm.y, faceNrm.z]);
}
if (czX > 0 || czY > 0 || czZ > 0) {
const za = zoneAreaMap.get(k);
if (za) { za[0] += czX; za[1] += czY; za[2] += czZ; }
else { zoneAreaMap.set(k, [czX, czY, czZ]); }
}
const mf = maskedFracMap.get(k);
if (mf) {
if (faceMasked) mf[0] += faceArea;
@@ -145,6 +175,36 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
if (dispCache.has(k)) continue;
const sn = smoothNrmMap.get(k);
// Cubic: zone-area-weighted sampling with a stable per-face dominant axis.
// Non-seam vertices use their single zone purely; seam-edge vertices that
// adjoin two zones get a face-area-proportional blend. This guarantees all
// three vertices of every triangle receive consistent displacement, making
// the mesh watertight with no mixed-projection artefact rows at the seam.
if (settings.mappingMode === 6 /* MODE_CUBIC */) {
const za = zoneAreaMap.get(k);
const total = za ? za[0] + za[1] + za[2] : 0;
if (total > 0) {
const md = Math.max(bounds.size.x, bounds.size.y, bounds.size.z, 1e-6);
const rotRad = (settings.rotation ?? 0) * Math.PI / 180;
let grey = 0;
if (za[0] > 0) { // X-dominant zone → YZ projection
const uv = _cubicUV((tmpPos.y-bounds.min.y)/md, (tmpPos.z-bounds.min.z)/md, settings, rotRad);
grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (za[0]/total);
}
if (za[1] > 0) { // Y-dominant zone → XZ projection
const uv = _cubicUV((tmpPos.x-bounds.min.x)/md, (tmpPos.z-bounds.min.z)/md, settings, rotRad);
grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (za[1]/total);
}
if (za[2] > 0) { // Z-dominant zone → XY projection
const uv = _cubicUV((tmpPos.x-bounds.min.x)/md, (tmpPos.y-bounds.min.y)/md, settings, rotRad);
grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (za[2]/total);
}
dispCache.set(k, grey);
continue;
}
}
tmpNrm.set(sn[0], sn[1], sn[2]);
const uvResult = computeUV(tmpPos, tmpNrm, settings.mappingMode, settings, bounds);
@@ -267,3 +327,17 @@ function sampleBilinear(data, w, h, u, v) {
+ v01 * (1-tx) * ty
+ v11 * tx * ty;
}
/** Apply scale/offset/rotation to raw UV for cubic projection.
* Mirrors the private applyTransform helper in mapping.js. */
function _cubicUV(rawU, rawV, settings, rotRad) {
let u = rawU / settings.scaleU + settings.offsetU;
let v = rawV / settings.scaleV + settings.offsetV;
if (rotRad !== 0) {
const c = Math.cos(rotRad), s = Math.sin(rotRad);
u -= 0.5; v -= 0.5;
const ru = c*u - s*v, rv = s*u + c*v;
u = ru + 0.5; v = rv + 0.5;
}
return { u: u - Math.floor(u), v: v - Math.floor(v) };
}
+14
View File
@@ -50,6 +50,10 @@ export const TRANSLATIONS = {
'sections.displacement': 'Texture Depth',
'labels.amplitude': 'Amplitude',
// Seam blend
'labels.seamBlend': 'Seam Blend \u24d8',
'tooltips.seamBlend': 'Softens the hard seam where projection faces meet. Effective for Cubic and Cylindrical modes.',
// Surface mask section
'sections.surfaceMask': 'Surface Mask \u24d8',
'tooltips.surfaceMask': '0° = no masking. Surfaces within this angle of horizontal will not be textured.',
@@ -88,6 +92,9 @@ export const TRANSLATIONS = {
'excl.hintExclude': 'Excluded surfaces appear orange and will not receive displacement during export.',
'excl.hintInclude': 'Selected surfaces appear green and will be the only ones to receive displacement during export.',
// Amplitude overlap warning
'warnings.amplitudeOverlap': '\u26a0 Amplitude exceeds 10% of the smallest model dimension \u2014 geometry overlaps may occur in the exported STL.',
// Export section
'sections.export': 'Export \u24d8',
'tooltips.export': 'Smaller edge length = finer displacement detail. Output is then decimated to the triangle limit.',
@@ -172,6 +179,10 @@ export const TRANSLATIONS = {
'sections.displacement': 'Texturtiefe',
'labels.amplitude': 'Amplitude',
// Seam blend
'labels.seamBlend': 'Nahtglättung \u24d8',
'tooltips.seamBlend': 'Glättet den scharfen Übergang zwischen Projektionsflächen. Wirksam für Kubische und Zylindrische Modi.',
// Surface mask section
'sections.surfaceMask': 'Fl\u00e4chenmaskierung nach Winkel\u24d8',
'tooltips.surfaceMask': '0° = keine Maskierung. Fl\u00e4chen innerhalb dieses Winkels zur Horizontalen werden nicht texturiert.',
@@ -210,6 +221,9 @@ export const TRANSLATIONS = {
'excl.hintExclude': 'Ausgeschlossene Fl\u00e4chen erscheinen orange und erhalten beim Export keine Verschiebung.',
'excl.hintInclude': 'Ausgew\u00e4hlte Fl\u00e4chen erscheinen gr\u00fcn und sind die einzigen, die beim Export eine Verschiebung erhalten.',
// Amplitude overlap warning
'warnings.amplitudeOverlap': '\u26a0 Amplitude überschreitet 10% der kleinsten Modellabmessung \u2014 beim Export k\u00f6nnen Geometrie\u00fcberschneidungen auftreten.',
// Export section
'sections.export': 'Export \u24d8',
'tooltips.export': 'Kleinere Kantenl\u00e4nge = mehr Texturdetails. Die Ausgabe wird dann auf das Dreieckslimit vereinfacht.',
+22 -6
View File
@@ -39,8 +39,8 @@ const _raycaster = new THREE.Raycaster();
const settings = {
mappingMode: 5, // Triplanar default
scaleU: 1.0,
scaleV: 1.0,
scaleU: 0.5,
scaleV: 0.5,
amplitude: 0.5,
offsetU: 0.0,
offsetV: 0.0,
@@ -50,6 +50,7 @@ const settings = {
lockScale: true,
bottomAngleLimit: 5,
topAngleLimit: 0,
mappingBlend: 0.2,
};
// ── DOM refs ──────────────────────────────────────────────────────────────────
@@ -87,7 +88,8 @@ const offsetUVal = document.getElementById('offset-u-val');
const offsetVVal = document.getElementById('offset-v-val');
const rotationSlider = document.getElementById('rotation');
const rotationVal = document.getElementById('rotation-val');
const amplitudeVal = document.getElementById('amplitude-val');
const amplitudeVal = document.getElementById('amplitude-val');
const amplitudeWarning = document.getElementById('amplitude-warning');
const refineLenVal = document.getElementById('refine-length-val');
const maxTriVal = document.getElementById('max-triangles-val');
@@ -95,6 +97,8 @@ const bottomAngleLimitSlider = document.getElementById('bottom-angle-limit');
const topAngleLimitSlider = document.getElementById('top-angle-limit');
const bottomAngleLimitVal = document.getElementById('bottom-angle-limit-val');
const topAngleLimitVal = document.getElementById('top-angle-limit-val');
const seamBlendSlider = document.getElementById('seam-blend');
const seamBlendVal = document.getElementById('seam-blend-val');
// ── Exclusion panel DOM refs ──────────────────────────────────────────────────
const exclBrushBtn = document.getElementById('excl-brush-btn');
@@ -160,8 +164,8 @@ scaleVVal.value = posToScale(parseFloat(scaleVSlider.value));
loadPresets().then(presets => {
PRESETS = presets;
buildPresetGrid();
// Select Noise as the default preset
const noiseIdx = PRESETS.findIndex(p => p.name === 'Noise');
// Select Crystal as the default preset
const noiseIdx = PRESETS.findIndex(p => p.name === 'Crystal');
const defaultIdx = noiseIdx !== -1 ? noiseIdx : 0;
const swatches = presetGrid.querySelectorAll('.preset-swatch');
if (swatches[defaultIdx]) selectPreset(defaultIdx, swatches[defaultIdx]);
@@ -299,11 +303,13 @@ function wireEvents() {
linkSlider(offsetUSlider, offsetUVal, v => { settings.offsetU = v; return v.toFixed(2); });
linkSlider(offsetVSlider, offsetVVal, v => { settings.offsetV = v; return v.toFixed(2); });
linkSlider(rotationSlider, rotationVal, v => { settings.rotation = v; return Math.round(v); });
linkSlider(amplitudeSlider, amplitudeVal, v => { settings.amplitude = v; return v.toFixed(2); });
linkSlider(amplitudeSlider, amplitudeVal, v => { settings.amplitude = v; checkAmplitudeWarning(); return v.toFixed(2); });
amplitudeVal.addEventListener('change', checkAmplitudeWarning);
linkSlider(refineLenSlider, refineLenVal, v => { settings.refineLength = v; return v.toFixed(2); }, false);
linkSlider(maxTriSlider, maxTriVal, v => { settings.maxTriangles = v; return formatM(v); }, false);
linkSlider(bottomAngleLimitSlider, bottomAngleLimitVal, v => { settings.bottomAngleLimit = v; return v; });
linkSlider(topAngleLimitSlider, topAngleLimitVal, v => { settings.topAngleLimit = v; return v; });
linkSlider(seamBlendSlider, seamBlendVal, v => { settings.mappingBlend = v; return v.toFixed(2); });
// ── Export ──
exportBtn.addEventListener('click', () => {
@@ -669,6 +675,7 @@ async function handleSTL(file) {
currentGeometry = geometry;
currentBounds = bounds;
currentStlName = file.name.replace(/\.stl$/i, '');
checkAmplitudeWarning();
// Dispose old preview material and reset state for the new mesh
if (previewMaterial) {
@@ -743,6 +750,15 @@ async function handleSTL(file) {
// ── Live preview ──────────────────────────────────────────────────────────────
function checkAmplitudeWarning() {
if (!currentBounds) return;
const minDim = Math.min(currentBounds.size.x, currentBounds.size.y, currentBounds.size.z);
const danger = Math.abs(settings.amplitude) > minDim * 0.1;
amplitudeWarning.classList.toggle('hidden', !danger);
amplitudeSlider.classList.toggle('amp-danger', danger);
amplitudeVal.classList.toggle('amp-danger', danger);
}
function updatePreview() {
if (!currentGeometry || !currentBounds) return;
+57 -29
View File
@@ -13,6 +13,19 @@ export const MODE_TRIPLANAR = 5;
export const MODE_CUBIC = 6;
const TWO_PI = Math.PI * 2;
const CUBIC_AXIS_EPSILON = 1e-4;
export function getDominantCubicAxis(normal) {
const ax = Math.abs(normal.x);
const ay = Math.abs(normal.y);
const az = Math.abs(normal.z);
// Treat near-ties as an intentional tie so 45° faces pick one stable axis
// instead of flipping projection due to tiny normal jitter between triangles.
if (ax >= ay - CUBIC_AXIS_EPSILON && ax >= az - CUBIC_AXIS_EPSILON) return 'x';
if (ay >= az - CUBIC_AXIS_EPSILON) return 'y';
return 'z';
}
/**
* Compute normalised UV coordinates [0, 1) (tiling) for a vertex.
@@ -54,28 +67,42 @@ export function computeUV(pos, normal, mode, settings, bounds) {
}
case MODE_CYLINDRICAL: {
// Cylindrical around Z axis with automatic caps.
//
// Side: V arc-length-normalised by circumference C = 2πr so that
// scaleU = scaleV gives un-stretched square texels on the surface.
//
// Cap (|normalZ| > 0.5): planar XY centred on the axis, scaled to the
// diameter so one tile covers the full cap disc.
// mappingBlend=0 → pure side projection for all faces (original behaviour, no cap seam).
// mappingBlend>0 → smooth side↔cap blend; zone half-width = blend*0.20.
const r = Math.max(size.x, size.y) * 0.5;
const C = TWO_PI * Math.max(r, 1e-6);
const rx = pos.x - center.x;
const ry = pos.y - center.y;
if (Math.abs(normal.z) > 0.7) {
// Cap face — normalise by C so one tile = same world size as on the side
u = rx / C + 0.5;
v = ry / C + 0.5;
} else {
// Side face
const theta = Math.atan2(ry, rx);
u = (theta / TWO_PI) + 0.5;
v = (pos.z - min.z) / C;
const blend = settings.mappingBlend ?? 0.0;
const theta = Math.atan2(ry, rx);
const uSide = (theta / TWO_PI) + 0.5;
const vSide = (pos.z - min.z) / C;
if (blend <= 0.001) {
return applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
}
break;
const blendHalf = blend * 0.20;
const absnz = Math.abs(normal.z);
const capW = Math.max(0, Math.min(1, (absnz - (0.7 - blendHalf)) / (2 * blendHalf + 1e-6)));
if (capW <= 0) {
return applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
}
const uCap = rx / C + 0.5;
const vCap = ry / C + 0.5;
if (capW >= 1) {
return applyTransform(uCap, vCap, scaleU, scaleV, offsetU, offsetV, rotRad);
}
// Return two separate samples so displacement.js blends the *heights*,
// not the UV coordinates (blending atan2-based and planar UVs directly
// produces garbage values in the transition zone).
const tSide = applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
const tCap = applyTransform(uCap, vCap, scaleU, scaleV, offsetU, offsetV, rotRad);
return {
triplanar: true,
samples: [
{ u: tSide.u, v: tSide.v, w: 1 - capW },
{ u: tCap.u, v: tCap.v, w: capW },
],
};
}
case MODE_SPHERICAL: {
@@ -91,19 +118,20 @@ export function computeUV(pos, normal, mode, settings, bounds) {
}
case MODE_CUBIC: {
const ax = Math.abs(normal.x);
const ay = Math.abs(normal.y);
const az = Math.abs(normal.z);
let uRaw, vRaw;
if (ax >= ay && ax >= az) {
uRaw = (pos.y - min.y) / md;
vRaw = (pos.z - min.z) / md;
} else if (ay >= ax && ay >= az) {
uRaw = (pos.x - min.x) / md;
vRaw = (pos.z - min.z) / md;
} else {
uRaw = (pos.x - min.x) / md;
vRaw = (pos.y - min.y) / md;
switch (getDominantCubicAxis(normal)) {
case 'x':
uRaw = (pos.y - min.y) / md;
vRaw = (pos.z - min.z) / md;
break;
case 'y':
uRaw = (pos.x - min.x) / md;
vRaw = (pos.z - min.z) / md;
break;
default:
uRaw = (pos.x - min.x) / md;
vRaw = (pos.y - min.y) / md;
break;
}
return applyTransform(uRaw, vRaw, scaleU, scaleV, offsetU, offsetV, rotRad);
}
+61 -51
View File
@@ -26,11 +26,16 @@ const vertexShader = /* glsl */`
varying vec3 vNormal; // view-space normal → lighting
void main() {
vModelPos = position;
vModelNormal = normalize(normal);
vModelPos = position;
// Guard against degenerate zero-length normals (non-manifold / multi-body STLs
// can produce averaged-to-zero normals at shared vertices between opposing bodies).
// normalize(vec3(0)) is undefined in GLSL and produces NaN on most GPUs,
// which then turns the entire fragment black.
vec3 safeN = length(normal) > 1e-6 ? normalize(normal) : vec3(0.0, 0.0, 1.0);
vModelNormal = safeN;
vec4 mvPos = modelViewMatrix * vec4(position, 1.0);
vViewPos = mvPos.xyz;
vNormal = normalize(normalMatrix * normal);
vNormal = normalize(normalMatrix * safeN);
gl_Position = projectionMatrix * mvPos;
}
`;
@@ -49,6 +54,7 @@ const fragmentShader = /* glsl */`
uniform vec3 boundsCenter;
uniform float bottomAngleLimit; // degrees from horizontal; 0 = disabled
uniform float topAngleLimit; // degrees from horizontal; 0 = disabled
uniform float mappingBlend; // 0 = sharp seams, 1 = fully blended (cylindrical)
varying vec3 vModelPos;
varying vec3 vModelNormal;
@@ -57,6 +63,14 @@ const fragmentShader = /* glsl */`
const float PI = 3.14159265358979;
const float TWO_PI = 6.28318530717959;
const float CUBIC_AXIS_EPSILON = 1e-4;
int dominantCubicAxis(vec3 n) {
vec3 absN = abs(n);
if (absN.x >= absN.y - CUBIC_AXIS_EPSILON && absN.x >= absN.z - CUBIC_AXIS_EPSILON) return 0;
if (absN.y >= absN.z - CUBIC_AXIS_EPSILON) return 1;
return 2;
}
// Sample after applying scale + tiling
float sampleMap(vec2 rawUV) {
@@ -73,11 +87,20 @@ const fragmentShader = /* glsl */`
// Uses vModelPos / vModelNormal (model-space) so UV is stable as the camera orbits.
float getHeight() {
vec3 pos = vModelPos;
vec3 MN = vModelNormal; // model-space normal
vec3 MN = vModelNormal; // smooth interpolated normal → shading only
vec3 rel = pos - boundsCenter;
float maxDim = max(boundsSize.x, max(boundsSize.y, boundsSize.z));
float md = max(maxDim, 1e-4);
// Face-stable projection normal: cross product of screen-space position
// derivatives is CONSTANT within a triangle (unlike the interpolated
// vModelNormal), eliminating within-face texture z-fighting at seam
// boundaries in cubic / triplanar mapping. Falls back to MN if degenerate.
vec3 _dpx = dFdx(vModelPos);
vec3 _dpy = dFdy(vModelPos);
vec3 _fN = cross(_dpx, _dpy);
vec3 PN = length(_fN) > 1e-10 ? normalize(_fN) : MN;
if (mappingMode == 0) {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
@@ -88,27 +111,16 @@ const fragmentShader = /* glsl */`
return sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
} else if (mappingMode == 3) {
// Cylindrical around Z axis (Z is up) with automatic caps.
//
// Side: V is arc-length-normalised (divided by circumference C = 2πr)
// so that scaleU = scaleV gives square, un-stretched texels on the surface.
//
// Cap (|normalZ| > 0.5): planar XY centred on the cylinder axis, one tile
// fills the diameter × diameter square so the disc looks fully textured.
// Cylindrical around Z axis (Z is up) with blendable side↔cap transition.
float r = max(boundsSize.x, boundsSize.y) * 0.5;
float C = TWO_PI * max(r, 1e-4);
if (abs(vModelNormal.z) > 0.7) {
// Cap face — normalise by C so one tile = same world size as on the side
return sampleMap(vec2(
rel.x / C + 0.5,
rel.y / C + 0.5
));
}
// Side face
return sampleMap(vec2(
atan(rel.y, rel.x) / TWO_PI + 0.5,
(pos.z - boundsMin.z) / C
));
float hSide = sampleMap(vec2(atan(rel.y, rel.x) / TWO_PI + 0.5,
(pos.z - boundsMin.z) / C));
if (mappingBlend < 0.001) return hSide;
float blendHalf = mappingBlend * 0.20;
float capW = smoothstep(0.7 - blendHalf, 0.7 + blendHalf, abs(vModelNormal.z));
float hCap = sampleMap(vec2(rel.x / C + 0.5, rel.y / C + 0.5));
return mix(hSide, hCap, capW);
} else if (mappingMode == 4) {
// Spherical — Z is up
@@ -118,8 +130,8 @@ const fragmentShader = /* glsl */`
return sampleMap(vec2(theta / TWO_PI + 0.5, phi / PI));
} else if (mappingMode == 5) {
// Triplanar smooth blend using model-space normal (stable regardless of camera)
vec3 blend = abs(MN);
// Triplanar smooth blend using face-stable projection normal (constant per triangle)
vec3 blend = abs(PN);
blend = pow(blend, vec3(4.0));
blend /= dot(blend, vec3(1.0)) + 1e-4;
@@ -130,22 +142,22 @@ const fragmentShader = /* glsl */`
return hXY * blend.z + hXZ * blend.y + hYZ * blend.x;
} else {
// Cubic (box) hard-edge face selection using model-space normal
// Picks the single planar projection whose axis is most aligned with the face normal.
vec3 absN = abs(MN);
if (absN.x >= absN.y && absN.x >= absN.z) {
return sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
} else if (absN.y >= absN.x && absN.y >= absN.z) {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.z - boundsMin.z) / md));
} else {
return sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
}
// Cubic (box) always pick exactly one projection per triangle.
float hYZ = sampleMap(vec2((pos.y - boundsMin.y) / md, (pos.z - boundsMin.z) / md));
float hXZ = sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.z - boundsMin.z) / md));
float hXY = sampleMap(vec2((pos.x - boundsMin.x) / md, (pos.y - boundsMin.y) / md));
int axis = dominantCubicAxis(PN);
if (axis == 0) return hYZ;
if (axis == 1) return hXZ;
return hXY;
}
}
void main() {
vec3 N = normalize(vNormal);
// Flip normal for back faces so flipped-winding geometry still lights correctly.
vec3 N = normalize(vNormal) * (gl_FrontFacing ? 1.0 : -1.0);
float h = getHeight();
// ── Surface angle masking (FDM: suppress texture on near-horizontal faces) ────
// Use a 15° smoothstep fade above the threshold so the bump tapers gradually
// into the masked region rather than cutting off abruptly at the boundary edge.
@@ -157,12 +169,11 @@ const fragmentShader = /* glsl */`
if (vModelNormal.z >= 0.0 && topAngleLimit >= 1.0)
maskBlend = min(maskBlend, smoothstep(topAngleLimit, topAngleLimit + FADE, surfaceAngle));
h = mix(0.5, h, maskBlend); // blend toward neutral grey (zero-gradient → no bump)
// ── Bump mapping via screen-space height derivatives ──────────────────
// dFdx/dFdy give the height change per screen pixel → height gradient
float dhx = dFdx(h);
float dhy = dFdy(h);
// Screen-space surface tangent / bitangent, projected onto the surface plane
vec3 dp1 = dFdx(vViewPos);
vec3 dp2 = dFdy(vViewPos);
@@ -173,19 +184,16 @@ const fragmentShader = /* glsl */`
T = lenT > 1e-5 ? T / lenT : vec3(1.0, 0.0, 0.0);
B = lenB > 1e-5 ? B / lenB : vec3(0.0, 1.0, 0.0);
// Normalise bump strength by position derivative so the effect is
// independent of zoom level / mesh scale.
// Bump strength normalised by screen-space position derivative so
// the effect is independent of zoom level.
float posScale = max(length(dp1) + length(dp2), 1e-6);
float bumpStr = amplitude * 1.2 / posScale;
float bumpStr = amplitude * 6.0 / posScale;
vec3 bumpN = normalize(N - bumpStr * (dhx * T + dhy * B));
vec3 bumpVec = N - bumpStr * (dhx * T + dhy * B);
vec3 bumpN = length(bumpVec) > 1e-6 ? normalize(bumpVec) : N;
// ── Shading ───────────────────────────────────────────────────────────
// Base colour: cool-to-warm tint driven by the displacement height value
// so the texture pattern is clearly visible even without bump lighting.
vec3 lo = vec3(0.18, 0.20, 0.35);
vec3 hi = vec3(0.90, 0.84, 0.68);
vec3 baseColor = mix(lo, hi, h);
vec3 baseColor = mix(vec3(0.50, 0.50, 0.50), vec3(0.22, 0.68, 0.68), maskBlend);
vec3 L1 = normalize(vec3( 0.5, 0.8, 1.0));
vec3 L2 = normalize(vec3(-0.5, -0.2, -0.6));
@@ -195,11 +203,11 @@ const fragmentShader = /* glsl */`
float diff2 = max(dot(bumpN, L2), 0.0) * 0.35;
vec3 H1 = normalize(L1 + V);
float spec = pow(max(dot(bumpN, H1), 0.0), 48.0) * 0.55;
float spec = pow(max(dot(bumpN, H1), 0.0), 64.0) * 0.60;
vec3 color = baseColor * 0.60 // strong ambient — texture always visible
+ baseColor * diff1 * vec3(1.00, 0.97, 0.90) * 0.45 // key light
+ baseColor * diff2 * vec3(0.40, 0.50, 0.80) * 0.20 // fill light
vec3 color = baseColor * 0.55 // ambient
+ baseColor * diff1 * vec3(1.00, 0.96, 0.88) * 0.55 // key light
+ baseColor * diff2 * vec3(0.80, 0.60, 0.50) * 0.15 // warm fill
+ vec3(spec); // specular
gl_FragColor = vec4(color, 1.0);
@@ -243,6 +251,7 @@ export function updateMaterial(material, displacementTexture, settings) {
}
u.bottomAngleLimit.value = settings.bottomAngleLimit ?? 5.0;
u.topAngleLimit.value = settings.topAngleLimit ?? 0.0;
u.mappingBlend.value = settings.mappingBlend ?? 0.0;
}
// ── Internal ──────────────────────────────────────────────────────────────────
@@ -265,6 +274,7 @@ function buildUniforms(tex, settings) {
boundsCenter: { value: b.center.clone() },
bottomAngleLimit: { value: settings.bottomAngleLimit ?? 5.0 },
topAngleLimit: { value: settings.topAngleLimit ?? 0.0 },
mappingBlend: { value: settings.mappingBlend ?? 0.0 },
};
}